Shooting game system and amusement facility

The shooting game system uses floor markers, diverse camera orientations, and processors to accurately identify each player's shots, addressing the challenge of distinguishing between multiple players' contributions.

JP2025141638APending Publication Date: 2025-09-29NINTENDO CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024041658
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-15
Publication Date
2025-09-29

AI Technical Summary

Technical Problem

Existing shooting game systems are not designed for multiple players to play together, as they struggle to accurately distinguish between the shots of each player due to the calculation of the gun controller's position and direction from a captured image.

Method used

A shooting game system with multiple markers on the floor, cameras positioned differently from the shooting devices, and a processor that calculates coordinates in virtual space based on marker images, allowing accurate shot identification for each player.

Benefits of technology

Enables accurate distinction between multiple players' shots during a shooting game, ensuring each player's contribution is recognized accurately.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025141638000001_ABST
    Figure 2025141638000001_ABST
Patent Text Reader

Abstract

To accurately distinguish each player's shooting even if multiple players play a shooting game simultaneously.SOLUTION: A shooting game system (10) includes a game control PC (12) and the game control PC is communicably connected to multiple gun PCs (24). Shooting devices are electrically connected to the respective gun PCs. The shooting game system is applied to an amusement facility AF, and multiple AR markers are disposed side by side on the floor surface of the amusement facility and between mount tables of gun devices and a front screen Sc. Infrared camera modules (26a, 28a) are provided in the respective shooting devices, an AR marker is photographed by an infrared camera, and the position and posture of the infrared camera are calculated based on the photographed image. Each of multiple players shoots a target displayed on the front screen by using shooting devices. A shooting direction for each player is calculated from the postures of the respective infrared cameras at the time of shooting, and an intersection on the front screen by shooting devices is calculated for each player.SELECTED DRAWING: Figure 4
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a shooting game system and an entertainment facility, and more particularly to a shooting game system and an entertainment facility in which each of a plurality of players shoots at a target displayed on a screen with a gun-shaped controller. [Background technology]

[0002] An example of this type of shooting game system is disclosed in Patent Document 1. In the gun game device disclosed in Patent Document 1, an electronic camera located below the display captures an image of a double-circle marker emitted by a gun controller, and by obtaining the position of the double-circle marker in the camera coordinate system, the coordinate position on the display to which the gun controller is facing and its direction are obtained by calculation processing by an image processing device. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2011-19745 Summary of the Invention [Problem to be solved by the invention]

[0004] The gun game device of the background art is not designed for multiple players to play a shooting game together. If multiple players were to play a shooting game together, the coordinate position of the gun controller being pointed at is simply calculated from the captured image of the double circle marker, which poses a problem in that it is difficult to distinguish which player fired the shot.

[0005] SUMMARY OF THE INVENTION It is therefore a primary object of the present invention to provide a novel shooting game system and entertainment facility.

[0006] Another object of the present invention is to provide a shooting game system and an entertainment facility that can accurately distinguish between the shots of each of a plurality of players. [Means for solving the problem]

[0007] Configuration 1 is a shooting game system that includes a screen onto which an image is projected and that is set upright on the floor; multiple markers that are set up in a row on the floor; multiple shooting devices each equipped with a camera that photographs the markers; and at least one processor, where the cameras are set in an orientation different from the shooting direction of the shooting devices. The at least one processor calculates, for each of the multiple shooting devices, coordinates in virtual space that correspond to the intersection of the shooting direction of the shooting device and the screen, which correspond to the position and orientation of the camera, based on the image of the marker photographed by the camera, and executes a shooting game using operation inputs to each shooting device and the coordinates in virtual space.

[0008] According to configuration 1, the intersection points on the front screen indicated by each of the multiple shooting devices are calculated based on captured images of markers placed on the floor, making it possible to identify where on the screen multiple players have shot. Therefore, even when multiple players are playing a shooting game at the same time, each player's shot can be accurately distinguished.

[0009] Configuration 2 is the same as configuration 1, further comprising an installation location for installing a shooting device, and the multiple markers are positioned between the screen and the installation location.

[0010] In configuration 3, in configuration 1, the shooting device includes a barrel portion, and the camera is disposed inside the tip of the barrel portion and facing diagonally downward from the shooting device.

[0011] According to configuration 3, the camera is disposed inside the tip of the barrel, so that the shooting game can be played without being aware of the position of the camera.

[0012] Configuration 4 is the same as configuration 3, wherein the barrel portion has a shape in which the upper side at the tip of the barrel portion protrudes further forward than the lower side.

[0013] According to configuration 4, the upper part of the tip of the barrel is shaped to protrude further forward than the lower part, making it less likely that the muzzle will be an obstacle to the camera, making it easier for the camera to detect markers on the floor.

[0014] Configuration 5 is any of configurations 1 to 4, and includes a plurality of light-emitting devices that are installed above the marker and emit light toward the marker, and the marker reflects the light emitted from the light-emitting devices.

[0015] According to configuration 5, by installing the light-emitting device above the marker, the marker can be detected more accurately from a distance than when the light-emitting device is attached to the shooting device, for example. Therefore, even when multiple players are playing a shooting game side by side, the marker can be detected more accurately.

[0016] Configuration 6 is any of configurations 1 to 4, and includes a shooting device selection mode in which one shooting device is selected from multiple types of shooting devices with the camera activated based on an image captured by the camera, and a shooting game mode in which a shooting game is executed with the camera of the selected shooting device activated, and the frame rate of the camera in the shooting device selection mode is lower than the frame rate of the camera in the shooting game mode.

[0017] According to configuration 6, since multiple types of shooting devices need to be operated in the shooting device selection mode, the processing load increases when multiple players select shooting devices. However, by lowering the camera frame rate in the shooting device selection mode compared to the shooting game mode, it is possible to reduce the processing load while preventing a deterioration in the game experience.

[0018] Configuration 7 is the same as configuration 6, and includes a shooting device return mode in which, after the shooting game mode ends, the camera of a selected shooting device is activated and it is determined whether the shooting device has been placed in a predetermined position based on an image captured by the camera, and the frame rate of the camera in the shooting device return mode is lower than the frame rate of the camera in the shooting game mode.

[0019] According to configuration 7, the frame rate of the camera in the shooting device return mode is set lower than that in the shooting game mode, thereby reducing the processing load.

[0020] Configuration 8 is the same as configuration 6 or 7, in which, in a shooting device selection mode, when multiple shooting devices are pointed at the screen, an image that prompts the user to select one shooting device is displayed on the screen based on an image of a marker captured by a camera.

[0021] According to configuration 8, when selecting one shooting device from multiple types of shooting devices, by using information from the camera and markers, there is no need to provide a separate mechanism or system, making it possible to play a shooting game easily.

[0022] Configuration 9 is any of configurations 5 to 8, in which the light emitted from the light-emitting device is infrared light, and the marker is formed on a plate-shaped substrate that reflects infrared light and is installed on the floor, with a first layer that transmits infrared light and a second layer that is arranged adjacent to the first layer and absorbs infrared light, and a third layer that transmits infrared light is further formed on top of the first and second layers.

[0023] Configuration 10 is configuration 9, wherein the markers are formed at the same height on the surfaces of the first and second layers.

[0024] Configuration 11 is any of Configurations 1 to 10, further comprising a projector that projects an image onto a screen, the screen being arranged in a curved shape in the longitudinal direction.

[0025] According to configuration 11, even if the screen is curved, the markers are provided on the floor surface, so that multiple players lined up side by side can easily see the entire screen, all the way to the edge, without affecting the detection of the markers.

[0026] Configuration 12 is an entertainment facility equipped with a shooting system according to any one of configurations 1 to 4 and configurations 7 to 10.

[0027] In configuration 12, as in configuration 1, it is possible to accurately distinguish between the shots of each of multiple players. [Effects of the Invention]

[0028] According to this invention, it is possible to accurately distinguish between the shots of each of a plurality of players.

[0029] The above and other objects, features and advantages of the present invention will become more apparent from the following detailed description of the preferred embodiments with reference to the drawings. [Brief explanation of the drawings]

[0030] [Figure 1] FIG. 1 is a diagram showing a non-limiting example of the configuration of a shooting game system according to a first embodiment. [Figure 2] FIG. 2 is a block diagram showing a non-limiting example of the electrical configuration of the game control PC shown in FIG. [Figure 3] FIG. 3 is a block diagram illustrating a non-limiting example of the electrical configuration of the gun PC and shooting device shown in FIG. [Figure 4] FIG. 4 is a top view of a non-limiting example of an entertainment facility to which the shooting game system shown in FIG. 1 is applied. [Figure 5] FIG. 5 is a front view of a non-limiting example of a front screen that may be located in the entertainment venue shown in FIG. [Figure 6]FIG. 6(A) is a diagram showing a non-limiting example of a panel on which an AR marker is printed, FIG. 6(B) is a diagram showing a non-limiting example of the structure of the panel shown in FIG. 6(A), and FIG. 6(C) is a diagram for explaining a non-limiting example of an AR marker board. [Figure 7] FIG. 7 is a diagram showing a non-limiting example of a booth set up in an entertainment facility and a player shooting. [Figure 8] FIG. 8(A) is a diagram showing a non-limiting example of the appearance of a gun-type shooting device, and FIG. 8(B) is a diagram showing a non-limiting example of the appearance of a bazooka-type shooting device. [Figure 9] FIG. 9(A) is a diagram illustrating a non-limiting example of the coordinate system of the infrared camera installed in the shooting device, and FIG. 9(B) is a diagram illustrating a non-limiting example of AR marker information obtained from a captured image. [Figure 10] FIG. 10 is a diagram showing a non-limiting example of a selection screen for selecting and determining a shooting device to be used in a shooting game. [Figure 11] FIG. 11(A) is a non-limiting example of a front game screen, and FIG. 11(B) is a non-limiting example of an overhead game screen. [Figure 12] FIG. 12 is a diagram showing a non-limiting example of a memory map of the RAM of the game control PC shown in FIG. [Figure 13] FIG. 13 is a diagram showing a non-limiting example of a memory map of the RAM of the image processing PC shown in FIG. [Figure 14] FIG. 14 is a flow chart showing a non-limiting example of the overall processing of a game program executed by a processor built into the game control PC shown in FIG. [Figure 15] FIG. 15 is a flowchart showing a non-limiting example of the shooting device selection and determination process executed by the processor built into the game control PC shown in FIG. [Figure 16] FIG. 16 is a flowchart showing a non-limiting example of the calculation and input process of the intersection point executed by the processor built in the image processing PC shown in FIG. [Figure 17]FIG. 17(A) is a diagram showing a first non-limiting example of a selection screen in the second embodiment, and FIG. 17(B) is a diagram showing a second non-limiting example of a selection screen in the second embodiment. [Figure 18] FIG. 18(A) is a diagram showing a third non-limiting example of the selection screen of the second embodiment, and FIG. 18(B) is a diagram showing a fourth non-limiting example of the selection screen of the second embodiment. [Figure 19] FIG. 19 is a flowchart showing a first part of a non-limiting example of a shooting device selection and determination process executed by a processor built into the game control PC of the second embodiment. [Figure 20] FIG. 20 is a flowchart showing a second part of a non-limiting example of the shooting device selection and determination process executed by the processor built into the game control PC of the second embodiment, and follows FIG. [Figure 21] Figure 21 is a flow chart showing a third part of a non-limiting example of the shooting device selection and determination process executed by the processor built into the game control PC of the second embodiment, and is a sequel to Figures 19 and 20. [Figure 22] Figure 22(A) is a diagram showing a non-limiting example of the general configuration of a gun-type shooting device and its storage stand, Figure 22(B) is a diagram showing a non-limiting example of the color of the slope of the groove provided in the support part that supports a part of the gun-type shooting device, including the tip, and Figure 22(C) is a diagram showing a non-limiting example of the general configuration of a bazooka-type shooting device and its storage stand. [Figure 23] FIG. 23 is a flowchart showing a non-limiting example of the return process executed by the processor built into the game control PC of the third embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0031] <First Example> 1, a non-limiting example shooting game system 10 is installed in an entertainment facility and includes a game control PC 12. The game control PC 12 is communicatively connected to a front projector drawing PC 16 and a ceiling projector drawing PC 18 via a LAN 14. A plurality of front projectors 20 are connected to the front projector drawing PC 16, and a plurality of ceiling projectors 22 are connected to the ceiling projector drawing PC 18.

