System and program
The system uses animated characters to enhance driver attention and alert awareness by displaying varying animations based on proximity to speed measurement devices, addressing detection limitations and engagement issues of conventional warnings.
Patent Information
- Application Number
- JP2025125992
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-29
- Publication Date
- 2025-10-03
AI Technical Summary
Conventional microwave detectors for speed measurement devices have limitations in detection range and accuracy, and warnings using real photographs or images of targets lack interest and fail to effectively draw driver attention.
A system that displays animated characters unrelated to the target, with varying animations based on proximity relationships, to attract driver attention and provide alerts.
The animated characters effectively capture driver attention, making warnings more engaging and ensuring they are noticed, even in closer proximity to the target.
Smart Images

Figure 2025146948000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a system and a program for, for example, notifying information about a current location that is in a predetermined proximity relationship with a target for warning when the current location is in a predetermined proximity relationship with the target for warning. [Background technology]
[0002] In recent years, many speed measurement devices that measure the speed of automobiles have been installed along roads, etc. One example of such a speed measurement device emits microwaves in a specific frequency band toward a vehicle and receives the reflected waves to measure the vehicle's traveling speed.
[0003] On the other hand, microwave detectors that detect the presence of such speed measurement devices and output an alarm by detecting microwaves emitted from the speed measurement devices have been known in the past. However, depending on the installation location of the speed measurement device, road conditions, and other surrounding environments, some conventional microwave detectors can detect the speed measurement device from a relatively long distance, while others have difficulty detecting it until they get relatively close.
[0004] Furthermore, some speed measurement devices cannot be detected by conventional microwave detectors. For example, there are so-called loop-type devices that bury a loop-shaped coil underground and detect when a vehicle passes over the coil and determine the vehicle speed. There are also devices that use light other than microwaves to detect vehicle speed.
[0005] Recently, there has been an in-vehicle electronic device that stores the installation location information of a speed measurement device in advance, and uses GPS (Global Positioning System) information to issue a warning when the current location approaches the stored installation location (when a predetermined relationship is reached), regardless of whether microwaves are detected or not (Patent Document 1).
[0006] For example, if the current location comes within 1000m of the location of the speed measurement device, a first warning will be issued, and if the current location comes within 500m of the location of the speed measurement device, a second warning will be issued.
[0007] Specific notification modes include, for example, outputting from a speaker audio information specifying the relative positional relationship or the target content, such as "Turn left, 1 km ahead, expressway, H system," or "Just ahead, general road, N system," or displaying characters or images directly representing the target of the warning on the display unit. Images directly representing the target of the warning include actual photographs of the target of the warning, such as a speed measurement device, or images that mimic it. [Prior art documents] [Patent documents]
[0008] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-64588 Summary of the Invention [Problem to be solved by the invention]
[0009] While warnings using real photographs or images that mimic the target are easy to understand, they lack interest. Some warnings also enlarge the image of the target as the driver approaches, but the image only gets larger and has little movement, making it difficult to draw attention to it. [Means for solving the problem]
[0010] In order to solve the above-mentioned problems, the system of the present invention is a system (1) equipped with a control means for displaying a predetermined alarm on the screen of a display means when the position identified by the position information of the alarm target obtained from a position memory means that stores the position information of the alarm target and the obtained current position of the vehicle have a predetermined proximity relationship, and the predetermined alarm is an animated display of a character unrelated to the alarm target.
[0011] In the embodiment, the animation display is a moving image created by displaying two-dimensional still images at intervals of a unit time (e.g., 0.1 seconds). Alternatively, animation may be generated by calculation using various video files, 3D model data, and 3D motion data. The character should have an appearance that is familiar to the user and that makes it easy for the user to listen to the alarm. It may be a character that resembles a human, such as a humanoid or a humanoid android, or a pet animal such as a dog or cat. In the embodiment, a humanoid character based on a young woman is preferred, as a male user would feel a sense of closeness to the character, like a younger sister, girlfriend, or maid. This prevents the user from overlooking the alarm due to its presence, and makes it easy for the user to listen to the alarm when it is issued. In this way, the character should be one that will interest the user, for example, a character that is attractive in itself and has no connection to the target of the alarm.
[0012] By displaying animated characters that are unrelated to the target of the alarm, in addition to the appeal of the characters themselves that attract users, the animated movements make it easier for users to focus their attention, and users can be sure to be aware of the presence of the target of the alarm without overlooking it. Also, since the movements are those of a predetermined character, rather than a real photograph or image that directly represents the target of the alarm, it is more interesting and less likely to become boring.
[0013] In addition, characters that are unrelated to the subject of the alert may be people or pets, as exemplified above, as long as the character itself is unrelated to the subject of the alert. For example, if a character wears a costume, accessory, or possession, it is not prohibited for the possession to be related to the subject of the alert.
[0014] (2) The predetermined proximity relationship may include a first proximity relationship and a second proximity relationship closer than the first proximity relationship, and the animation display (a) when the first proximity relationship is satisfied may be different from the animation display (b) when the second proximity relationship is satisfied. In an embodiment, animation display (a) corresponds to, for example, an alert animation a, which changes from a normal state to combat state 1 in the case of a constant display, or an alert animation a', which appears in a non-existent state and changes to combat state 1. In an embodiment, animation display (b) corresponds to, for example, alert animation b, b', which changes from combat state 1 to combat state 2. By displaying different animations, the current proximity relationship can be understood. In particular, for example, if the content of the animation display for the second proximity relationship is set to indicate a more urgent / approaching state, the user can infer the situation from the displayed content even without knowing the relative relationship between the proximity relationship and the animation. In an embodiment, the content indicating a more urgent / approaching state is set to include pointing the muzzle of a gun forward or firing a gun. As animation display (a) to show that the urgency is low, we used costumes that change into combat uniforms and weapons that are loaded. The proximity relationship may be determined simply based on distance alone, or may be determined by taking into account criteria other than distance (relationship with the direction of travel).
[0015] (3) It is preferable to display the animation when the second proximity relationship is satisfied in a shorter time than the animation when the first proximity relationship is satisfied. When the second proximity relationship is satisfied, which means that the vehicle is closer to the target of the warning, there is less time to maneuver than when the first proximity relationship is satisfied. Therefore, by displaying the animation when the second proximity relationship is satisfied in a shorter time, the risk of the vehicle passing through the target of the warning can be minimized. Processing in a shorter time can be achieved, for example, by preparing multiple frames of two-dimensional images and playing them frame by frame to display the animation, by reducing the number of frames that make up one video file for the animation display or by shortening the display time per frame.
[0016] (4) The predetermined approach relationship may include a first approach relationship and a second approach relationship that is closer than the first approach relationship, and the animation display when the second approach relationship is satisfied after passing through the first approach relationship may be different from the animation display (c) when the second approach relationship is satisfied without passing through the first approach relationship.
[0017] For example, when the first approach relationship is followed by the second approach relationship, a predetermined animation is displayed in response to the first approach relationship. Therefore, when the second approach relationship is reached, a smooth animation is displayed from the end of the predetermined animation. On the other hand, when the second approach relationship is reached suddenly, the previous state is not the end of the predetermined animation, but the display content in the normal state (a predetermined image or non-existence). Therefore, when the first approach relationship is reached and the second approach relationship is reached, the animation is displayed so that the movement does not flow smoothly. Therefore, when the second approach relationship is reached suddenly, a smooth animation is displayed from the display content in the normal state, for example. Therefore, when the second approach relationship is reached suddenly, a natural movement can be achieved in either case.
[0018] As shown in (5) below, by determining the proximity relationship based on a first condition based on distance and a second condition different from the first condition (for example, the relationship with the traveling direction), the second proximity relationship may suddenly occur. Also, even when the proximity relationship is determined based only on distance, for example, when the system is powered on and starts operating while the system is in the second proximity relationship, the system may suddenly become the second proximity relationship.
[0019] (5) Based on the invention of (4), the proximity relationship may be determined based on a first condition based on distance and a second condition different from the first condition. In this embodiment, the second condition is whether the vehicle is within a predetermined angle range with respect to the traveling direction of the vehicle.
[0020] (6) Based on the invention of (4) or (5), the animation display when the second approach relationship is satisfied without passing through the first approach relationship may include a shortened version that omits part of the animation display when the second approach relationship is satisfied through the first approach relationship. By using the shortened version, since there are some common images, it is possible to understand that the second approach relationship is currently being achieved in both cases, regardless of whether the first approach relationship has been achieved or not.
[0021] (7) The control means may be configured to display an animation of the character that is different from the animation of the predetermined alarm when the object of the alarm has passed. The different animation may, for example, cause the character to disappear or return to its appearance in a normal state in which the object of the alarm is not present, making it easy to understand that the object of the alarm has passed.
[0022] (8) If the character is equipped with accessories, it is advisable that the accessories are related to the target of the alert. Accessories come in a variety of forms, including those worn over the entire body like a costume, those worn on a part of the body like an accessory, and those that can be carried by hand or over the shoulder and are relatively easy to remove (temporarily worn), such as bags, weapons, and other various belongings. This is preferable because it attracts the user to a character in which the user is interested, and then the accessories worn by that character are displayed as related to the target of the alert, further drawing attention to the target of the alert.
[0023] (9) The control means may have a function of displaying an animation of the character when a predetermined radio wave is received, and the animation may be different from the animation based on the proximity relationship. In this way, by simply looking at the animation, it is possible to recognize the presence of an object to be warned about based on reception of radio waves not based on location information. The predetermined radio wave may be, for example, a radar wave emitted from a vehicle speed measurement device, or a radio wave of a frequency used in a car locator system or a police radio.
[0024] (10) The animation of the character displayed when the predetermined radio wave is received may be an antenna-like ear, which allows the user to intuitively understand that a radio wave is being received. For characters whose ears are normally invisible, an antenna-like ear is preferable because it draws more attention to the ear by making the ear appear (grow).
[0025] (11) Assuming the invention of (9) or (10), the character may be humanoid, and the animation of the character displayed when the predetermined radio wave is received may be such that the character wears clothing related to the type of object of the alarm. For example, the costume may change to a police or policewoman uniform. The costume may make it easier to estimate the type of object of the alarm.
[0026] (12) The control means may display the character even during normal times when there are no alarm targets in the vicinity, and the animation display representing the predetermined alarm may transform from the character's normal appearance to a different appearance. The absence of an alarm target in the vicinity may mean, for example, that there is no alarm target in the vicinity that is in a predetermined proximity relationship with the current location information, or that the predetermined radio waves required for issuing an alarm are not being received. The transformation of appearance may take various forms, including not only a change in appearance itself, but also a change in costume, as shown in the embodiment, the presence or absence of weapons, accessories, or other accessories, or a change in eye color or other external appearance.
[0027] (13) Based on the invention of (12) above, the character's appearance in normal state and appearance in alarm state have changing parts, at least a first part (for example, a part that affects part of the character (for example, "ear (ear-shaped antenna 301)" in the embodiment) and a second part (for example, a part that affects the entire character (for example, "whole body, costume" in the embodiment), and it is preferable that the transformation from the normal state to the alarm state and the transformation from the alarm state to the normal state both start from the first part. In this way, in either state change, the change in the first part (the ear in the above example) appears to be the trigger (starting point) of the state change, and so it is easy to tell that the state has changed by focusing on the first part (the ear in the above example).
[0028] (14) Based on the above-described inventions (12) and (13), it is preferable to display animation of the character even during normal operation, randomly selected from a plurality of different movement patterns. In other words, a simple movement sequence in which one movement pattern is repeatedly played back allows the user to easily guess the next movement, leading to boredom. In contrast, as in the present invention, the content of the character's animation during normal operation is randomly played back, resulting in the user being unable to predict which movement pattern will be played next, preventing boredom. For example, these animations of the plurality of different movement patterns are stored in a storage means (database 19 in this embodiment), and the control means reads and plays one of the movement patterns stored in the storage means. When the currently played movement pattern ends, the control means repeatedly reads and plays a randomly selected movement pattern. The animation pattern can be composed of a plurality of still images, videos, 3D motion data, etc.
[0029] Each individual movement pattern may be formed by one animation (file), or may be formed by creating a plurality of files of unit movements (A1 to B5 in the embodiments) that perform a predetermined animation, extracting one or a predetermined number of the plurality of unit movements, and combining them in a predetermined permutation. When a movement pattern is formed by a combination of unit movements, for example, playback information that specifies the playback order of the unit movement files is provided, and the control means can play one movement pattern by calling up and playing the corresponding unit movement files stored in the storage means in that order according to the playback information.
[0030] (15) Based on the invention of (14) above, the control means displays a still image under normal circumstances, and then displays the randomly selected movement pattern as an animation. The image displayed at the end of the movement pattern and the still image are preferably connected smoothly, and the display time of the still image is preferably set randomly.
[0031] The restraining image displayed by the control means is, for example, stored in a storage means as the data that forms the basis of a still image (which may be data for the still image itself, or information that can generate a still image like a video), and when the control means displays a still image, it reads the data from the storage means and displays it on the display means.
[0032] Smooth movement transitions mean, for example, that the image displayed at the end of a movement pattern and the still image are the same, and even if they are different, there is little change and the character's movement is acceptable. For example, if the image displayed at the end of a movement pattern shows the character facing forward, but the next still image shows the character facing sideways or backwards, the movement cannot be said to be smoothly transitioned. Furthermore, if the camerawork switches, such as when the image displayed at the end of a movement pattern shows the character's entire body and the next still image shows a close-up of the character's face, the displayed screen suddenly changes and the movement cannot be said to be smoothly transitioned. It is also advisable to ensure smooth movement transitions between the still image and the image displayed at the beginning of the next movement pattern to be played. A still image can also be created by pausing the image displayed at the end of the movement pattern video. In other words, rather than preparing a separate still image, the image displayed at the end of the video (the final frame) itself can be displayed as a still image. In this way, there is no need to prepare a separate still image and load the still image after playing the video. Normal animation display can be achieved by playing or pausing the video that constitutes a specified animation.
[0033] By randomly setting the display time of the still image, the time from when one motion pattern is played to when the next motion pattern is played changes (the pause time is indefinite), so the video displayed under normal circumstances will have countless motion patterns, and not only will the user be unable to predict the next motion pattern to be played, but they will also be unable to predict when the pause will end and the next motion will begin, making the next motion unpredictable. In this embodiment, the pause time is automatically selected randomly in 1-second increments between 1 and 15 seconds, but it may also be set to a time longer than 15 seconds, or automatically selected in increments other than 1 second.
[0034] Still images and one motion pattern are repeatedly played (the motion pattern played each time is indefinite), and it is advisable to make the ratio of the still image playback time longer. If there are no still images and the video is constantly played, the driver's field of vision may be constantly filled with some kind of moving character, which may actually be an eyesore. Therefore, inserting still images appropriately prevents this from occurring. In particular, it is advisable to determine the display time of the still images and the animation display so that the ratio of the total display time of the still images to the total display time of the animation display under normal conditions is higher for the still images.
[0035] (16) Based on the inventions of (14) and (15), the unit actions of the animation performed under normal circumstances may include an animation moving in a first state, an animation moving in a second state, an animation transitioning from the first state to the second state, and an animation transitioning from the second state to the first state, and the movement pattern may be composed of a predetermined number of unit actions, and when composed of multiple unit actions, the final state of a unit action may be the same as the initial state of the next unit action. The same state means two first states or two second states.
[0036] The first and second states are significantly different in terms of the orientation and dimensions of the displayed character, such as zooming in (close-up of the character) and zooming out (pull back), or changing the camera position relative to the character (facing forward and facing sideways).
[0037] By preparing a unit action that transitions between a first state and a second state, and playing an animation of the unit action that transitions between the different states between unit actions, the end state (1st / 2nd) of one unit action and the start state (1st / 2nd) of the next unit action will be the same, and the series of action patterns will be played as smooth movements. Moreover, because there are different states, there are many variations in the action patterns, so the user will not get bored.
[0038] (17) Based on the inventions of (12) to (16), if an alarm condition is met during the normal animation display, a screen switching animation may be displayed, followed by an animation display corresponding to the alarm condition. If an alarm condition is met during the normal animation display, an alarm animation corresponding to the met alarm condition is displayed. However, in this case, the last frame of the normal animation display when the normal animation display ends may not necessarily be smoothly connected to the next frame of the alarm animation to be played. For example, an alarm animation may start from a close-up, while the normal animation display is a pull-back (full-body view) or a transition from a close-up to a pull-back (zoom-down) when the alarm condition is met. In such cases, a screen switching animation may be displayed between the normal animation display and the alarm animation to eliminate the lack of smooth transition. This screen switching animation may be an animation that makes a character say, "Huh?", or something like, "Something's strange."
[0039] (18) Based on the invention of (16), if an alarm condition is met during animation display under normal circumstances, a screen switching animation is displayed, followed by an animation display according to the alarm condition. After the alarm condition is met, the screen switching animation is preferably played back after the unit action whose final frame state is the same as the first frame state of the screen switching animation. The same state may be between first states or between second states. This allows for smooth switching to the screen switching animation. Furthermore, it is even more preferable to configure the operation pattern so that the state of the final frame of the screen switching animation is the same as the state of the first frame state of the animation according to the alarm condition.
[0040] (19) The control means preferably displays an icon indicating the location of the object to be warned and an icon indicating the vehicle's location on the screen of the display means, and displays the icons so that the character does not overlap these icons. This is preferable because it allows the user to confirm the positional relationship between the vehicle's location and the object to be warned even while the character is being animated. For example, if the vehicle's location and the object to be warned are located diagonally on the screen and the character overlaps when displayed as is, the control means may address this by shifting the relative positions of the "icon indicating the vehicle's location and the icon indicating the object to be warned" and the "character" or by changing the display size of the character.