[0032] The game control PC 12 is also communicatively connected to a plurality of gun PCs 24 via the LAN 14. A gun-type shooting device (or gun-type controller) 26 and a bazooka-type shooting device (or bazooka-type controller) 28 are connected to each gun PC 24.

[0033] The game control PC 12 is an example of an information processing device, and may be a PC. However, a server may be used instead of a PC. FIG. 2 is a block diagram showing a non-limiting example of the electrical configuration of the game control PC 12. As shown in FIG. 2, the game control PC 12 includes a processor 40, which is connected to a RAM 42, a HDD 44, a communication module 46, an input device 48, and a display device 50.

[0034] The processor 40 performs overall control of the game control PC 12. As an example, the processor 40 is a SoC (System-on-a-chip) that incorporates multiple functions such as a CPU function, a GPU function, and a VRAM (Video Random Access Memory).

[0035] The RAM 42 is a volatile storage medium and is used as a work memory and buffer memory for the processor 40. The HDD (Hard Disk Drive) 44 is a non-volatile storage medium and is used to store various information processing programs, such as the game program of this first embodiment, and to save various data. As an example, the game program is a game program for a virtual game such as a shooting game, in which multiple players use shooting devices to shoot target objects displayed on the game screen. However, a shooting game can also be played by a single player.

[0036] For example, the game program and necessary data are read from HDD 44 and stored in RAM (Random Access Memory) 42. During execution of the game program, the GPU built into processor 40 uses image generation data 304b (see FIG. 12) stored in RAM 42 and the like to generate image data in VRAM for displaying a game screen (see FIG. 11(A)) in front of the player, and also generates image data for displaying a game screen (see FIG. 11(B)) above the player, and outputs the generated image data to front projector drawing PC 16 and ceiling projector drawing PC 18. Note that the game screen displayed above the player is a game screen displayed on the ceiling, continuous with the game screen displayed in front. Hereinafter, the game screen displayed in front of the player will be referred to as the "front game screen," and the game screen displayed above the player, i.e., on the ceiling, will be referred to as the "ceiling game screen."

[0037] During execution of an information processing program for an application other than a virtual game, the GPU built into processor 40 generates image data in VRAM using image generation data 304b stored in RAM 42 and the like to display various screens for the application being executed on display device 50, and outputs the generated image data to display device 50. Applications other than virtual games are not essential to the present invention, and therefore will not be described further below.

[0038] The communication module 46 has the function of connecting to a wired LAN. Therefore, for example, the processor 40 uses the communication module 46 to send and receive data to and from other devices via the LAN 14. In this first embodiment, the other devices are the front projector drawing PC 16, the ceiling projector drawing PC 18, and each gun PC 24. The communication module 46 may also have the function of connecting to a wireless LAN using a method compliant with the IEEE 802.11.b / g standard, for example. In this case, the communication module 46 can also be used to send and receive data directly to and from other devices.

[0039] The input device 48 is a keyboard and a computer mouse, and may further include a touch panel, etc. The display device 50 is a display device such as an LCD or organic EL.

[0040] 2 is merely an example, and the electrical configuration of the game control PC 12 is not limited to this. For example, the game control PC 12 may be configured to allow external memory such as an optical disk, USB memory, or memory card to be detachably attached. Also, an SSD (Solid State Drive) may be provided instead of the HDD 44.

[0041] The front projector drawing PC 16 and the ceiling projector drawing PC 18 are each a general-purpose PC. However, a server can be used instead of a PC. Although a detailed description will be omitted, the front projector drawing PC 16 and the ceiling projector drawing PC 18 each have the same electrical configuration as the game control PC 12 shown in FIG. 2.

[0042] The front projector 20 and the ceiling projector 22 are each a projector that displays an image. A plurality of front projectors 20 are used to display a screen such as a front game screen on a screen (hereinafter sometimes referred to as a "front screen") Sc that is installed upright on the floor. However, a wall-mounted screen or a freestanding screen can be used as the front screen Sc. The wall itself can also be used as the front screen Sc. A plurality of ceiling projectors 22 are used to display a screen such as a game screen on the ceiling. However, a screen can also be installed on the ceiling and a screen such as a ceiling game screen can be displayed on the screen.

[0043] The front projector drawing PC 16 divides the screen data sent from the game control PC 12 for each frame, providing overlapping areas so that the front game screen is displayed by the multiple front projectors 20, and outputs the divided screen data to each of the multiple front projectors 20. Note that a frame is a unit of time for updating the screen.

[0044] The ceiling projector drawing PC 18 divides the screen data sent from the game control PC 12 for each frame, providing overlapping areas so that the ceiling game screen is displayed by the multiple ceiling projectors 22, and outputs the divided screen data to each of the multiple ceiling projectors 22.

[0045] As described above, the gun PC 24 is connected to the gun-type shooting device 26 and the bazooka-type shooting device 28. In this specification, when there is no need to distinguish between the gun-type shooting device 26 and the bazooka-type shooting device 28, they will be referred to simply as "shooting devices."

[0046] FIG. 3 is a block diagram for explaining the electrical configuration of the gun PC 24 and the two shooting devices (26, 28).

[0047] As shown in FIG. 3, the gun PC 24 includes an image processing PC 24a and a signal processing PC 24b, which are communicatively connected using a LAN cable. The image processing PC 24a is communicatively connected to the game control PC 12 via the LAN 14. The gun-type shooting device 26 includes an infrared camera module 26a, a trigger switch 26b, and a speaker 26c. Similarly, the bazooka-type shooting device 28 includes an infrared camera module 28a, a trigger switch 28b, and a speaker 28c. The gun-type shooting device 26 and the bazooka-type shooting device 28 have different external configurations (see FIGS. 8(A) and 8(B)), but have the same functions.

[0048] The image processing PC 24a is electrically connected to the infrared camera module 26a and the infrared camera module 28a using USB cables, respectively. The signal processing PC 24b is electrically connected to the trigger switch 26b and the trigger switch 28b using signal lines, respectively, and to the speaker 26c and the speaker 28c using speaker cables or USB cables, respectively.

[0049] The image processing PC 24a and the signal processing PC 24b are each a PC. However, a server may be used instead of a PC. Although detailed description will be omitted, the image processing PC 24a and the signal processing PC 24b each have the same electrical configuration as the game control PC 12 shown in FIG. 2. Therefore, the image processing PC 24a includes components such as a processor 240 and a RAM 242, and the signal processing PC 24b also includes components such as a processor and a RAM.

[0050] The image processing PC 24a, in accordance with instructions from the game control PC 12, activates or deactivates the infrared cameras constituting the infrared camera module 26a and / or the infrared camera module 28a and receives captured image data transmitted from the infrared camera module 26a or the infrared camera module 28a. When activated, the infrared camera executes a capture process for each frame and transmits the captured image data to the image processing PC 24a connected to the infrared camera module 26a or the infrared camera module 28a that owns the infrared camera. As will be described later, the image processing PC 24a calculates the position on the front screen Sc indicated by the gun-type shooting device 26 or the bazooka-type shooting device 28, i.e., the intersection point, based on the captured image data. At this time, if the player is firing using the gun-type shooting device 26 or the bazooka-type shooting device 28, the intersection point is the point of impact.

[0051] The signal processing PC 24b detects a trigger input signal (hereinafter referred to as "trigger data") transmitted from the trigger switch 26b or the trigger switch 28b, and inputs the detected trigger data to the game control PC 12 via the image processing PC 24a. The signal processing PC 24b also receives an audio signal from the game control PC 12 via the image processing PC 24a and outputs it to the speaker 26c or the speaker 28c. Note that the audio signal is an audio signal for the sound generated when a shooting device is fired in a shooting game, i.e., the shooting sound.

[0052] The gun PC 24 is configured to include an image processing PC 24a and a signal processing PC 24b, but if a computer with high processing power is used, it can also be configured with a single PC.

[0053] Fig. 4 is a top view of a non-limiting example of an amusement facility AF to which the shooting game system 10 shown in Fig. 1 is applied. Fig. 5 is a front view of a non-limiting example of a front screen Sc disposed in the amusement facility AF.

[0054] As shown in Fig. 4, a plurality of booths separated by partitions are arranged in a straight line, and players playing the shooting game are placed in each booth. However, it is not necessary for players to be placed in all booths, and it is sufficient that players are placed in some of the booths.

[0055] As shown in FIG. 4, the front screen Sc is placed at a predetermined distance from the multiple booths. As described above, the front screen Sc is placed upright relative to the floor. The front screen Sc has a horizontally long plate or strip shape with a width greater than the width of the multiple booths. As shown in FIG. 5, the front screen Sc is installed so that its lower end or bottom edge is slightly above the floor. However, the lower end or bottom edge of the front screen Sc may also be in contact with the floor.

[0056] As shown in Figures 4 and 5, a world coordinate system corresponding to the space of the entertainment facility AF is set in the virtual space within the game. The X axis is set to the longitudinal direction (or horizontal direction) of the front screen Sc, the Z axis is set to the up-down direction of the space of the entertainment facility AF, and the Y axis is set to the direction perpendicular to the X and Z axes. Furthermore, in the space of the entertainment facility AF, the upward direction is set to the positive direction of the Z axis, the direction from the front screen Sc toward the multiple booths is set to the positive direction of the Y axis, and the direction from the booths to the right when looking at the front screen Sc is set to the positive direction of the X axis. Furthermore, the origin of the front screen Sc is set to the position of the bottom edge at the center of the screen.

[0057] Each booth is also provided with an installation stand for storing or setting up the gun-type shooting device 26 and the bazooka-type shooting device 28, as well as a work stand for temporarily placing the gun-type shooting device 26 and / or the bazooka-type shooting device 28 before or during the playing of the shooting game.

[0058] On the installation platform, fixtures (see FIG. 7) are provided for storing or installing each of the gun-type shooting device 26 and the bazooka-type shooting device 28, and when not in use, the gun-type shooting device 26 and / or the bazooka-type shooting device 28 are fixed to the fixtures.

[0059] 4, the work platform is connected to one another in all booths, but it may be separated for each booth. The player shoots from a position behind the work platform when viewed from the front screen Sc.

[0060] It should be noted that the gun-type shooting device 26 and the bazooka-type shooting device 28 are omitted from Fig. 4. Also, in the example shown in Fig. 4, a mounting base for installation is provided, but it is also possible to provide only a mounting base for work, and use this mounting base for work as the mounting base.

[0061] A marker board (hereinafter referred to as "AR marker board") MB using ArUco markers (hereinafter referred to as "AR markers") is provided on the floor between the installation stand or work stand and the front screen Sc. The AR marker board MB is placed on the floor with the surface on which the AR markers are printed facing upward.

[0062] As shown in Figure 4, the AR marker board MB is in the shape of a long plate or strip with a width greater than the width of multiple booths. In Figure 4, the AR marker board MB is indicated by a bold frame. However, the AR marker board MB is placed so that one long side is in contact with the side of the work table on the front screen Sc side, and the left and right centers of the AR marker board MB are aligned with the left and right centers of the front screen Sc (or the left and right centers of the middle booth).

[0063] However, the AR marker board MB is configured with multiple square panels PL arranged in a matrix, i.e., two-dimensionally. As shown in Figure 4, each square corresponds to one panel PL, and multiple panels PL are arranged so that panels PL with AR markers printed on them are not lined up vertically or horizontally in succession. Details of the AR marker board MB will be described later. The origin of the AR marker board MB is set at the corner of the panel PL in the leftmost column, closest to the booth.

[0064] Also, as shown in FIG. 4 , in the entertainment facility AF, a plurality of light-emitting devices are provided on the outside of one longitudinal end of the AR marker board MB and on the other longitudinal end of the AR marker board MB, respectively, for emitting infrared light onto the AR marker board MB. Each light-emitting device is arranged from above the AR marker board MB in a direction that irradiates the AR marker board MB with infrared light. However, the direction in which each of the plurality of light-emitting devices irradiates the infrared light is adjusted so that the infrared light is irradiated uniformly over the entire AR marker board MB. In the first embodiment, the plurality of light-emitting devices irradiate the AR marker board MB with infrared light at least when the main part of the shooting game is being played. However, the arrangement positions of the light-emitting devices are merely examples, and the light-emitting devices may be arranged on the ceiling.

[0065] By placing the light-emitting device above the AR marker in this way, the AR marker can be detected more accurately from a distance than when the light-emitting device is attached to the shooting device, for example. Therefore, even when multiple players are playing a shooting game side by side, the AR marker can be detected more accurately.

[0066] Furthermore, in the entertainment facility AF, a plurality of front projectors 20 are arranged at appropriate positions below the work platform, as shown in Fig. 4. The arrangement of the plurality of front projectors 20 shown in Fig. 4 is one example, and the positions can be changed in the X-axis and / or Y-axis directions in the world coordinate system as long as they are outside the range in which the AR marker board MB is arranged and an overlapping area can be provided to display the front game screen.

[0067] Furthermore, as shown in Fig. 4, in the entertainment facility AF, a plurality of ceiling projectors 22 are arranged in parallel to the X axis at appropriate positions between the AR marker board MB and the front screen Sc. The arrangement of the plurality of ceiling projectors 22 shown in Fig. 4 is one example, and the positions can be changed in the X axis and / or Y axis directions in the world coordinate system as long as they are outside the range in which the AR marker board MB is arranged and an overlapping area can be provided to display the ceiling game screen.

[0068] FIG. 6(A) shows a non-limiting example of a panel PL on which an AR marker is printed. FIG. 6(A) illustrates two panels PL on which different types of AR markers are printed. In a first embodiment, the panel PL is square, and the AR marker is a square that is slightly smaller than the panel PL. The AR marker is a two-dimensional marker having specific geometric characteristics, i.e., a predetermined pattern. More specifically, the AR marker is a binary image that depicts a specific geometric pattern created using multiple white squares on a black background. Each of the multiple AR markers included in the AR marker board MB has different geometric characteristics.

[0069] FIG. 6B is a schematic diagram illustrating a non-limiting example of a cross section of a panel PL. As shown in FIG. 6B, the panel PL on which an AR marker is printed has a layered structure. The bottom layer is a base material, which includes p-tiles that reflect infrared light, and an AR marker layer is printed on the p-tiles. The AR marker layer is a layer in which CMY (cyan, magenta, yellow) layers and K (black) layers are mixed horizontally. The CMY layers constituting the AR marker layer are white and transmit infrared light, while the K layers constituting the AR marker layer are black and absorb infrared light. Therefore, in the CMY layer portion constituting the AR marker, infrared light reflected from the surface of the p-tile is captured by the infrared camera of the infrared camera module (26a or 28a). As can be seen from FIG. 6B, the CMY layers and K layers constituting the AR marker are set at the same or approximately the same height so that the top surface is a uniform surface. The top layer, which is the surface layer of the panel PL, is made of a black CMY layer and transmits infrared light.

[0070] Hereinafter, when there is no need to distinguish between the infrared camera modules 26a and 28a, they will be simply referred to as "infrared camera modules."

[0071] In this way, by constructing the top layer with a black CMY layer, the panel PL is constructed so that the AR marker is not visible to the player. Also, by making the top surfaces of the CMY layers that make up the AR marker the same or almost the same height as the top surface of the K layer, the AR marker is prevented from being faintly visible.

[0072] The panel PL on which the AR marker is not printed has a two-layer structure consisting of a base material and a surface layer. However, to make the thickness of the surface layer of the panel PL on which the AR marker is not printed the same as that of the panel PL on which the AR marker is printed, the thickness of the surface layer of the panel PL on which the AR marker is printed is set to the sum of the thickness of the surface layer of the panel PL on which the AR marker is printed and the thickness of the AR marker layer.

[0073] The AR marker board MB used is a ChArUco board, which combines a chess board as shown in Figure 6(C) with an ArUco board on which AR markers are arranged in an array. However, in Figure 6(C), panels PL on which AR markers are printed are shown with double rectangular frames, and the AR markers themselves are omitted. Also, in Figure 6(C), panels PL on which AR markers are not printed are shown with simple rectangular frames.

[0074] Although it was possible to use the ArUco board as the AR marker board MB, it is known that using the ChArUco board provides higher accuracy in camera calibration, and in experiments, the error when calculating the position of the origin of the ChArUco board was smaller than when using the ArUco board, so we decided to use the ChArUco board.

[0075] FIG. 7 is a diagram showing a non-limiting example of a player playing a shooting game in a booth. In the example shown in FIG. 7, the player is playing the shooting game using a gun-type shooting device 26. However, FIG. 7 is a diagram showing a booth from the side, and the partition in front of the player is omitted. In FIG. 7, a front screen Sc is provided to the right of the player.

[0076] As described above, a work platform is provided in front of the player in the booth, with the gun PC 24 mounted below this work platform. However, in addition to the gun PC 24, a front projector 20 may also be provided. Also, an installation platform is provided behind the player in the booth, with the gun-type shooting device 26 and the bazooka-type shooting device 28 mounted above this installation platform. In the example shown in FIG. 7, the player is using the gun-type shooting device 26, so only the bazooka-type shooting device 28 is fixed to a fixture or mounted on the installation platform.

[0077] As shown in Fig. 4, a front screen Sc is provided further forward than the work platform, and in the shooting game of the first embodiment, the player shoots at targets displayed on the front screen Sc. As shown in Fig. 5, the front screen Sc is placed upright relative to the floor. Therefore, the player points the shooting device downward or upward to shoot targets displayed at the bottom and top of the front screen Sc.

[0078] 4, multiple players are positioned side by side in front of the horizontally long front screen Sc to play the shooting game, and targets are also displayed in the horizontal direction of the front screen Sc. Therefore, players can shoot not only at targets in front of them but also at targets displayed at positions shifted to the left or right of the front screen Sc, so they point their shooting devices to the left or right.

[0079] Because the AR marker board MB is shorter in the Y-axis direction than in the X-axis direction in the world coordinate system, the infrared camera is positioned to capture a vertically long image so that it can capture the AR marker even when the shooting device is moved so that it faces upward. Therefore, the infrared camera's vertical angle of view is set larger than its horizontal angle of view. However, because the AR marker board MB is positioned on the floor, the infrared camera is tilted downward with respect to the shooting direction of the shooting device so that it can capture an image of the AR marker board MB even when the shooting device is aimed at a target in front or above. In other words, the infrared camera is positioned so that its shooting direction (or shooting surface) is oriented differently from the shooting direction of the shooting device.

[0080] FIG. 8(A) shows a non-limiting example of the configuration of the gun-type shooting device 26, and FIG. 8(B) shows a non-limiting example of the configuration of the bazooka-type shooting device 28.

[0081] As shown in FIG. 8(A), the gun-type shooting device 26 is a controller simulating a gun, and includes a gun barrel (i.e., a barrel portion 260) and a grip portion 262. A trigger 264 is provided at the top of the grip portion 262, on the muzzle 260a side. The muzzle 260a is provided at the tip of the barrel portion 260, facing diagonally downward. The barrel portion 260 has a shape in which the upper side at the tip protrudes further forward than the lower side. An infrared camera module 26a is provided inside the barrel portion 260, at the tip of the barrel portion 260. As described above, the AR marker board MB is placed on the floor with the surface on which the AR markers are printed facing upward. The player shoots at a target displayed on the front screen Sc. Therefore, the infrared camera module 26a is attached to the gun-type shooting device 26 so that the shooting direction faces downward at a predetermined angle (hereinafter referred to as "angle α") relative to the direction from the rear end of the gun-type shooting device 26 to the front end (tip) of the gun-type shooting device 26. In other words, the infrared camera module 26a is fixed so that the imaging direction (or imaging surface) of the infrared camera constituting this infrared camera module 26a is tilted downward at an angle α with respect to the shooting direction. In this way, the infrared camera is disposed diagonally downward with respect to the shooting direction of the gun-shaped shooting device 26, and the barrel 260 has a shape in which the upper side at the tip protrudes further forward than the lower side, making it difficult for the muzzle 260a at the tip of the barrel 260 to obstruct the infrared camera. This makes it easier to capture images of AR markers. A speaker 26c is provided at the rear end of the gun-shaped shooting device 26 for outputting sound from a sound emission hole provided at the rear end. A microswitch, i.e., a trigger switch 26b, which is turned on when a trigger 264 is pulled, is provided inside the gun-shaped shooting device 26 near the trigger 264.