[0041] (20) The device may include a first character and a second character, and the control means may display an animation indicating that the second character has detected the object of the alarm when an alarm condition is met, and the first character may be called and displayed as a predetermined animation. In this embodiment, the first character corresponds to a human-like first character 300, and the second character corresponds to a cat-like second character 400.
[0042] (21) The second character may be animated to disappear before the first character appears. The second character is intended to detect that an alarm condition has been met and to call the first character, and therefore disappears when the first character appears, completing its role.
[0043] (22) The control means may display characters superimposed on the characters. By always displaying characters on top of the characters, it is not necessary to provide an area for the characters, and it is not necessary to arrange characters so as to avoid the characters, so it is preferable because characters can be arranged right up to the edge of the display screen. By displaying the characters on top of the characters, the user can read them.
[0044] (23) The control means may output a voice alert in accordance with the animation of the character. By using a mixed output alert in combination, the content of the alert can be more reliably conveyed to the user. The voice may be more realistic if it is suited to the character.
[0045] (24) A program of the present invention is a program for causing a computer to realize the function of the control means in the system according to any one of (1) to (23) above. [Effects of the Invention]
[0046] According to the present invention, when an alarm condition is met, the character displays a predetermined animation, which is entertaining, attracts the user's attention, and makes the character familiar to the user. [Brief explanation of the drawings]
[0047] [Figure 1] 1 is a diagram showing the configuration of a navigation device according to a preferred embodiment of the present invention; [Figure 2] FIG. 1 is a block diagram of a navigation device. [Figure 3] FIG. 10 is an explanatory diagram showing an example of a warning screen displayed on a display unit. [Figure 4] FIG. 10 is an explanatory diagram showing an example of a warning screen displayed on a display unit. [Figure 5] FIG. 10 is an explanatory diagram showing an example of a warning screen displayed on a display unit. [Figure 6] FIG. [Figure 7] 10 is a flowchart showing the function of a control unit. [Figure 8] FIG. 10 is a diagram illustrating character animation. [Figure 9] FIG. 10 is a diagram illustrating character animation. [Figure 10] FIG. 10 is a diagram illustrating character animation. [Figure 11] FIG. 10 is a diagram illustrating character animation. [Figure 12] FIG. 10 is a diagram illustrating character animation. [Figure 13] FIG. 10 is a diagram illustrating character animation. [Figure 14] FIG. 10 is a diagram illustrating character animation. [Figure 15] FIG. 10 is a diagram illustrating character animation. [Figure 16] FIG. 10 is a diagram illustrating character animation. [Figure 17] FIG. 10 is a diagram illustrating character animation. [Figure 18] FIG. 10 is a diagram illustrating character animation. [Figure 19] FIG. 10 is a diagram illustrating character animation. [Figure 20] FIG. 10 is a diagram illustrating character animation. [Figure 21] FIG. 10 is a diagram illustrating character animation. [Figure 22] FIG. 10 is a diagram illustrating character animation. [Figure 23] FIG. 10 is a diagram illustrating character animation. [Figure 24] FIG. 10 is a diagram illustrating character animation. [Figure 25] FIG. 10 is a diagram illustrating character animation. [Figure 26] FIG. 10 is a diagram illustrating character animation. [Figure 27] FIG. 10 is a diagram illustrating character animation. [Figure 28] FIG. 10 is a diagram illustrating character animation. [Figure 29] FIG. 2 is an explanatory diagram showing a display example of a display unit. [Figure 30] 10 is a flowchart showing the function of a control unit. [Figure 31] FIG. 10 is a diagram illustrating character animation. [Figure 32]FIG. 10 is a diagram illustrating character animation. [Figure 33] FIG. 10 is a diagram illustrating character animation. [Figure 34] FIG. 10 is a diagram illustrating character animation. [Figure 35] FIG. 10 is a diagram illustrating character animation. [Figure 36] FIG. 10 is a diagram illustrating character animation. [Figure 37] FIG. 10 is a diagram illustrating character animation. [Figure 38] FIG. 10 is a diagram illustrating character animation. [Figure 39] FIG. 10 is a diagram illustrating character animation. [Figure 40] FIG. 10 is a diagram illustrating character animation. [Figure 41] FIG. 10 is a diagram illustrating character animation. [Figure 42] FIG. 10 is a diagram illustrating character animation. [Figure 43] FIG. 10 is a diagram illustrating character animation. [Figure 44] FIG. 10 is a diagram illustrating character animation. [Figure 45] FIG. 10 is a diagram illustrating character animation. [Figure 46] FIG. 10 is a diagram illustrating character animation. [Figure 47] FIG. 10 is a diagram illustrating character animation. [Figure 48] FIG. 10 is a diagram illustrating character animation. [Figure 49] FIG. 10 is a diagram illustrating character animation. [Figure 50] FIG. 10 is a diagram illustrating character animation. [Figure 51] FIG. 10 is a diagram illustrating character animation. [Figure 52]FIG. 10 is a diagram illustrating character animation. [Figure 53] FIG. 10 is a diagram illustrating character animation. [Figure 54] FIG. 10 is a diagram illustrating character animation. [Figure 55] FIG. 10 is a diagram illustrating character animation. [Figure 56] FIG. 10 is a diagram illustrating character animation. DETAILED DESCRIPTION OF THE INVENTION
[0048] "Basic configuration of electronic devices" 1 and 2 show the configuration of a radar detector, which is a preferred embodiment of the electronic device that constitutes the system of the present invention. The radar detector 1 has a thin, rectangular case body 2, and is fixed by attaching it to the dashboard of a vehicle or the like using a bracket 3 attached to the lower back side of the case body 2.
[0049] The front surface of the case body 2 (the surface facing the rear of the vehicle (driver's side)) is provided with a display unit 5. The display unit 5 is composed of a 3.2-inch color TFT LCD display. A touch panel 6 is provided on this display unit 5 to detect which part of the display unit 5 has been touched. A volume adjustment button 7 is also provided on the right side of the front surface of the case body 2, and various operation buttons 8 are provided on the left side.
[0050] The right side of the case body 2 is provided with a card insertion slot 9 for inserting a memory card as a removable recording medium, and a memory card reader 10 is built into the card insertion slot 9 inside the case body 2. By inserting a memory card 11 through this card insertion slot 9, the memory card 11 is attached to the memory card reader 10. The memory card reader 10 takes in the data stored in the attached memory card 11. More specifically, the data stored in the memory card 11 includes updated information such as information on new alarm targets (location information such as longitude and latitude, type information, etc.), and this updated information is stored (downloaded) via the control unit 18 into a database 19 built into the device, thereby updating the data.
[0051] The database 19 can be realized by a non-volatile memory (for example, an EEPROM) inside the microcomputer of the control unit 18 or externally attached to the microcomputer. Note that map data and information on certain alarm targets are registered in the database 19 at the time of shipment, and data on alarm targets that are added later is updated as described above.
[0052] A GPS receiver 13 is placed inside the upper center of the back side of the case body 2, and a microwave receiver 14 and a radio receiver 15 are placed next to it. The GPS receiver 13 receives GPS signals from GPS satellites and outputs current position (longitude and latitude) information. The microwave receiver 14 receives microwaves of a predetermined frequency emitted from the speed measurement device. The radio receiver 15 receives incoming radio waves of a predetermined frequency. A speaker 16 is also built into the bottom of the case body 2. The speaker port is located on the bottom of the case body 2.
[0053] A DC jack 16 is disposed below the rear side of the case body 2. This DC jack 16 is for connecting a cigarette lighter plug cord (not shown), and is connected to a cigarette lighter socket of a vehicle via the cigarette lighter plug cord to receive power supply.
[0054] The control unit 18 is a microcomputer equipped with a CPU, ROM, RAM, non-volatile memory, I / O, etc., and is connected to the above-mentioned units as shown in Fig. 2, executes predetermined processing based on information input from the above-mentioned various input devices (touch panel 6, GPS receiver 13, microwave receiver 14, wireless receiver 15, etc.), and outputs predetermined alarm messages using output devices (display unit 5, speaker 16, etc.). These basic configurations can basically be the same as those of conventional units.
[0055] The functions of the radar detector 1 of this embodiment are stored in the EEPROM of the control unit 18 as programs executed by the computer in the control unit 18, and are realized by the computer executing these programs in the control unit 18. Functions realized by the computer through the programs in the control unit 18 include a GPS log function, a standby screen display function, a radarscope display function, a GPS warning function, a radar wave warning function, and a wireless warning function.
[0056] The GPS log function is a function in which the control unit 18 associates the current position detected by the GPS receiver 8 every second with the time of detection and the speed (vehicle speed) and stores the result in a non-volatile memory as a position history. This position history is recorded in, for example, NMEA format.
[0057] The standby screen display function is a function for displaying a predetermined standby screen on the display unit 5. Fig. 3(a) shows an example of the standby screen, which shows the speed, latitude, longitude, and altitude of the vehicle detected by the GPS receiver 13.