[0082] Therefore, a player holds the grip portion 262 of the gun-type shooting device 26 with his or her right or left hand, places the index finger of the hand holding the grip portion 262 on the trigger 264, and pulls the trigger 264 to fire. At this time, the player aims at the target using a sight consisting of a front sight 260b provided at the top of the tip of the barrel portion 260 and a rear sight 260c provided at the top of the rear end of the gun barrel. In other words, the player aligns the front sight 260b with the target (a target object 202, described below) and aims at the target so that the convex front sight 260b is visible between the grooves of the concave rear sight 260c. As described above, the infrared camera module 26a is disposed inside the barrel portion 260, so the player can play the shooting game without being aware of the position of the infrared camera.

[0083] As shown in FIG. 8(B), the bazooka-type shooting device 28 is a controller simulating a bazooka, and includes a grip portion 282 provided at the lower front portion of a barrel portion 280, and a shoulder rest 284 provided at the lower rear portion of the barrel portion 280. A scope 286 is provided at the upper center portion of the barrel portion 280, and a shooting button 288 is provided slightly rearward of the scope 286. A muzzle 280a is provided at the tip of the barrel portion 280, facing diagonally downward. The barrel portion 280 has a shape in which the upper side at the tip protrudes further forward than the lower side. An infrared camera module 28a is provided inside the barrel portion 280 at the tip of the barrel portion 280. Similar to the infrared camera module 26a, the infrared camera module 28a is fixed so that the shooting direction of the infrared camera constituting the infrared camera module 28a is tilted downward at an angle α with respect to the shooting direction. However, the shooting direction of the bazooka-type shooting device 28 is from the rear end toward the front end (tip) of the bazooka-type shooting device 28. In this way, the infrared camera module 28a is disposed diagonally downward with respect to the shooting direction of the bazooka-type shooting device 28, and the barrel 280 has a shape in which the upper side at the tip protrudes further forward than the lower side, making it difficult for the muzzle 280a at the tip of the barrel 280 to obstruct the infrared camera. This makes it easier to photograph the AR marker. A speaker 28c is provided at the rear end of the bazooka-type shooting device 28 for outputting sound from a sound emission hole at the rear end. A microswitch, i.e., a trigger switch 28b, which is turned on when the shooting button 288 is turned on, is provided inside the bazooka-type shooting device 28 near the shooting button 288.

[0084] Therefore, the player holds the grip portion 282 of the bazooka-type shooting device 28 with the right or left hand, places the index finger or middle finger of the hand opposite to the hand holding the grip portion 282 on the shooting button 288, places the shoulder on the same side as the hand with the finger on the shooting button 288 against the shoulder rest 284, and presses the shooting button 288 to fire. At this time, the player aims at the target using the scope 286. That is, the player looks through the scope 286 and aligns its center with the target object 202 to aim at the target. As described above, the infrared camera module 28a is disposed inside the barrel portion 280, so the player can play the shooting game without being aware of the position of the infrared camera.

[0085] As shown in Figures 8(A) and 8(B), the muzzle of the shooting device has a shape obtained by cutting a cylinder at an angle, but this is not limited to this. It may also have a shape obtained by cutting a cylinder into two or more steps. However, as shown in Figures 8(A) and 8(B), the barrel portions 260 and 280 are shaped so that the upper end protrudes further forward than the lower end at the tip, making it less likely that the muzzle will become an obstacle to the infrared camera.

[0086] In a shooting game, an infrared camera constituting an infrared camera module installed in a shooting device used by a player captures an image of a portion of the AR marker board MB, and the position and orientation (yaw, pitch, and roll) of the infrared camera in the world coordinate system are calculated based on the captured image. The intersection of a line extending from the infrared camera in the direction indicated by the shooting device, calculated based on the position and orientation of the infrared camera, with the front screen Sc is calculated. Therefore, when a player shoots using the shooting device, the intersection of this line with the front screen Sc is determined to be the point of impact. This process is performed for each shooting device, i.e., for each player, so that the intersection (or impact point) is calculated in a manner that is distinct for each player. This also applies when a gun PC 24 is not installed for each player, but rather the intersection is calculated in a manner that is distinct for each player using one or several high-performance PCs (i.e., fewer than the number of players). Therefore, even when multiple players are playing a shooting game simultaneously, each player's shot can be accurately distinguished.

[0087] Here, a method for calculating the intersection of the front screen Sc and a straight line extending from the infrared camera in the direction indicated by the shooting device will be described based on a captured image of the AR marker board MB.

[0088] In the shooting device, the infrared camera module performs imaging processing at a predetermined frame rate, and the captured image is input to the gun PC 24 for each frame. The gun PC 24 analyzes the captured image and detects the position and orientation (yaw, pitch, and roll) of the origin of the AR marker board MB. For this calculation, an image processing library such as OpenCV (Open Source Computer Vision Library) is used. Python or C++ can be used. Known internal parameters of the infrared camera are provided to OpenCV. These internal parameters include the focal length, optical center, and aspect ratio of the infrared camera. As described above, the size of the AR marker board MB and each panel PL constituting the AR marker board MB, the position of each panel PL (which is the "center position"), and the size and position of each AR marker (which is the "center position") in the world coordinate system are also known. In other words, the position of each panel PL relative to the origin of the AR marker board MB in the world coordinate system is also known. These known values ​​are also set as OpenCV parameters as appropriate. Furthermore, the position of each AR marker is managed in association with identification information (ie, ID) assigned to each AR marker.

[0089] Fig. 9(A) is a diagram illustrating a non-limiting example of the coordinate system of the infrared camera constituting the infrared camera module, and Fig. 9(B) is a diagram illustrating the origin and orientation of the AR marker board MB in an image captured by the AR marker board MB. Note that Fig. 9(A) shows a schematic illustration of the infrared camera. For ease of explanation, Fig. 9(B) shows an AR marker board MB in which four panels PL are arranged vertically and horizontally. In Fig. 9(B), panels PL on which AR markers are printed are indicated by double rectangular frames, and panels PL on which no AR markers are printed are indicated by simple rectangular frames.

[0090] As shown in Figure 9(A), the center of the infrared camera's imaging surface (sensor), i.e., the position of the infrared camera, is set as the origin, the imaging direction of the infrared camera is the positive direction of the Z axis of the infrared camera's coordinate system, the rightward direction of the infrared camera when facing the imaging direction is the positive direction of the X axis of the infrared camera's coordinate system, and the downward direction of the infrared camera when facing the imaging direction is the positive direction of the Y axis of the infrared camera's coordinate system.

[0091] As shown in Figure 9(B), the origin of the AR markerboard MB is the lower left corner when the AR markerboard MB is viewed from the player's side (see also Figure 4). The orientation of the AR markerboard MB is the orientation of the surface of the AR markerboard MB at the origin of the AR markerboard MB as viewed from the infrared camera. The orientation of the AR markerboard MB is expressed by the angles around each axis constituting the coordinate system of the AR markerboard MB at the origin. The direction of the X-axis of the coordinate system of the AR markerboard MB is the longitudinal direction of the AR markerboard MB, and the direction away from the origin is the positive direction of the X-axis. The direction of the Y-axis of the coordinate system of the AR markerboard MB is the lateral direction of the AR markerboard MB, and the direction away from the origin is the positive direction of the Y-axis. The direction of the Z-axis of the coordinate system of the AR markerboard MB is perpendicular to the X-axis and Y-axis of the AR markerboard MB, and the direction away from the surface of the AR marker is the positive direction of the Z-axis. The angle around the X axis of the coordinate system of the AR marker board MB is the roll angle, the angle around the Y axis is the pitch angle, and the angle around the Z axis is the yaw angle.

[0092] Each of the multiple AR markers included in the AR marker board MB has a local coordinate system (i.e., the AR marker's coordinate system) centered on itself. When viewing the AR marker from the front, the right direction of the AR marker is the positive X-axis, the upward direction is the positive Y-axis, and the direction away from the surface of the AR marker is the positive Z-axis.

[0093] The position and orientation of the origin of the AR marker board MB are calculated based on one or more AR markers included in the captured image. While Fig. 9(B) shows a case where the entire AR marker board MB is included in the captured image, it is sufficient that at least one AR marker is included in the captured image.

[0094] The ID of the AR marker is detected from the AR marker included in the captured image, and the distance from the infrared camera to the AR marker and the angle of the AR marker as viewed from the infrared camera are detected. The orientation of the AR marker is also estimated from the angle of the AR marker as viewed from the infrared camera. The positional relationship of each AR marker with respect to the origin of the AR marker board MB is known, and the orientation of the AR marker matches the orientation of the AR marker board MB. Therefore, the position and orientation of the origin of the AR marker board MB are calculated based on the position and orientation of the AR marker included in the captured image. However, if multiple AR markers are included in the captured image, the position and orientation of the origin of the AR marker board MB are calculated using the average results of the positions and orientations of those multiple AR markers. In OpenCV, the origin and orientation of the AR marker board MB are calculated in a camera coordinate system with the infrared camera position as the origin.

[0095] Using OpenCV, the origin and orientation of the AR marker board MB in the infrared camera's coordinate system are detected from the image captured by the infrared camera. The position and orientation (Euler angles) of the infrared camera in the world coordinate system are calculated by inversely transforming the detected origin and orientation of the AR marker board MB. However, the orientation of the infrared camera in the world coordinate system can also be expressed using a rotation matrix.

[0096] The shooting direction is calculated from the orientation of the infrared camera (i.e., the shooting direction) based on the attitude of the infrared camera in the world coordinate system. As described above, the shooting direction of the infrared camera is tilted downward at an angle α with respect to the shooting direction, so the shooting direction is calculated so that this tilt is eliminated (i.e., to 0 degrees). In other words, the shooting direction is calculated by using the X-axis of the infrared camera as the rotation axis, pointing in the positive direction of the X-axis, and rotating the shooting direction clockwise by the angle α.

[0097] Next, a line passing through the position of the infrared camera in the world coordinate system and extending in the shooting direction is calculated, and the intersection of this line with the front screen Sc is calculated. At this time, if a shot is being fired with the shooting device, the intersection with the front screen Sc is set as the impact point of the virtual bullet object fired by the shot.

[0098] Note that the shooting direction may be slightly different from the direction in which the player aims at the target using the sights of the shooting device, so this difference may be corrected so that the position aimed by the player coincides with the point of impact.

[0099] In addition, in the first embodiment, the intersection of a straight line passing through the position of the virtual camera and extending in the shooting direction with the front screen Sc is calculated, but it is also possible to calculate the intersection of a straight line passing through a position offset by a predetermined length from the position of the infrared camera and extending in the shooting direction with the front screen Sc.

[0100] In the first embodiment, the player shoots at the target object displayed on the front game screen, but the player may also shoot at the target object displayed on the ceiling game screen. In this case, when the player aims the shooting device at the ceiling, the intersection of the ceiling surface and the shooting direction is calculated.

[0101] In this first embodiment, a shooting device is selected before the main part of the shooting game begins. Figure 10 shows a non-limiting example of a shooting device selection screen 100. However, the selection screen 100 is vertically long and is displayed to each booth or each player. Therefore, the same number of selection screens 100 as the number of booths are displayed side by side on the front screen Sc.

[0102] As shown in FIG. 10 , selection screen 100 has three display areas 102, 104, and 106, which are arranged vertically. Display area 102 displays a message 110 that explains how to determine the shooting device to be used in the shooting game. In the example shown in FIG. 10 , message 110 displays the following message: "Select the gun you want to use and press the trigger or the shoot button." In other words, in the first embodiment, the player can determine the shooting device to be used in the shooting game by pressing the trigger 264 or the shoot button 288 of the shooting device.

[0103] Although detailed explanation is omitted, if a different shooting device is to be used while playing the shooting game, the shooting device used in the shooting game can be changed to another shooting device by pressing the trigger 264 or shooting button 288 of the other shooting device.

[0104] An image 112 of a gun-type shooting device 126 is displayed in the display area 104, and an image 114 of a bazooka-type shooting device 128 is displayed in the display area 106. Also displayed in the display area 104 are an image of a character string and an arrow for instructing the player to press the trigger 264. Similarly, displayed in the display area 106 are an image of a character string and an arrow for instructing the player to press the shoot button 288.

[0105] If the player does not decide on a shooting device from the start of displaying the selection screen 100 until the time limit has elapsed, that is, if the trigger 264 or the shooting button 288 of the shooting device is not pressed, a preset shooting device (for example, the gun-type shooting device 26) will be forcibly decided as the shooting device to be used.

[0106] Once the shooting device to be used by each player has been determined, the main part of the shooting game begins. Figure 11(A) shows a non-limiting example of a front game screen 200 displayed on the front screen Sc in a shooting game. Figure 11(B) shows a non-limiting example of a ceiling game screen 250 displayed on the ceiling in a shooting game.

[0107] As shown in FIG. 11(A), a plurality of target objects 202 are displayed on the front game screen 200. The background is omitted from FIG. 11(A). As an example, target objects 202 of different sizes are displayed on the front game screen 200. When a bullet shot by a player hits a target object 202, the target object 202 is destroyed. A larger number of points is added when a smaller target object 202 is destroyed than when a larger target object 202 is destroyed. Each player shoots at the target objects 202 and competes for order based on the total number of points, i.e., scores, determined by the type and number of target objects 202 destroyed. However, when a player shoots, the coordinates in virtual space corresponding to the intersection on the front screen Sc designated by the player with the shooting device are calculated. If the target object 202 is located at the calculated coordinates in virtual space, it is determined that the bullet shot by the player has hit the target object 202.

[0108] The front game screen 200 is divided into booths as shown by dotted lines so that the types and numbers of target objects 202 are displayed equally for each of the multiple players, and while the shooting game is being played, the types and numbers of target objects 202 displayed in the display areas corresponding to each booth are uniform. However, dotted lines are not actually displayed on the front game screen 200.

[0109] Furthermore, since the player can aim at any position on the front screen Sc, the player can shoot not only at the target object 202 displayed in the display area corresponding to the booth where the player is present, but also at the target object 202 displayed in the display area corresponding to the booth where another player is present.

[0110] The front game screen 200 is updated every frame, and the position and type of the target object 202 to be displayed are predetermined according to the number of frames from the start of the shooting game. Therefore, the target object 202 will disappear over time even if it is not shot by the player.

[0111] As shown in FIG. 11(B), the ceiling game screen 250 displays an image of the sky and a plurality of cloud objects 252. Objects other than the cloud objects 252, for example, star objects, may also be displayed. As described above, in the first embodiment, no target objects are displayed on the ceiling game screen 250, but target objects may be displayed. In such a case, the ceiling game screen 250 is divided into booths so that target objects are displayed equally for each player. The ceiling game screen 250 is also updated for each frame. However, in the first embodiment, the ceiling game screen 250 only displays a background image such as a sky image, and therefore may be configured to display a moving image prepared in advance.

[0112] Figure 12 is a diagram showing an example of a memory map 300 of the RAM 42 of the game control PC 12 shown in Figure 2. As shown in Figure 12, the RAM 42 includes a program storage area 302 and a data storage area 304. The program storage area 302 stores the game program for the shooting game of the first embodiment. The game program includes a main processing program 302a, a communication program 302b, an image generation program 302c, an image display program 302d, an operation input detection program 302e, a game control program 302f, a shooting device determination program 302g, and a hit determination program 302h.

[0113] The game program may be stored in advance in the HDD 44, or may be obtained from an external memory such as an optical disk, USB memory, or memory card that is detachable from the game control PC 12. However, it is also possible to store part of the game program in the HDD 44 and obtain the other part from the external memory. The same applies to the image generation data 304b described below.

[0114] The main processing program 302a is a program for processing the main routine of the game program of the shooting game of this first embodiment.

[0115] Communications program 302b is a program for communicating with external devices, in this first embodiment, front projector PC 16, ceiling projector drawing PC 18, and gun PC 24. In accordance with communications program 302b, processor 40 transmits game image data to front projector PC 16 and ceiling projector drawing PC 18, transmits instructions to each gun PC 24 to activate its infrared camera, receives intersection data transmitted from each gun PC 24, and receives data transmitted from each gun PC 24 indicating that trigger switch 26b or trigger switch 28b has been turned on, i.e., trigger data.

[0116] The image generation program 302c is a program for generating (or drawing) game image data corresponding to various game screens (in the first embodiment, the selection screen 100, the front game screen 200, and the ceiling game screen 250), i.e., game images, using the image generation data 304b.

[0117] The image display program 302d is a program for outputting or transmitting game image data generated according to the image generation program 302c to the front projector drawing PC 16 and the ceiling projector drawing PC 18. Therefore, the selection screen 100 or the front game screen 200 is displayed on the front screen Sc, and the ceiling game screen 250 is displayed on the ceiling.

[0118] The operation input detection program 302e is a program for detecting operation input data from the input device 48 and operation input data (intersection data and trigger data in the first embodiment) received from each gun PC 24. However, when operation input data is received from each gun PC 24, the communication program 302b is also executed.

[0119] The game control program 302f is a program for executing game control processing for the shooting game of the first embodiment.

[0120] The shooting device determination program 302g is a program for selecting and determining the shooting device that each player will use before the main part of the shooting game begins.

[0121] The hit determination program 302h is a program for determining, for each player, whether or not the shot bullet hits the target object 202 when the player shoots.

[0122] Although not shown, other programs such as a sound output program for generating and outputting sounds required in a virtual game are also stored in the program storage area 302. The program storage area 302 also stores firmware or an OS, middleware, and the like.

[0123] The data storage area 304 also stores operation input data 304a, image generation data 304b, target object data 304c, score data 304d, and the like.

[0124] The operation input data 304a is data input from the input device 48 and is stored in chronological order. The operation input data 304a is also intersection data and trigger data input from each gun PC 24 (i.e., each image processing PC 24a), and is stored in chronological order so that each gun PC 24 or booth can be identified. The operation input data 304a is deleted after being used for processing by the processor 40.

[0125] The image generation data 304b includes polygon data, texture data, and other data for generating game image data. The image generation data 304b also includes data regarding the timing of displaying the target objects 202 in the shooting game, and the position and type of each of the multiple target objects 202 to be displayed. Note that the timing is the number of frames from the start of the main part of the shooting game.

[0126] The target object data 304c is data about the position and type of each target object 202 currently displayed on the front game screen 200. The target object data 304c is updated based on the timing or when the corresponding target object 202 is shot.

[0127] The score data 304d is data about the scores of the shooting game that are made identifiable for each gun PC24 or booth.

[0128] Although not shown, the data storage area 304 stores other data necessary for executing the game program, and is provided with a counter or timer.

[0129] Fig. 13 is a diagram showing an example of a memory map 500 of the RAM 242 of the image processing PC 24a shown in Fig. 3. As shown in Fig. 13, the RAM 242 includes a program storage area 502 and a data storage area 504. The program storage area 502 stores information processing programs executed by the image processing PC 24a included in the gun PC 24 of this first embodiment. The information processing programs include a communication program 502a, a captured image acquisition program 502b, an operation detection program 502c, a sound output program 502d, an AR marker board information detection program 502e, an infrared camera information calculation program 502f, a shooting direction calculation program 502g, an intersection calculation program 502h, and an intersection input program 502i.

[0130] The information processing program may be stored in advance in a non-volatile memory such as an HDD or SSD, or may be acquired from an external memory such as an optical disk, USB memory, or memory card that is detachable from the image processing PC 24a. However, it is also possible to store part of the information processing program in the HDD or SSD and acquire the other part from the external memory.

[0131] The communication program 502a is a program for communicating with an external device, in this first embodiment, the game control PC 12, and for communicating with the image processing PC 24a and the signal processing PC 24b that constitutes the gun PC 24.

[0132] The captured image acquisition program 502b is a program for acquiring captured image data from the infrared camera module 26a and / or the infrared camera module 28a.

[0133] The operation detection program 502c is a program for detecting operation input data (trigger data 504b, described later) of the trigger switch 26b or the trigger switch 28b, which is input from the signal processing PC 24b.

[0134] The sound output program 502d is a program for outputting sound data of the gunshot sound to the speaker 26c or the speaker 28c via the signal processing PC 24b in response to the trigger switch 26b or the trigger switch 28b being turned on.

[0135] The AR marker board information detection program 502e is an image processing library such as OpenCV, and is a program for calculating information about the AR marker board MB, i.e., the position and orientation of the origin of the AR marker board MB in the camera coordinate system, based on the AR marker contained in the captured image.

[0136] The infrared camera information calculation program 502f is a program for calculating information about the infrared camera, that is, the position and orientation of the infrared camera in the world coordinate system, from the AR markerboard information detected according to the AR markerboard information detection program 502e.

[0137] The shot direction calculation program 502g is a program for calculating the shot direction from the infrared camera information calculated according to the infrared camera information calculation program 502f.