[0058] As shown in Fig. 3(b), the map display function is a function that accesses the database 19 based on the current position detected by the GPS receiver 13, and reads and displays the map data stored therein. The map display function also has a function that searches for objects to be warned about around the current position based on the position information stored in the database 19, and if an object to be warned about is found in the vicinity, superimposes information indicating the object to be warned about (such as a target icon 112) at the corresponding position on the map and displays it. Specific display modes are as follows:
[0059] The control unit 18 displays the map so that the vehicle's traveling direction is always facing upward in the main display area R1 that occupies almost the entire surface of the display unit 5. The control unit 18 displays the map so that the current vehicle position is at the center of the lower side of the main display area R1, and also displays the vehicle icon 111 at that position.
[0060] The control unit 18 displays status information in a status area R2 set above the main display area R1. The status information displayed in the status area R2 includes, from left to right, a current time 121 (in the figure, "15:10"), a GPS radio wave reception level display icon 122 (in the figure, three parallel lines of different lengths indicate the maximum reception level), a no-parking area icon 123 (displayed when the vehicle is in a most important parking area or a priority parking area), a reception sensitivity mode display icon 124 indicating the radar reception sensitivity (in the figure, "SE" indicates the highest sensitivity), a vehicle speed 125 (in the figure, "30 km / h"), and a compass 126. The status area R2 is a transparent area and is positioned using a layer above the main display area R1. This allows the map located below to be seen in places within the status area R2 where no status information is displayed.
[0061] The control unit 18 displays the current scale information (reduction scale) in a scale display area R3 set on the left side of the main display area R1. The scale is set such that the vehicle position is 0 m, and the distance from the vehicle position to the vertical center position of the main area R1 ("500" in the figure) and the distance to the upper position ("1000" in the figure) are displayed in units of "m." When the control unit 18 detects that the main display area R1 has been touched twice consecutively, it displays a map scale change button (not shown) at a predetermined position in the main display area R1 (a position along the scale display area R3) and changes the map scale in response to the touch on the map scale change button. In other words, the control unit 18 changes the scale of the map displayed in the main display area R1 to match the scale of the changed map scale, and also changes the scale information displayed in the scale display area R3.
[0062] When the control unit 18 detects a single touch on the display unit 5 while the standby screen display function is being executed as shown in Fig. 3(a), the control unit 18 displays a predetermined menu screen. When the control unit 18 detects that a screen switching button provided on the menu screen has been touched, the control unit 18 switches to the map display function as shown in Fig. 3(b). Similarly, when the control unit 18 detects a single touch on the display unit 5 while the map display function is being executed, the control unit 18 displays a predetermined menu screen. When the control unit 18 detects that a screen switching button provided on the menu screen has been touched, the control unit 18 performs processing to switch to the standby screen display function.
[0063] While the standby screen display function or the MAP display function (hereinafter collectively referred to as the standby function) is being executed, the control unit 18 executes processing to realize each function such as the GPS warning function, the radar wave warning function, the wireless warning function, etc. in response to an event that has occurred, and returns to processing the original standby function when the processing of the corresponding function is completed. The priority of each function is set in descending order: radar wave warning function, wireless warning function, and GPS warning function.
[0064] The GPS warning function is a process executed at a predetermined time interval (1 second interval) in response to an event from a timer in the control unit 18. The process calculates the distance between the object to be warned stored in the database 19 and the object to be warned based on the latitude and longitude of the object's current position detected by the GPS receiver 13, and when the calculated distance reaches a predetermined approach distance, the display unit 5 displays a GPS warning 130 (including a schematic diagram of the object to be warned, the remaining distance, etc.) as shown in FIG. 4(a), and the speaker 16 outputs an approach warning sound indicating this.
[0065] Such warning targets include locations of drowsy driving accidents, radar, speed limit change points, enforcement areas, checkpoint areas, no parking monitoring areas, N system, traffic monitoring system, intersection monitoring points, red light ignoring prevention systems, police stations, accident-prone areas, areas with high rates of vehicle theft, sharp / continuous curves (expressways), branching / merging points (expressways), ETC lane advance guidance (expressways), service areas (expressways), parking areas (expressways), highway oases (expressways), smart interchanges (expressways), gas stations inside PAs / SAs (expressways), tunnels (expressways), highway radio receiving areas (expressways), prefectural border announcements, roadside stations, view point parking, etc. Information on the type of these targets, latitude and longitude information indicating their positions, schematic diagram or photograph data to be displayed on display unit 5, and audio data are associated with each other and stored in database 19.
[0066] 4(b) shows an example of a display of the radar wave warning function. This radar wave warning function is a warning function that displays a warning screen 131 on the display unit 5 and outputs a warning sound from the speaker 20 when the microwave receiver 14 detects a signal corresponding to microwaves in a frequency band emitted by a speed measurement device (such as a mobile radar (hereinafter simply referred to as "radar")). For example, when the microwave receiver 4 detects microwaves in the frequency band of microwaves emitted by radar, as shown in FIG. 4(b), a schematic diagram or photo of radar stored in the database 19 is displayed as a warning screen on the display unit 5, and audio data stored in the database 19 is read and output from the speaker 16 saying, "This is radar. Watch your speed."
[0067] The radio alarm function is a function that issues an alarm when radio waves emitted by an emergency vehicle or the like are received by radio receiver 15 so as not to interfere with the vehicle's travel, etc. The radio alarm function scans frequencies for police radio, car location radio, digital radio, special small radio, police station activity radio, police telephone, police activity radio, tow truck radio, helicopter radio, fire helicopter radio, fire radio, emergency radio, highway radio, security radio, etc., and when a radio signal is received at a scanned frequency, a schematic diagram indicating that a radio signal corresponding to that frequency, stored for each radio type in database 19, has been received is displayed on display unit 5 as an alarm screen, and audio data stored for each radio type in database 19 is read out and an audio alarm indicating the radio signal type is output from speaker 16. For example, when a police radio signal is received, an audio signal such as "This is a police radio signal. Watch your speed" is output.
[0068] [Warning processing function using animation] The alarm processing function of displaying animated characters, which is a feature of the present invention, will be described below with reference to Figure 5 onwards. The characters in this embodiment are not directly related to the object of the alarm and do not directly evoke the object of the alarm. The characters provided include a human-type character (first character) and a cat-type character (second character). In either case, the character itself does not evoke an association with the object of the alarm.
[0069] This animation display is one of the notification modes in the GPS warning function, wireless warning function, and radar wave warning function, and is used instead of the schematic diagram or actual photo displayed on the display unit. Whether the warning is a schematic diagram or an animated character display is determined based on a user setting. This user setting is performed based on the touch position on a menu screen displayed by the control unit 18 upon detecting a single touch on the main display area R1. Furthermore, this user setting sets various conditions, such as which character to use and whether the character should be displayed constantly even during normal times when there is no target for warning. These condition settings are also determined by touching a menu screen (not shown).
[0070] Here, it is assumed that a warning using a human-like character (first character 300) is selected by user settings. In this embodiment, the first character 300 is a young woman, making it more approachable. By having a young woman notify the user of the warning, it is expected that the user will be more likely to heed the warning content and drive safely.
[0071] 5, the control unit 18 displays the first character 300 in the lower right corner of the main display area R1 of the display unit 5. The layer displaying this first character 300 is above the layer displaying the map, and the first character 300 is displayed superimposed on the map.
[0072] The display modes of the first character 300 include a normal mode shown in FIG. 6(a) that is displayed during normal times when there are no nearby objects to be warned about, and an emergency mode shown in FIG. 6(b) that is displayed during an emergency when there are nearby objects to be warned about and an alarm is issued. In the normal mode, the character wears a normal costume, looks like a normal human, and has blue eyes. In the emergency mode, the character wears a combat uniform, has ear-shaped antennas that receive radar waves and radio waves, and has red eyes. As will be described later, the emergency mode has two animations: an animation that is displayed when the proximity between the current location and the object to be warned meets a first condition, and an animation that is displayed when the proximity between the current location and the object to be warned meets a second condition (closer than the first condition).
[0073] The control unit 18 displays the first character 300 in one of the modes based on the presence or absence of a surrounding alarm target and its relative position relative to the current position. At this time, the control unit 18 displays the first character 300 in an area that does not overlap the host vehicle icon 111 or the target icon 112 indicating the predetermined alarm target. For example, since the host vehicle icon 111 is displayed in the lower center of the main display area R1, the area that does not overlap the host vehicle icon 111 and the target icon 112 is less than half of one side in the horizontal direction (in this example, the right side). Also, for example, if the host vehicle icon 111 is displayed in the lower center and the target icon 112 is located on the right side and would be hidden under the first character 300, the control unit 18 shifts the entire map a predetermined distance to the left before displaying it. Because the host vehicle icon 111 and the target icon 112 are not hidden by the first character 300, the user can recognize the positional relationship between the host vehicle icon 111 and the target icon 112 even while the first character 300 is being displayed, and can confirm whether the alarm target is located on the road the user is currently traveling on.