[0138] The intersection calculation program 502h is a program for calculating a position on the front screen Sc indicated by the shooting device. In other words, the intersection calculation program 502h is a program for calculating the intersection of the front screen Sc and a straight line that passes through the position of the infrared camera included in the infrared camera information calculated according to the infrared camera information calculation program 502f and extends in the shooting direction calculated according to the shooting direction calculation program 502g.

[0139] The intersection input program 502i is a program for inputting or transmitting data of the intersection calculated in accordance with the intersection calculation program 502h to the game control PC 12. At this time, the communication program 502a is also executed.

[0140] Although not shown, other programs necessary for information processing are also stored in the program storage area 502. The program storage area 502 also stores an OS, middleware, and the like.

[0141] The data storage area 504 also stores captured image data 504a, trigger data 504b, AR marker board information data 504c, infrared camera information data 504d, shooting direction data 504e, intersection data 504f, and the like.

[0142] The captured image data 504a is data of a captured image acquired from the infrared camera module 26a and / or the infrared camera module 28a. It is possible to identify whether the captured image data was acquired from the infrared camera module 26a or the infrared camera module 28a.

[0143] The trigger data 504b is data input from the signal processing PC 24b and indicates that the trigger switch 26b or the trigger switch 28b has been turned on.

[0144] The AR markerboard information data 504c is data regarding information about the AR markerboard MB calculated based on the captured image, and specifically, is data regarding the position and orientation of the origin of the AR markerboard MB in the camera coordinate system of the infrared camera included in the infrared camera module 26a or 28a that acquired the captured image.

[0145] The infrared camera information data 504d is data about the infrared camera calculated from the AR marker board information data 504c, and specifically, is data about the position and orientation of the infrared camera in the world coordinate system.

[0146] The shooting direction data 504e is data about the shooting direction of the shooting device calculated based on the infrared camera information data 504d.

[0147] The intersection data 504f is coordinate data of the intersection on the front screen Sc indicated by the shooting device.

[0148] Although not shown, the data storage area 504 stores other data necessary for information processing, such as sound data of the gunshot sound, and is provided with a counter or timer.

[0149] Fig. 14 is a flow chart showing a non-limiting example of the processing (overall processing) of the game program executed by the processor 40 of the game control PC 12 shown in Fig. 2. Fig. 15 is a flow chart showing a non-limiting example of the shooting device selection and determination processing executed by the processor 40 of the game control PC 12 shown in Fig. 2. Fig. 16 is a flow chart showing a non-limiting example of the intersection calculation and input processing executed by the processor 240 of the image processing PC 24a shown in Fig. 3.

[0150] However, the processing of each step in the flowcharts shown in Figures 14 to 16 is merely an example, and the processing order of each step may be changed as long as similar results are obtained. Also, in this first embodiment, the processing of each step in the flowcharts shown in Figures 14 and 15 is basically described as being executed by processor 40, but some steps may be executed by a processor other than processor 40 or a dedicated circuit. Similarly, the processing of each step in the flowchart shown in Figure 16 is described as being executed by processor 240, but some steps may be executed by a processor other than processor 240 or a dedicated circuit.

[0151] The game control PC 12 starts the overall processing when an instruction to execute the game program of this first embodiment is given by a staff member or the like of the amusement facility AF to which the shooting game system 10 is applied. As shown in FIG. 13, when the overall processing starts, the processor 40 executes initial settings in step S1. Here, the processor 40 reads image generation data 304b from the HDD 44 and stores it in the RAM 42. The processor 40 also erases the operation input data 304a and score data 304f stored during the previous execution of the overall processing (i.e., the shooting game). Furthermore, when the overall processing starts, the processor 40 notifies each gun PC 24 (i.e., the image processing PC 24a) of the start of the game.

[0152] In the next step S3, a shooting device selection and determination process (see FIG. 15) is executed, which will be described later. However, this shooting device selection and determination process is executed individually and in parallel for each booth (i.e., each gun PC24).

[0153] In the next step S5, operation input data transmitted or input from each gun PC 24 is acquired, and in step S7, game control processing is executed. In the game control processing, processor 40 determines whether a bullet hits target object 202 in accordance with the player's shooting operation. Specifically, when a player shoots, that is, when operation input data 304a includes trigger data, an intersection on the front screen Sc designated by the player using the shooting device is acquired from intersection data included in operation input data 304a, coordinates in virtual space corresponding to the intersection data are calculated, and it is determined whether target object 202 is located at the calculated coordinates. When a bullet hits target object 202, processor 40 executes processing to eliminate target object 202 and adds a score corresponding to the player, i.e., gun PC 24 or booth, who shot target object 202. Such game control processing is executed individually for each player, i.e., each gun PC 24.

[0154] In the next step S9, a game image generation process is executed. Here, processor 40 generates (or updates) game image data based on the result of the game control process in step S7, i.e., game image data corresponding to front game screen 200 and game image data corresponding to ceiling game screen 250. However, some target objects 202 may disappear over time even if they are not shot, and new target objects 202 may be displayed.

[0155] Next, in step S11, game images are output. Here, processor 40 outputs game image data corresponding to the front game screen 200 generated in step S9 to the front projector drawing PC 16, and outputs game image data corresponding to the ceiling game screen 250 to the ceiling projector drawing PC 18.

[0156] Then, in step S13, it is determined whether the game is over. Here, processor 40 determines whether the main part of the shooting game has progressed to the end. If "NO" in step S13, that is, if the game is not over, the process returns to step S5. On the other hand, if "YES" in step S13, that is, if the game is over, the entire process ends. If the game is over, processor 40 notifies each gun PC 24 (i.e., image processing PC 24a) that the game is over.

[0157] 15, when processor 40 starts the shooting device selection and determination process, in step S31, processor 40 displays selection screen 100 as shown in Fig. 10. However, in step S31, processor 40 generates game image data for displaying selection screens 100 in the same number as the number of booths side by side, and outputs the game image data to front projector drawing PC 16.

[0158] In the next step S33, counting of the selection time is started. In the next step S35, it is determined whether the trigger switch 26b or the trigger switch 28b is turned on.

[0159] If the answer is "YES" in step S35, that is, if trigger switch 26b or trigger switch 28b is turned on, in step S37, the shooting device having the turned-on trigger switch 26b or trigger switch 28b is determined to be the shooting device to be used in the shooting game, and the process returns to the overall processing. When processor 40 determines the shooting device in step S37, it sends an instruction to gun PC 24 to activate the infrared camera of that shooting device in game mode. The same applies to step S41.

[0160] On the other hand, if the determination in step S35 is "NO", and if trigger switch 26b and trigger switch 28b are not turned on, then in step S39, it is determined whether or not a timeout has occurred. That is, processor 40 determines whether or not the selection time has exceeded the time limit.

[0161] If step S39 is "NO," that is, if timeout has not occurred, the process returns to step S35. On the other hand, if step S39 is "YES," that is, if timeout has occurred, the process determines the shooting device to be used in step S41 as the shooting device that has been set in advance (for example, the gun-type shooting device 26), and returns to the overall process.

[0162] The calculation and input process of the intersection points by the processor 240 of the image processing PC 24a shown in Fig. 16 is executed in parallel with the overall process by the processor 40 of the game control PC 12 shown in Fig. 14. Although not shown and described, the coordinates of the intersection points are used when the processor 40 of the game control PC 12 executes the game control process, and therefore, when the process of acquiring operation input data (S5) is executed, a request is made to the processor 240 of each image processing PC 24a to input the intersection points.

[0163] The processor 240 of the image processing PC 24a also executes communication processing for transmitting and / or receiving data or signals between the game control PC 12, the signal processing PC 24b, and the infrared module of the shooting device, but a flow diagram of this communication processing and its description will be omitted. This communication processing is executed in parallel with the calculation and input processing of the intersection points.

[0164] As described above, when the overall processing starts, the processor 40 of the game control PC 12 notifies each gun PC 24 (i.e., the image processing PC 24a) of the start of the game. In response to this, as shown in Fig. 16, the processor 240 of the image processing PC 24a starts calculation and input processing of intersections, and in step S101, it is determined whether there is a request for input of intersections from the game control PC 12.

[0165] If step S101 is "NO," that is, if there is no request for input of an intersection from the game control PC 12, the process proceeds to step S115. On the other hand, if step S101 is "YES," that is, if there is a request for input of an intersection from the game control PC 12, the position and orientation of the origin of the AR marker board MB in the camera coordinate system are calculated from the captured image data in step S103.

[0166] In the next step S105, the processor 240 calculates the position and orientation of the infrared camera in the world coordinate system. As described above, the processor 240 inversely transforms the position and orientation of the origin of the AR marker board MB calculated in step S103.

[0167] In the next step S107, the shooting direction of the shooting device is calculated from the orientation of the infrared camera, i.e., the Z-axis direction of the infrared camera in the world coordinate system. As described above, processor 240 calculates the shooting direction by rotating the Z-axis direction of the infrared camera, i.e., the shooting direction, clockwise by angle α, with the X-axis of the infrared camera as the rotation axis and facing in the positive direction of the X-axis.

[0168] Next, in step S109, a straight line passing through the position of the infrared camera and extending in the shooting direction is calculated. Then, in step S111, the intersection of the line calculated in step S109 and the front screen Sc is calculated. Furthermore, in step S113, the coordinates of the intersection calculated in step S111 are input or transmitted to the game control PC 12.

[0169] In the next step S115, it is determined whether the game is over. Here, processor 240 determines whether the game has been notified by game control PC 12. If "NO" in step S115, the process returns to step S101. On the other hand, if "YES" in step S115, the calculation and input process of the intersection points is terminated.

[0170] The calculation and input process of the intersection points is executed individually in each gun PC 24 (that is, the image processing PC 24a).

[0171] Furthermore, in this first embodiment, an intersection point is calculated and input when there is a request for input of an intersection point from the game control PC 12, but it is also possible to calculate an intersection point for each frame after the start of the game and input the calculated intersection point only when there is a request for input of an intersection point from the game control PC 12. Specifically, in the intersection point calculation and input process of Figure 16, step S101 may be moved between steps S111 and S113, and if "NO" in step S101, the process may return to step S103, and if "YES" in step S101, the process may proceed to step S13.

[0172] According to the first embodiment, the AR marker board is photographed with an infrared camera attached to the shooting device, and the intersection point on the front screen indicated by the shooting device is calculated based on the photographed image, making it possible to identify where on the front screen each player has shot. Therefore, even when multiple players are playing a shooting game at the same time, each player's shot can be accurately distinguished.

[0173] In the first embodiment, the shooting game is played by selecting one of two types of shooting devices, but it is also possible to use one type of shooting device, or to select one of three or more types of shooting devices.