[0074] <Always display the first humanoid character> Next, a specific alarm processing algorithm using the humanoid first character 300 will be described. This processing algorithm is one mode of alarm operation based on the GPS alarm function. As described above, when a mode in which the first character is always displayed is selected as the notification mode in the GPS alarm function by user setting, the control unit 18 executes the flowchart shown in FIG. 7. The user setting is performed by the control unit 18 detecting a single touch on the main display area R1, displaying a menu screen, and setting the specified content according to the touch position on the menu screen.
[0075] The control unit 18 displays an animation of the first character 300 in a normal state, i.e., when no alarm target exists, in the lower right corner of the main display area R1 (S1). In this animation, the first character 300, which has the appearance of the first character 300 in a normal state as shown in FIG. 6(a), repeatedly slightly shakes its body. This is done by storing a moving image file, such as a GIF moving image, in the database 19 or the like, which is formed by integrating image files (GIF images, etc.) of multiple frames in which the appearance of the first character 300 in a normal state is appropriately changed. The control unit 18 accesses the database 19 to read out the moving image file and repeatedly plays it. In this embodiment, various animation displays are created by displaying two-dimensional still images at unit time intervals (e.g., 0.1 seconds) to create a moving image.
[0076] Each figure shown in Figure 8 and subsequent figures is a frame in a video file consisting of multiple frames. The control unit 18 plays the frames shown in each figure frame by frame in ascending order of figure number, and in alphabetical order if the figure numbers are the same. For example, in Figures 8 and 9, the frames are played starting from the frame with the smallest figure number, and in alphabetical order. Therefore, the control unit 18 first displays the frame shown in Figure 8(a), and then displays the frame shown in Figure 8(b). The frames are then played frame by frame in the following order: Figure 8(c) → Figure 9(a) → Figure 9(b) → Figure 9(c). The same applies to the other figures. The playback order of each frame is as described above, but there may be frames between the figures that are not shown. For example, there may be frames between Figures 8(a) and 8(b) that indicate the state and posture between them.
[0077] The control unit 18 acquires the current position detected by the GPS receiver 13 at predetermined time intervals (e.g., every 1 second) (S2). Based on the acquired current position, the control unit 18 accesses the database 19 and determines whether there is a target object for warning within a first reference range around the current position (S3). If there is one target for warning within a predetermined angular range from the vehicle's direction of travel (e.g., within a sector-shaped area with a radius of 2100 m within a predetermined angle range from the direction of travel (e.g., an angle of 90 degrees or less to the left and right of the direction of travel, particularly 45 degrees or less)), that target becomes the target, and if there are multiple targets for warning, one of them that satisfies a condition becomes the target. The condition is that the target is within a predetermined angular range from the direction of travel and is the closest.
[0078] The first reference range is a range within the angle range where the distance between the vehicle's position and the location of the warning target is 2100 to 600 m. For example, if a target warning target exists at the end of the road the vehicle is currently traveling, the distance to the target warning target gradually decreases as the vehicle moves forward, and the target warning target will enter the first reference range from 2100 m or less. On the other hand, if the vehicle changes course, for example, by turning at an intersection, the target warning target may suddenly appear from outside the predetermined angle to within the predetermined angle, and the distance at that time may be longer than 600 m, suddenly entering the first reference range of 2100 m or less. Furthermore, such a course change may suddenly cause the vehicle's position to suddenly enter the second reference range within the angle range where the distance between the vehicle's position and the location of the warning target is 600 m or less without passing through the first reference distance section. Furthermore, if the power is turned on within the first or second reference range, the vehicle will suddenly be located at a predetermined position within each reference range.
[0079] If there is no target within the first reference range around the current position that will be the target for warning (No in S3), it is determined whether there is a target within the second reference range around the current position (S4). If the branching determination in S4 is No, the control unit 18 acquires the current position at the next acquisition timing (S2) and performs the branching determination in S3.
[0080] If the branch judgment at S3 is Yes, the control unit 18 accesses the database 19, reads out the warning animation a stored therein, and plays the read-out warning animation a instead of the normal animation that has been repeatedly played up until now (S6).
[0081] Alarm animation a is the animation that changes from normal state to combat state 1. Specifically, the face of the first character 300 is displayed in close-up (FIG. 8(a)), then the face is turned downward with the eyes closed (FIG. 8(b)), and the head is further zoomed in (FIG. 8(b)). Next, the ear-shaped antenna 301 is displayed growing in two stages (FIG. 9). As shown in FIGS. 9(a), (b), and (c), this is expressed by sequentially playing frames in which the length of the ear-shaped antenna 301 gradually increases. In this way, in order to make it clear that the ear-shaped antenna 301 is appearing, the image is zoomed in from the face to the head in the previous stage.
[0082] When there is movement in the details, such as when the eyes close or when the ear-shaped antenna 301 appears, the details are shown in close-up. This is because the display screen is small, so it is difficult to see the movement if the whole image is shown. By showing the details in this way, the movement can be seen and the user can pay attention to it.
[0083] Next, the upper half of the character is displayed with the eyes closed and the face tilted diagonally downward, with the right hand raised above the head ( FIG. 10(a)), and then the costume changes from the head down. At this time, to make it clear that the costume is changing (transforming), a ring of light 302 appears circling around the first character 300 ( FIG. 10(b)), and as the first character 300 swings his or her arm down, the ring of light 302 moves downward from above the head of the first character 300 to the feet of the first character 300. The upper part of the ring of light 302 shows the combat uniform after transformation, and the lower part of the ring of light 302 shows the normal clothing before transformation ( FIG. 10(c)). Furthermore, based on the downward movement of the ring of light 302, the image gradually zooms out (pulls back), and the display range of the first character 300 gradually expands to the feet. Although not shown in the figures, from Figure 10(c) onwards, the ring of light 302 gradually shifts further downward, and animations are displayed showing the costume changing, until finally, the putting on of the combat suit is completed in the state shown in Figure 11(a).
[0084] Figure 11(a) shows the state after the combat suit has been put on, and then a frame is displayed with the eyes open, as shown in Figure 11(b). At this time, the eyes are colored red to emphasize the emergency situation. Furthermore, the frame zooms in on the face to emphasize that the eyes have opened to enter combat mode (to alert the target of the alarm) and that the eye color has changed from the pre-transformation blue to red.
[0085] After that, as shown in FIGS. 12 and 13, an animation of the weapon being transferred is displayed. That is, first, as shown in FIG. 12(a), the first character 300 takes a pose with his right hand outstretched, and as a result, light particles 303 gather around his right hand. Then, a gun 304, which is a weapon, gradually appears among the light particles 303 (FIGS. 12(b) and 13(a)). This animation expresses the state in which the light particles 303 materialize into the gun 304. Then, as shown in FIG. 12(b), the gun 304 finally materializes. Also, when the weapon is transferred, an animation of the combat suit, hair, etc. fluttering in the wind is performed. This completes the transformation action. That is, once the control unit 18 has played the above-mentioned warning animation a once, it continues to display the final frame indicating the completion of the transformation.
[0086] After this warning animation a is played, the control unit 18 acquires the current position (S7) and determines whether or not there is a target object to be warned within the second reference range around the current position (S8). If there is no target object to be warned within the second reference range around the current position (No in S8) and the target object to be warned is within the first reference range (Yes in S9), the control unit 18 acquires the current position at predetermined time intervals (for example, every 1 second) (S7) and performs a branching determination in processing step S8.
[0087] If the target object to be warned is present within the second reference range (approaching within 600 m) (Yes in S8), the control unit 18 accesses the database 19, reads out the warning animation b stored therein, and plays it (S10).
[0088] The alert animation b is an animation that changes from combat state 1, which is the final form (post-transformation appearance) of the alert animation a, to another combat state 2. Specifically, it starts from the frame of the final form of the alert animation a shown in FIG. 13(b) (FIG. 14(a)), and performs an animation of swinging the weapon 304 (right arm) once (FIGS. 14(b) → (c) → (d)). Then, as shown in FIG. 15(a), the weapon 304 is swung diagonally upward to the left, and the entire body emits red light (light-emitting portion 305). With the red light still emitting, the weapon 304 continues to rotate (FIG. 15(b)), and the weapon 304 is held with both hands while pointing directly upward (FIG. 15(c)). As the weapon is raised in this manner, the area of the light-emitting portion 305 also expands. This expansion of the area of the red light-emitting portion 305 communicates that the target of the alert is approaching. Next, the weapon 304, pointed directly upward, is swung down forward. Figure 15(d) shows a close-up of the weapon 304 being swung down. After that, the weapon 304 is pointed forward, and the image is displayed with camera work taken from the front (Figure 16). At this time, the weapon 304 is pointed forward with the muzzle of the weapon 304 at the ready, and the character waits with the gun at the ready, while an animation of the hair 306 and combat suit 307 fluttering in the wind is displayed (Figure 16(a) → (b) → (c) → (d)). At this time, the red light-emitting portion 305 continues to be displayed.
[0089] Next, an animation of firing a gun is performed. That is, first, the scene switches to a close-up of the face (FIG. 17(a)). In this close-up frame of the face, the red light is gone. Then, a scope 309 appears in the background of the first character 300, and a sight 308 appears in front of the face (eyes) of the first character 300 (FIG. 17(b) → (c) → FIG. 18(a) → (b)). In FIG. 18(a), the sight 308 is a white opaque plate, and in FIG. 18(b) it is a transparent sight 308.
[0090] Then, a shot is fired at a predetermined timing (Fig. 19(a)). Fig. 19(a) shows the state in which sparks 309 generated when the shot is fired glow red. After that, the sparks caused by the shot disappear as shown in Fig. 19(b), and a frame is displayed in which a scope 309 is placed in the background of the first character 300 and a gunsight 308 is placed in front of the character. This frame is the final frame of warning animation b, and the still image in the state of Fig. 19(b) continues to be displayed.
[0091] The control unit 18 also outputs a predetermined voice. This voice is generated by text-to-speech synthesis and is a young woman's voice that matches the first character 300. The voice output may include the type of object to be warned about, information notifying the approach (such as "approaching" or "remaining distance"), or a cry without any specific meaning. By outputting a voice in addition to the animation display, it is possible to warn the user (driver) that they are approaching the object to be warned about.
[0092] This warning animation b is played when the user is relatively close to the target of the warning, and since there is little time to spare, the playback time is made shorter than that of warning animation a. Specifically, this is achieved by reducing the number of frames that make up the video file and shortening the display time of each frame.
[0093] After the playback of the warning animation b is completed, the control unit 18 acquires the current position (S11), and if the target object to be warned has been passed (Yes in S12), it accesses the database 19, reads out the post-passage animation stored there, and plays it (S12). This post-passage animation is an animation in which the appearance returns to normal from combat state 2, which indicates an emergency situation in which the target object to be warned is being approached.
[0094] Specifically, as shown in Figure 20(a), the frame starts with a close-up of the face of the first character 300, whose eyes are red and from which ear-shaped antenna 301 appears, and with a scope 309 and a gunsight 308 positioned. When the character closes his eyes, the gunsight disappears (Figure 20(b)). When the character opens his eyes again, the ear-shaped antenna 301 begins to retract (Figure 20(c)). The ear-shaped antenna 301 is gradually retracted through Figures 21(a) to (c), 22(a) and (b). In the frame of Figure 22(b), the ear-shaped antenna 301 is completely retracted. Next, as shown in FIG. 23(a), the entire body of the first character 300 in combat state 2 wearing combat clothing and holding a weapon 304 is displayed.
[0095] Next, the costume changes from the head down. This costume change occurs in accordance with the movement of the ring of light 302, just like the transformation into combat uniform in the warning animation a. In other words, the ring of light 302 gradually rises, and as it rises, the bottom of the ring of light 302 changes to normal clothing, and the weapon 304 disappears from below the ring of light 302 (Figures 23(b), (c), 24(a), (b)).
[0096] The costume change is completed in the frame of Figure 24(b), after which the first character 300 makes one turn while jumping to the information (Figures 24(c), 25). After one turn, the first character stands facing forward as shown in Figure 25(c), then shows a close-up of its face (Figure 26(a)) and blinks (Figures 26(b), (c)). With this blink, the color of its eyes changes from red to blue, its appearance returns to its normal state, and the post-passage animation ends. Since there is ample time for this post-passage animation, it is also made the longest to play. After this post-passage animation is played back, the process returns to step S1, and the normal animation is repeatedly displayed.
[0097] On the other hand, if a target that will be warned suddenly appears within the second reference range due to a course change or the like, the answer is No in S3 and Yes in S4, and the control unit 18 accesses the database 19, reads out the warning animation c stored therein, and plays it (S14). The warning animation c is an abrupt transformation from normal state to combat state 2, specifically, a close-up of the face of the first character 300 is displayed (FIG. 8(a)), then the face is turned downward with the eyes closed (FIG. 8(b)), and the head is further zoomed in (FIG. 8(b)). Next, the ear-shaped antenna 301 is displayed so that it appears to grow in two stages (FIG. 9). Up to this point, it is the same as the first half of the warning animation a.
[0098] Next, the entire body of the first character 300 is displayed, and at this time the character is wearing the combat costume shown in Fig. 14(a) and is in combat state 1 holding a weapon 304. After that, the frames shown in Fig. 14(b) to Fig. 19(b) are displayed in order to play the animation.
[0099] The animation relating to the transformation of the first character 300 includes changes to the ears (ear-shaped antenna 301), which is the first part, and the whole body (costume), which is the second part. In both the animations for issuing an alarm from the normal state and for returning from the alarm state to the normal state, the change in the ear-shaped antenna 301 (appearing or closing) occurs first, followed by a change in the whole body (transformation to change costume). In this way, in either state change, the change in the ear-shaped antenna 301 triggers the state change, and by focusing on the ear-shaped antenna 301, it is easy to see that the state has changed.
[0100] <Warning when receiving radio waves> In the case of the radar wave warning function and the radio warning function, when the location information of the target of the warning is not registered and a specified radio wave (radio for radar) is received, the control unit 18 accesses the database 19, reads out the animation stored therein of transforming from the normal state to the combat state 3, and plays the read animation in the lower right position within the main display area R1.
[0101] This animation shows the costume change with eyes closed as shown in Figures 10(a) to 11(a), followed by the animation of weapon 304 being transferred and appearing as the character's entire body glows red and the muzzle of weapon 304 is pointed forward as shown in Figures 12(a) to 16(b), and then each frame is played frame by frame in the order of Figures 27(a) → (b) → (c) → Figures 28(a) → (b). Figures 27 and 28 show the animation portion depicting the state in which radio waves 310 are being received by ear-shaped antenna 301. That is, the state in which radio waves 310 are being received is represented by one or more arcs that gradually become smaller in diameter around the ear-shaped antenna 301 of first character 300.
[0102] The control unit 18 plays the above animation once upon receiving a predetermined radio wave. Therefore, if radio waves are continuously received, the frame shown in Fig. 28(b) will continue to be displayed as a still image.
[0103] After transforming into combat clothing, the user can see an animation of a close-up of the face and the ear-shaped antenna 301 receiving radio waves 310, and understand that the specific radio waves are being received. In addition, when this animation is displayed, the control unit 18 outputs a warning in a voice of a female (first character) using voice synthesis according to the type of radio waves received, such as "This is radar. Watch your speed" or "This is police radio. Watch your speed." This allows the user to identify the type of warning target.
[0104] On the other hand, if radio waves are no longer received, the control unit 18 accesses the database 19, calls up an animation stored therein for returning to the normal state, and plays it. This animation for returning to the normal state begins with the final frame (final form of combat state 3) shown in Fig. 28(b) where the red light disappears, the weapon disappears, and the character changes from combat uniform to normal clothing. Specifically, in each frame constituting the animation after the target of the GPS warning has passed, shown in Figs. 20 to 26, a frame-by-frame moving image file is created in which frames in which the scope 309 and the sight 308 have been removed are connected in order.
[0105] Here, the animation is played from the frame in Figure 10(a) where the ear-shaped antenna appears, but it may also be an animation that plays the animation part in which the ear-shaped antenna appears first, as shown in Figures 8 and 9.
[0106] The control unit 18 plays the above animation once upon receiving a predetermined radio wave. Therefore, if radio waves are continuously being received, the frame shown in Fig. 28(b) will continue to be displayed as a still image, but to indicate that radio waves are continuously being received, the animation portion showing that radio waves are being received by the ear-shaped antenna 301 may be repeatedly played back in the order of Fig. 27(a) → (b) → (c) → Fig. 28(a) → (b) → Fig. 27(a) → ... The weapon used when a GPS alarm is issued may be different from the weapon used when an alarm is issued due to radio wave reception.
[0107] <Normal state non-display mode> In the above-described embodiment, the first character 300 is always displayed within the main display area R1, but the present invention is not limited to this, and it is also possible to adopt a mode in which the first character 300 is not displayed when there is no object to be alerted in the vicinity or when radio waves are not being received in normal conditions (see Figure 29).
[0108] The control unit 18 executes the flowchart shown in Fig. 30. The process shown in Fig. 30 is the same as the process shown in Fig. 7 except for the process of S1 (animation display in normal state), and the animations read out in each animation playback process are different from those in the above-described embodiment.
[0109] That is, the current location is acquired (S2), and if there is a target within the first reference range (Yes in S3), alarm animation a' is played (S4). This alarm animation a' depicts the first character, who was not present on the map, being transferred and appearing in combat uniform. Specifically, as shown in FIG. 31(a), the animation begins with a frame in which multiple rays 311 radiate from a single point in space, and an object 300' (part of the first character) resembling the first character is present near the center of the rays. As shown in FIGS. 31(b) and 31(c), the swirling wind 312 surrounding the first character 300 gradually disappears, and the first character 300 materializes. Next, as shown in FIG. 32(a), the first character 300 appears crouching and holding a weapon 304, and then stands up (FIGS. 32(b) and (c)).