[0174] Furthermore, in the first embodiment, a flat screen is used as the front screen Sc, but a screen with a curved surface may also be used. That is, the front screen Sc is arranged in a curved shape in the longitudinal direction. In such a case, the intersection point between the curved surface and a straight line that passes through the position of the infrared camera and extends in the shooting direction is calculated, and the X-axis component of the intersection point is converted into coordinates when the curved part is extended linearly. Even in the case of a curved shape, since the AR marker board MB is arranged on the floor, it is possible to make the edges of the front screen Sc easily visible to multiple players lined up side by side without affecting the shooting of the AR marker.

[0175] Furthermore, in the first embodiment, the marker board is configured with multiple panels on which a predetermined pattern such as an AR marker is printed, but in the present invention, since it is sufficient to obtain identification information from the AR marker, the marker board may be configured with multiple panels on which another predetermined pattern such as a QR code or a barcode is printed instead of the AR marker. However, the codes printed on the multiple panels each contain different information.

[0176] Furthermore, in the first embodiment, an infrared camera is provided in the shooting device and the AR marker is photographed by the infrared camera, but this is not limited to this. A color camera (RGB camera) can also be used instead of the infrared camera. In such a case, the surface layer of the panel PL is not provided, and the AR marker is made visible.

[0177] <Second Example> The shooting game system 10 of the second embodiment is the same as that of the first embodiment except for the method of selecting and determining the shooting device, so a duplicated description will be omitted.

[0178] To put it simply, in the second embodiment, the player selects one shooting device and fires at the selection screen 100 with the selected shooting device, thereby determining the shooting device to be used in the shooting game. In other words, the player selects and determines the shooting device to be used in the shooting game by performing the same operation as the shooting operation in the shooting game.

[0179] In the second embodiment, since shooting is also performed when selecting and deciding on a shooting device, the multiple light-emitting devices irradiate the AR marker board MB with infrared light from the time the overall processing of the game program for the shooting game begins.

[0180] When the process of selecting and determining a shooting device begins, the infrared cameras on the gun-type shooting device 26 and the bazooka-type shooting device 28 are activated in a mode for selecting and determining a shooting device (hereinafter referred to as "selection mode"). In selection mode, the frame rate of the infrared cameras is set lower than in game mode for playing a shooting game.

[0181] This is because in selection mode, the only thing players need to do is select a shooting device, and there is no need to increase the frame rate. Therefore, even when multiple players simultaneously select and select shooting devices, it is possible to reduce the processing load while preventing a degradation in the game experience.

[0182] Figure 17(A) is a non-limiting example of the selection screen 100 that is displayed when the process of selecting and selecting a shooting device begins, and Figure 17(B) is a non-limiting example of the selection screen 100 that is displayed when both shooting devices are pointed at the selection screen. Figure 18(A) is a non-limiting example of the selection screen 100 when the gun-type shooting device 26 is pointed at the selection screen 100, and Figure 18(B) is a non-limiting example of the selection screen 100 when the bazooka-type shooting device 28 is pointed at the selection screen 100.

[0183] 17(A), 17(B), 18(A) and 18(B) are almost the same as the selection screen 100 shown in FIG. 10, and therefore duplicated content will be omitted.

[0184] On the selection screen 100 shown in Figure 17(A), a message 110a prompting the user to select the shooting device to be used is displayed in the display area 102. In Figure 17(A), the message 110a displayed is "Please select the gun to be used."

[0185] On the selection screen 100 shown in Figure 17(B), when both shooting devices are pointed at the selection screen 100, a message 110b prompting the player to return the shooting device they are not using to its installation location is displayed in the display area 102. In Figure 17(B), the message 110b displayed is, "Please return the guns you are not using to their original locations."

[0186] 18(A), when the gun-type shooting device 26 is pointed at the selection screen 100, a message 110c is displayed in the display area 102, urging the player to fire the Enter button 120 to select the gun-type shooting device 26 as the shooting device to be used in the shooting game. In FIG. 18(A), the message 110c displayed is, "Please fire the Enter button."

[0187] 18(B), when the bazooka-type shooting device 28 is pointed at the selection screen 100, a message 110d is displayed in the display area 102, urging the player to fire the enter button 120 to select the bazooka-type shooting device 28 as the shooting device to be used in the shooting game. In FIG. 18(B), a message 110c saying "Please fire the enter button" is displayed.

[0188] When the selection screen 100 shown in FIG. 18(A) is displayed, if the decision button 120 is shot using the gun-type shooting device 26, the gun-type shooting device 26 is decided as the shooting device to be used in the shooting game.

[0189] Furthermore, when the selection screen 100 shown in FIG. 18(B) is displayed, if the decision button 120 is fired using the bazooka-type shooting device 28, the bazooka-type shooting device 28 is determined as the shooting device to be used in the shooting game.

[0190] Furthermore, if the player does not decide on a shooting device before the time limit expires after the selection screen 100 is displayed, a determination is made as to whether one of the shooting devices is pointed at the selection screen 100. If one of the shooting devices is pointed at the selection screen 100, that one shooting device is determined to be the shooting device to be used in the shooting game. If both shooting devices are pointed at the selection screen 100, or if both shooting devices are not pointed at the selection screen 100, a preset shooting device (for example, gun-type shooting device 26) is determined to be the shooting device to be used in the shooting game.

[0191] When the shooting device to be used for the shooting game is determined, the infrared cameras of both shooting devices are temporarily stopped, and the infrared camera of the shooting device to be used for the shooting game is activated in game mode.

[0192] Specifically, the processor 40 of the game control PC 12 in the second embodiment executes the shooting device selection and determination process shown in Figures 19 to 21. That is, in the second embodiment, the processor 40 of the game control PC 12 executes the shooting device selection and determination process shown in Figures 19 to 21 instead of the shooting device selection and determination process described using Figure 15. This shooting device selection and determination process shown in Figures 19 to 21 is also executed individually in parallel for each booth (i.e., gun PC 24).

[0193] 19, when processor 40 starts the shooting device selection and determination process, it activates the infrared cameras of both shooting devices in selection mode in step S201. In the next step S203, it displays selection screen 100 as shown in FIG. 17(A) on the front screen Sc, and in step S205, it starts counting the selection time.

[0194] Next, in step S207, the state of each shooting device is detected. Here, processor 40 determines whether the shooting device is pointed toward selection screen 100. That is, processor 40 determines whether the intersection on the front screen Sc indicated by the shooting device overlaps with selection screen 100. However, this selection screen 100 is the selection screen 100 corresponding to the booth where the shooting device is installed. As explained in the first embodiment, processor 240 of image processing PC 24a shown in FIG. 16 executes the calculation and input process of the intersection in parallel with the overall processing of processor 40 of game control PC 12. Although not shown, when processor 40 of game control PC 12 executes the process of detecting the state of each shooting device (S207), it also requests processor 240 of each image processing PC 24a to input the intersection. The same applies to step S231, which will be described later.

[0195] In the next step S209, it is determined whether either shooting device is pointed at the selection screen 100. If the answer is "NO" in step S209, that is, if both shooting devices are not pointed at the selection screen 100, the process proceeds to step S229 shown in FIG.

[0196] On the other hand, if "YES" in step S209, that is, if either shooting device is pointed at the selection screen 100, it is determined in step S211 whether both shooting devices are pointed at the selection screen 100.

[0197] If the determination in step S211 is "YES," that is, if both shooting devices are pointed at selection screen 100, then in step S213, a notification is given that the unused gun will be returned to its original position, and the process proceeds to step S229. In step S213, processor 40 displays selection screen 100 as shown in FIG. 17(B) on the front screen Sc.

[0198] On the other hand, if the answer to step S211 is "NO," that is, if only one shooting device is pointed at the selection screen 100, then in step S215 shown in FIG. 20, it is determined whether the gun-type shooting device 26 is pointed at the selection screen 100.

[0199] If the answer is "YES" in step S215, that is, if the gun-type shooting device 26 is pointed at selection screen 100, then in step S217, the decision button 120 for deciding that the gun-type shooting device 26 is the shooting device to be used in the shooting game is displayed, and in step S219, a notification is issued that the decision button 120 should be fired, and the process proceeds to step S225. In steps S217 and S219, processor 40 displays selection screen 100 as shown in FIG. 18(A) on the front screen Sc.

[0200] On the other hand, if the result in step S215 is "NO," that is, if the bazooka-type shooting device 28 is pointed at the selection screen 100, then in step S221, the enter button 120 for determining that the bazooka-type shooting device 28 is the shooting device to be used in the shooting game is displayed, and in step S223, a notification is issued that the enter button 120 will be fired, and the process proceeds to step S225. In steps S221 and S223, processor 40 displays the selection screen 100 as shown in FIG. 18(B) on the front screen Sc.

[0201] In step S225, it is determined whether or not the decision button 120 has been pressed. If "NO" in step S225, that is, if the decision button 120 has not been pressed, the process proceeds to step S229.

[0202] On the other hand, if the answer is "YES" in step S225, that is, if the decision button 120 has been pressed, then in step S227, the shooting device on which the decision button 120 has been pressed is determined to be the shooting device to be used in the shooting game, and the process proceeds to step S239 shown in FIG. 21.

[0203] 21, in step S229, it is determined whether or not a timeout has occurred. If "NO" in step S231, the process returns to step S207. On the other hand, if "YES" in step S231, the state of each shooting device is detected in step S231.

[0204] In the following step S233, it is determined whether only one shooting device is pointed toward the selection screen 100. If the answer is "YES" in step S233, that is, if only one shooting device is pointed toward the selection screen 100, in step S235, the shooting device pointed toward the selection screen 100 is determined to be the shooting device to be used in the shooting game, and the process proceeds to step S239.

[0205] On the other hand, if the answer is "NO" in step S233, that is, if both shooting devices are pointed at the selection screen 100 or if both shooting devices are not pointed at the selection screen 100, then in step S237, the previously set shooting device (for example, the gun-type shooting device 26) is determined to be the shooting device to be used in the shooting game, and the process proceeds to step S239.

[0206] In step S239, the infrared cameras of both shooting devices are stopped. In the next step S241, the infrared camera of the shooting device that has been determined to be used in the shooting game is started in game mode, and the process returns to the overall process.

[0207] In the second embodiment, as in the first embodiment, even when a plurality of players are playing a shooting game at the same time, the shots of each player can be accurately distinguished.

[0208] Furthermore, in the second embodiment, in the selection mode, the frame rate of the infrared camera is reduced compared to the game mode, and the shooting device to be used in the shooting game is determined using the same shooting operations as in the main shooting game, thereby reducing the processing load while preventing a deterioration in the game experience.

[0209] <Third Example> The shooting game system 10 of the third embodiment is the same as the first or second embodiment, except that it executes processing in a shooting device return mode (i.e., return processing) to determine whether the shooting device has been returned after the shooting game has ended, and therefore a duplicated explanation will be omitted.