[0110] Next, the first character 300 swings the weapon 304 in his right hand (FIG. 33(b)) from a position where it is held diagonally upward to the right (FIG. 33(a)), and then holds it diagonally upward to the left (FIG. 33(c)). At this time, a scope 309 appears in the background.
[0111] Next, as shown in Figure 34(a), the weapon is swung diagonally upward to the left, and then the entire body begins to glow red. While the entire body remains lit red (light-emitting portion 305), the weapon 304 continues to rotate (Figures 34(b) and (c)), and the weapon 304 is held with both hands while pointed straight up (Figure 34(d)). As the weapon is raised in this manner, the area of the light-emitting portion 305 also expands. Next, the weapon 304, which was pointed straight up, is swung down forward. Figure 34(e) shows a close-up of the weapon 304 being swung down. After that, the weapon 304 is pointed forward and locked on to the target (aimed at), as shown by camerawork captured from the front (Figures 34(f)→(h)). At this point, the weapon 304 is aimed forward, and the gun is held at the ready. An animation is displayed in which the hair 306 and combat suit 307 flutter in the wind, and the scope 309 rotates. At this time, the red light emitting portion 305 continues to be displayed.
[0112] After playing the warning animation a', the control unit 18 acquires the current position detected by the GPS receiver 13 (S7), waits until the relative positional relationship with the target of the warning falls within a second reference range, and if it falls within the second reference range (Yes in S8), plays warning animation b' (S10). This warning animation b' may be, for example, the animation of firing a gun shown in Figures 17 to 19.
[0113] After the playback of the warning animation b' has finished, the control unit 18 acquires the current position (S11), and if the target object to be warned has been passed (Yes in S12), it accesses the database 19, reads out the post-passage animation stored there, and plays it (S13). This post-passage animation is an animation in which the first character is transported somewhere and disappears from the appearance of combat state 2, which indicates an emergency situation in which the first character is approaching the object to be warned.
[0114] Specifically, as shown in Figure 35(a), the red eyes are displayed in close-up (scope 309 in the background), and then the eyes are closed (Figures 35(b) and (c)). In order to perform this animation of closing the eyes, the face (particularly the eyes) is shown in close-up so that the movement can be seen. Next, the camera switches to a frame that pulls back to show the entire body. Having completed the task (to issue an alarm), the first character 300 lowers his weapon 304 and assumes a posture looking up with his eyes closed (Figure 35(d)).
[0115] After that, a ring of light 302 appears under the feet of the first character 300 (Fig. 35(e)), and as the diameter of the ring of light 302 widens (Fig. 35(f)), it gradually moves upward (Fig. 35g)). As the ring of light 302 rises, the part of the first character 300 that is below the ring of light 302 turns white (the surrounding area glows light blue). Then, when the ring of light 302 reaches the top of the first character, the ring of light disappears, and the entire first character 300 turns white (Fig. 35(h)). Next, while remaining white, the first character gradually disappears from below (see Figs. 36(a) to (f)). At this time, the hair moves as if fluttering in the wind.
[0116] If the object to be warned was within the first reference range, but is no longer present in the vicinity due to a change in the vehicle's direction of travel, etc. (No in both S8 and S9), an animation is played after the object has passed (S13), and the current warning process is terminated.
[0117] <Normal animation variations> In the above-described embodiment, the first character 300 repeatedly performs a slight body shaking motion as an animation during normal times. Typically, the period during normal times when there is no target to be alerted is longer than the period during which an alert animation is displayed when there is a target to be alerted. Therefore, a simple motion sequence in which one motion pattern is repeatedly played during normal times allows the user to easily guess what motion will be performed next, which can bore the user. In particular, the content of the animation motions is more dramatic than during normal times because of the need to notify the user of an alert, whereas during normal times the animation shows the character waiting for an alert to be issued, making it easier to predict the next motion.
[0118] Therefore, it is preferable to display an animation during normal operation that is randomly selected from multiple different movement patterns. Specifically, multiple animation elements of unit actions A1, B1 to B5 shown in Figures 37 and subsequent figures are prepared, and one or a predetermined number of the multiple unit actions are extracted and combined in a predetermined order to form individual movement patterns. Each moving image file (a GIF moving image file that plays multiple two-dimensional image frames in a predetermined order) that constitutes the animation elements of the multiple unit actions is stored in database 19, which serves as storage means. Furthermore, playback information that specifies the playback order of the unit action files that constitute each movement pattern is also stored in database 19. Control unit 18 randomly determines the next unit pattern to be played, accesses database 19 to obtain the playback information for the determined unit pattern, and, according to the obtained playback information, calls up and plays the corresponding unit action files stored in database 19 in that order, thereby playing one movement pattern. After playback of this one movement pattern is completed, the next movement pattern to be played is randomly determined, and the above process is repeated.
[0119] Furthermore, the first frame image for each movement pattern is the same. This allows the final frame image for each movement pattern to be set to smoothly transition to the first frame, which is advantageous because even if the next movement pattern is randomly determined after one movement pattern, the movement will transition smoothly to the first image of the next movement pattern to be played.
[0120] <Explanation of unit action animation elements> Each of the figures shown in Figures 37 to 42 is one frame in a moving image file that constitutes one unit movement, and each figure shown with the same figure number constitutes one unit movement. The control unit 18 plays back the frames of each figure frame by frame in alphabetical order within the same figure number. For example, in Figure 37, each frame is displayed in alphabetical order from (a) to (n). The frames shown are played back in alphabetical order, but in reality, other frames not shown are inserted at appropriate positions. These points are the same for Figure 38 and onwards.
[0121] FIG. 37 shows some of the frames that make up unit action A1. This unit action A1 is an animation element in which the first character swings his or her body from side to side. The control unit 18 plays back the frames shown in each figure in alphabetical order, frame by frame, for a predetermined time (e.g., 0.1 seconds). In reality, there are frames between each figure that are not shown, so smoother movements are reproduced. The first frame shown in FIG. 37(a) and the last frame shown in FIG. 37(n) are the same image, and in this embodiment, this figure is used as the basic image (basic still image). Furthermore, this unit action A1 is in a wide-angle state (first state) in which all frame images depict the entire body.
[0122] Figure 38 shows some of the multiple frames that make up unit action B1. This unit action B1 is an animation element in which the first character blinks. Figure 38(a) uses the same image as the basic image. Then, frames are prepared in which the eyelid position is changed without changing posture while the character remains upright, and by playing these in a predetermined order, the character performs a "blink" by closing and opening the eyes. In this unit action B1, all frame images are in a long-shot state (first state) depicting the entire body.
[0123] FIG. 39 shows some of the frames that make up unit action B2. This unit action B2 is an animation element in which the first character tilts its head. FIG. 39(a) is the same image as the basic image. FIG. 39(b) shows an image of a frame in which the face (neck) is tilted to the farthest right, and FIG. 39(c) shows an image of the final frame in which the character returns from that state to the basic image posture. Between each frame, there are multiple frames with different tilt angles of the face (neck), which results in an animation in which the first character tilts its head to the right and then returns to its original upright posture. This unit action B2 is in a pulled-back state (first state) in which all frame images depict the entire body. In this example, the character tilts to the right once, but the animation may also be one in which the character tilts to the left or alternates between left and right.
[0124] Figure 40 shows some of the frames that make up unit action B3. This unit action B3 is an animation element in which the first character stretches. Figure 40(a) is the same image as the basic image. From the state in which both hands are lowered in this basic image, both hands are raised to chest height (Figures 40(b)(c)), and then the right hand is raised higher (Figures 40(d)→(g)) and stretches, performing a series of movements. This unit action B3 gradually zooms in from the first state, which is a pulled-back state, shown in Figure 40(a), and in the final frame, Figure 40(g), it becomes a close-up of the second state. In other words, it is a unit action that transitions from the first state to the second state.
[0125] FIG. 41 shows some of the frames that make up unit action B4. This unit action B4 is an animation element in which the first character collects tears. FIG. 41(a) shows a state in which a small tear 321 has collected (become moist) in the left eye from the state of the final frame of unit action B3 (FIG. 40(g)), and FIG. 41(b) shows a state in which the tear 321 has further collected in the left eye and is on the verge of overflowing. Between the frame of FIG. 41(a) and the frame of FIG. 41(b), multiple frames are provided that show the state in which the amount of collected tears increases. Next, the tear 321 spills from the left eye (moving downward along the face: FIG. 41(c)), reaches the chin (FIG. 41(d)), and falls from the face (FIG. 41(e)). Then, in the final frame, FIG. 41(f), the fallen tear is shown outside the frame, which is the same image as the final frame of unit action B3. In this unit action B4, all frames are in the close-up state of the face (second state).