[0210] To put it simply, in the third embodiment, when the shooting game ends, a return process is executed in which, with the infrared camera of the shooting device used by the player in the shooting game activated, it is determined whether the shooting device has been placed in a predetermined position based on an image captured by the infrared camera. During the return process, a return screen is displayed on the front screen Sc to notify the player that the shooting device will be returned. The return process is executed for each booth (or gun PC 24).

[0211] The predetermined position is a placement position on a storage stand provided on an installation stand. Fig. 22(A) is a diagram showing a non-limiting example of the general configuration of the gun-type shooting device 26 and its storage stand 70, Fig. 22(B) is a diagram showing a non-limiting example of the color of the slope 740 of the groove 74a provided in the support part 74 that supports a portion including the tip of the gun-type shooting device 26, and Fig. 22(C) is a diagram showing a non-limiting example of the general configuration of the bazooka-type shooting device 28 and its storage stand 80.

[0212] 22(A), the storage stand 70 includes a base 72, which has a recess 72a that accommodates part of the grip 262 of the gun-type shooting device 26. The base 72 also has a support 74 that supports part of the barrel 260, including the tip of the gun-type shooting device 26, and the support 74 has a groove 74a that supports part of the barrel 260, including the tip of the gun-type shooting device 26. In other words, the gun-type shooting device 26 is placed on the storage stand 70 from above.

[0213] As shown in FIG. 22(B), the inclined surface 740 of the groove 74a, i.e., a portion of the surface of the gun-shaped shooting device 26 facing the imaging surface of the infrared camera, is colored black to absorb infrared light, and the other portions of the inclined surface 740 are colored a color that does not absorb infrared light (for example, white). However, the inclined surface 740 is colored so that part of the imaging range of the infrared camera is black and the other part is white. Therefore, when the gun-shaped shooting device 26 is placed on the storage stand 70, an image of part of the gun-shaped shooting device 26 that is black is captured by the infrared camera. In other words, when a return process is being performed and a part of the image is captured that is black, it is determined that the gun-shaped shooting device 26 has been placed on the storage stand 70, i.e., returned. When the gun-shaped shooting device 26 is returned to the storage stand 70, the infrared camera of the gun-shaped shooting device 26 is stopped, and the return process is completed.

[0214] However, the black and white pattern colored on the slope 740 is just one example, and the black and white may be reversed. It is also possible to paint the entire slope 740 black, but this would make it impossible to distinguish between this and a case in which the player covers the muzzle with their hand, so part of the slope 740 is painted white. However, since it is possible that the player may cover part of the muzzle with their hand, it is also possible to write a simple figure such as a circle or triangle, or a simple symbol such as A or B in black in a position that fits within the shooting range, and when such a figure or symbol is detected in the captured image, it may be determined that the shooting device has been placed on the storage stand 70.

[0215] 22(C), the storage stand 80 includes a base 82, which is provided with a recess 72a that accommodates part of the grip 282 of the bazooka-type shooting device 28 and a recess 72b that accommodates part of the shoulder rest. The base 82 is also provided with a support 84 that supports part of the barrel 280, including the tip of the bazooka-type shooting device 28, and the support 84 is provided with a groove 84a that supports part of the barrel 280, including the tip of the bazooka-type shooting device 28. In other words, the bazooka-type shooting device 28 is placed on the storage stand 80 from above.

[0216] A portion of the inclined surface 840 of the groove 84a, which corresponds to the imaging surface of the infrared camera of the bazooka shooting device 28, is colored black, which absorbs infrared light, and the other portions of the inclined surface 840 are colored a color that does not absorb infrared light (for example, white). Therefore, when the bazooka shooting device 28 is placed on the storage stand 80, an image of the part in black is captured by the infrared camera. In other words, when the return process is being executed and an image of the part in black is captured, it is determined that the bazooka shooting device 28 has been placed on the storage stand 80, i.e., returned. When the bazooka shooting device 28 is returned to the storage stand 80, the infrared camera of the bazooka shooting device 28 is turned off, and the return process is completed.

[0217] The color of the inclined surface 840 is the same as that of the inclined surface 740 described above, and therefore a duplicated description will be omitted.

[0218] When the return process of the shooting device is started, the infrared camera of the shooting device that was used in the shooting game is temporarily stopped and then activated in a return mode, in which the frame rate of the infrared camera is set lower than in the game mode in which the shooting game is played.

[0219] This is because in the return mode, it is only necessary to determine whether the shooting device has been placed on the storage stand 70 or 80, and there is no need to increase the frame rate. Therefore, the processing load at the time of return can be reduced.

[0220] Specifically, the processor 40 of the game control PC 12 executes the return process shown in Fig. 23. However, the return process is executed individually in parallel for each booth (or each gun PC 24). When the overall process is completed, the processor 40 starts the return process, and as shown in Fig. 23, in step S301, it displays a return screen on the front screen Sc, and in step S303, it starts counting the return time.

[0221] In the next step S305, the infrared camera of the shooting device being used in the shooting game is stopped. Here, the processor 40 instructs the gun PC 24 to stop the infrared camera of the shooting device being used or selected.

[0222] In the next step S307, the infrared camera of the shooting device used in the shooting game is started in the return mode. Here, the processor 40 instructs the gun PC 24 to start the infrared camera that was stopped in step S305 in the return mode.

[0223] Next, in step S309, the shooting result is acquired from the gun PC 24 (i.e., the image processing PC 24a), and in step S311, it is determined whether the acquired shooting result indicates a predetermined image. Note that the image processing PC 24a determines whether a predetermined image, i.e., an image with a black bottom and a white top, has been shot, and the determination result, i.e., whether the shooting result is a predetermined image, is transmitted from the image processing PC 24a to the game control PC 12.

[0224] If "YES" in step S311, that is, if the acquired photographic result is a predetermined image, the return screen is cleared in step S313, and then in step S317, The infrared camera of the shooting device is deactivated to complete the return process.

[0225] On the other hand, if "NO" in step S311, it is determined in step S315 whether or not a timeout has occurred, that is, processor 40 determines whether or not the return time has passed the time limit.

[0226] If "NO" in step S315, that is, if timeout has not occurred, the process returns to step S309. On the other hand, if "YES" in step S315, that is, if timeout has occurred, a notification of non-return is made in step S317, and the process proceeds to step S319.

[0227] In step S319, the processor 40 displays a message on the return screen indicating that the shooting device has not been returned. However, a screen other than the return screen may be displayed to notify the user that the shooting device has not been returned. Therefore, a staff member of the entertainment facility AF or the like can return the shooting device.

[0228] In the third embodiment, as in the first embodiment, even when a plurality of players are playing a shooting game at the same time, the shots of each player can be accurately distinguished.

[0229] In addition, in the third embodiment, a return process is also executed, so it is possible to determine whether the player has returned the shooting device to its original position.

[0230] The configuration of the shooting game system, the various screens, and the specific numerical values ​​shown in the above embodiment are merely examples and should not be limited to the above, and can be changed as appropriate depending on the actual product. [Explanation of symbols]

[0231] 10...Shooting game system 12...Game control PC 16...Front projector drawing PC 18...Ceiling projector drawing PC 20...Front projector 22...Ceiling projector 24... Gun PC 26...gun-type shooting device 28...Bazooka-type firing device 70, 80…Storage stand 260, 280...Barrel section 260a, 280a...Muzzle 264 ...Trigger 288...Fire button AF...Entertainment facilities Sc...Front screen MB...AR marker board PL...Panel

Claims

1. A screen on which an image is projected and which is set upright on the floor, a plurality of markers arranged side by side on the floor surface; a plurality of shooting devices each equipped with a camera for photographing the marker; at least one processor; the camera is installed in a direction different from the shooting direction of the shooting device; The at least one processor for each of the plurality of shooting devices, calculating, based on the image of the marker captured by the camera, coordinates in a virtual space corresponding to an intersection between the shooting direction of the shooting device, which corresponds to the position and orientation of the camera, and the screen; A shooting game system that executes a shooting game using operation inputs to each of the shooting devices and coordinates in the virtual space.

2. a location where the shooting device is installed; The shooting game system according to claim 1 , wherein the plurality of markers are located between the screen and the installation location.

3. Downward-facing camera inside the gun barrel the shooting device comprises a barrel portion; The shooting game system according to claim 1 , wherein the camera is disposed inside the tip of the barrel portion and facing diagonally downward from the shooting device.

4. Downward slanted shape inside the gun barrel 4. The shooting game system according to claim 3, wherein the barrel portion has a shape in which an upper end of the barrel portion protrudes further forward than a lower end of the barrel portion.

5. Separately installed light emitting device a plurality of light-emitting devices disposed above the marker and emitting light toward the marker; 5. The shooting game system according to claim 1, wherein the marker reflects light emitted from the light-emitting device.

6. Camera frame rate drops when in selection mode a shooting device selection mode in which the camera selects one of the multiple types of shooting devices that are activated based on an image captured by the camera; a shooting game mode in which the shooting game is executed with the camera of one selected shooting device activated; The shooting game system according to claim 1 , wherein the frame rate of the camera in the shooting device selection mode is lower than the frame rate of the camera in the shooting game mode.

7. Return of firing device a shooting device return mode in which, after the shooting game mode ends, the camera of one of the selected shooting devices is activated and it is determined whether the shooting device has been placed in a predetermined position based on an image captured by the camera; The shooting game system according to claim 6 , wherein the frame rate of the camera in the shooting device return mode is lower than the frame rate of the camera in the shooting game mode.

8. Choose one of two guns 7. The shooting game system according to claim 6, wherein in the shooting device selection mode, when a plurality of shooting devices are pointed at the screen based on the image of the marker captured by the camera, an image that allows the user to select one of the shooting devices is displayed on the screen.

9. AR marker structure the light emitted from the light-emitting device is infrared light, The marker is a first layer that transmits infrared light and a second layer that absorbs infrared light and is disposed adjacent to the first layer are formed on a plate-shaped substrate that reflects infrared light and is placed on a floor surface; 6. The shooting game system according to claim 5, further comprising a third layer that transmits infrared light and is formed on said first layer and said second layer.

10. AR marker structure that reduces reflection The shooting game system according to claim 9 , wherein the markers are formed at the same height on the surfaces of the first layer and the second layer.

11. The screen is curved in an R shape (not planned for implementation) further comprising a projector that projects an image onto the screen; 5. The shooting game system according to claim 1, wherein the screen is arranged in a curved shape in the longitudinal direction.

12. Entertainment facilities An entertainment facility provided with the shooting game system according to any one of claims 1 to 4 and claims 7 to 10.

Citation Information

Patent Citations

  • Method and device for detecting screen coordinate position using double circle marker, and gun game apparatus

    JP2011019745A