[0126] Figure 42 shows some of the frames that make up unit action B5. This unit action B5 is an animation element in which the first character releases the stretch. The first frame, Figure 42(a), shows a close-up of the character stretching with his right hand raised high. From this position, both hands are gradually lowered, and as they move downward from the chest to the stomach, the height positions of both hands are aligned, finally reaching the basic position with both hands lowered. The final frame, Figure 42(f), is the same as the basic image shown in Figure 37(a) and other figures. This unit action B5 gradually zooms down from the close-up state, the second state, shown in Figure 42(a), and reaches the pulling state, the first state, in the final frame, Figure 40(g). In other words, this unit action B5 is a unit action that transitions from the second state to the first state.
[0127] <Multiple unit patterns using multiple unit actions> Under normal circumstances, multiple motion patterns are composed of one or a combination of a predetermined number of the six unit motions described above. Figure 43 shows an example of playback information that specifies the playback order of files of unit motions that constitute a motion pattern. This playback information is a file that indicates a pattern number that identifies a motion pattern and the playback order of the unit motions in the motion pattern of that pattern number. For example, motion pattern 1 is composed of two unit motions, unit motions B3 and B5, and is played in that order. This motion pattern 1 animates the first character stretching, followed by a motion to release the stretch. Similarly, motion pattern 2 is composed of three unit motions, unit motions B3, B4, and B5, and is played in that order. This motion pattern 2 animates the first character stretching, followed by a motion to collect tears, followed by a motion to release the stretch. Furthermore, the number of unit motions that constitute a motion pattern can be arbitrary. For example, a motion pattern can be composed of a single unit motion, such as motion patterns 3, 6, and 9, or can be composed of all six unit motions, such as motion pattern 19.
[0128] Furthermore, when a movement pattern is made up of multiple unit movements, the final state (first and second states) of a unit movement is made the same as the first state (first and second states) of the next unit movement. For example, in movement pattern 1, the final frame of unit movement B3 is the second up-close state as shown in Fig. 40(g), and the first frame of the next unit movement B5 is the second up-close state as shown in Fig. 42(a). As shown in Fig. 40(g) and Fig. 42(a), the image of the final frame of a unit movement and the first frame of the next unit movement to be played back do not necessarily need to be the same, but it is better to keep the degree of change small so that the movement is smooth.
[0129] For example, the first frame of unit action B3, which is played first in movement pattern 1, is a basic image as shown in Fig. 40(a), and the last frame of unit action B5, which is played last, is a basic image as shown in Fig. 42(f). This is the same for movement pattern 2 and other movement patterns. In this embodiment, since the first frame and the last frame of each movement pattern are the same, even if the control unit 18 selects and plays a certain movement pattern and then randomly determines the next movement pattern to play, the movements of the played animation will be smoothly connected.
[0130] Furthermore, once the control unit 18 has determined the movement pattern to be played back, it accesses the database 19, reads out the playback information for the determined movement pattern number, acquires the unit actions that make up the movement pattern and the playback order, and accesses the database 19 to call up the video files of the corresponding unit actions in accordance with the playback order, and plays them back sequentially. If there are multiple unit actions that make up one movement pattern, once the control unit 18 has finished playing back one unit action, it will play back the next unit action in succession.
[0131] <Example of inserting a still image between motion patterns> As described above, by preparing different movement patterns and playing them randomly, the animation displayed during normal times is varied, preventing the user from getting bored and preventing the user from predicting the next movement. As another variation, the control unit 18 displays a still image between one movement pattern and the next.
[0132] By inserting still images, the still images and one motion pattern are repeatedly played (the motion pattern played each time is indefinite). If there were no still images and the video was constantly played, there would be a risk that a constantly moving character would be in the driver's field of view and become an eyesore. However, by appropriately inserting still images as in this example, this problem can be prevented. In this case, it is advisable to lengthen the ratio of the still image playback time. It is advisable to determine the display time of the still images and the animation display so that the ratio of the total display time of the still images to the total display time of the animation display is higher under normal conditions. In this way, the effect of eliminating the above-mentioned "risk of a constantly moving character in the driver's field of view becoming an eyesore" can be more pronounced.
[0133] For example, the restraining image is generated by storing data that serves as the basis for a still image in database 19 (this may be data for the still image itself, or information that can generate a still image, such as a moving image), and when displaying a still image, control unit 18 reads this data from database 19 and displays it on the display unit. In this embodiment, however, the still image is generated by pausing the image displayed at the end of the moving image of the movement pattern. This eliminates the need to prepare a separate still image and also simplifies the process for control unit 18 to read out a still image after playing back the movement pattern.
[0134] Furthermore, it is advisable to set the display time of the still images randomly. By setting the display time of the still images randomly in this way, the time from when one movement pattern is played to when the next movement pattern is played changes (the pause time is indefinite), so the video displayed under normal circumstances will have countless movement patterns, and not only will the user be unable to predict the next movement pattern to be played, but they will also be unable to predict when the pause will end and the next movement will begin, making the next movement unpredictable. The playback time of the still images (the time the final video is paused) is automatically selected randomly in 1-second increments between 1 and 15 seconds.
[0135] It is preferable that the image displayed at the end of a movement pattern and the still image are smoothly connected. In this embodiment, the image (final frame) displayed at the end of a movement pattern and the image (first frame) displayed at the beginning of the next movement pattern are the same, or even if they are different, there is little movement (change). Therefore, when an animation of a movement pattern is displayed, a still image is displayed, and then another animation of a movement pattern is displayed again, the animations displayed and played back before and after, including the still image, are smoothly connected.
[0136] In particular, it is preferable to determine the display time of still images and the display time of animation displays so that the ratio between the total display time of still images and the total display time of animation displays under normal conditions is higher for still images. In this embodiment, the playback time of still images (the time to pause the final video) is automatically selected randomly in 1-second increments between 1 and 15 seconds. On the other hand, since each unit action of a movement pattern is displayed for 0.1 seconds per frame, if one unit action consists of 10 frames, the playback time is 1 second. Therefore, for example, if a movement pattern 19 consists of six unit actions, the playback time of the movement pattern will be several seconds, while the playback time of a movement pattern consisting of one to three unit actions will be shorter. There is a high probability that the display time of animation displays will be longer than the display time of still images.
[0137] <Screen switching animation display when alarm conditions are met> Figure 44 shows some of the frames that make up the screen switching animation B6, which is displayed when an alarm condition is met during normal animation display. This screen switching animation is designed to make the character appear puzzled, as if saying "Huh?" or "Something's strange." This allows the animation to be played without any sense of incongruity, even if the state and content of the normal animation suddenly changes from the state and content of the next alarm animation, by inserting an animation in which the character behaves as if they are puzzled by the change.
[0138] As shown in Figure 44(a), the first frame of the screen switching animation shows the second state, with a close-up of the character's right arm raised and eyes closed. This image is the same as the final frame of unit action B3 (the first character stretching). After this frame with the eyes closed, the eyes gradually open and the mouth changes to a surprised expression, as shown in Figures 44(b) and (c). This animation depicts a character who is leisurely yawning when suddenly an alarm sounds, and who then shows a surprised expression before going through the transformation motion.
[0139] Also, with regard to the changes from the first frame in Figure 44(a) to the final frame in Figure 44(c), rather than changing the state evenly, it is better to, for example, keep the eyes closed as shown in Figure 44(a) in the first half of the animation, and then open the eyes as shown in Figures 44(b) and (c) in the second half to express a sudden state of surprise or wonder.
[0140] Regarding the timing for starting playback of the screen switching animation when an alarm condition is satisfied, in this embodiment, if an alarm condition is satisfied during playback of a certain unit action, playback of the moving image of at least the unit action is performed to the end. Furthermore, to ensure a smooth transition between the final frame of the unit action and the screen switching animation, the screen switching animation B6 is played after playing the animation element of unit action B3. In other words, in each action pattern in Figure 33, if an alarm condition is satisfied during playback of a unit action displayed in italics (oblique letters), the control unit 18 sequentially calls and plays predetermined unit actions according to the playback information, and after playing unit action B3, plays the screen switching animation B6, and then plays the predetermined alarm animation.
[0141] By performing this processing, the stretching action of unit action B3 is played before the screen switching animation, so that if you are leisurely yawning (B3), an alarm will suddenly sound, and you will see a surprised expression before transitioning to a transformation action, a series of actions will be performed.
[0142] Also, if the alarm condition is met after the playback of unit action B3 has finished (for example, during playback of unit action B4 in movement pattern 11), or if unit action B3 is not originally included, as in movement pattern 3, the movement pattern is played to the end, and the screen switching animation is played after playing unit action B3. By doing this, a series of actions are performed, such as a leisurely yawn (B3), a sudden alarm, a surprised expression, and then a transition to a transformation action, which is good as it smoothly connects the movements and the story.
[0143] Furthermore, even if the motion pattern is played to the end, or even if unit motion B3 is played after that, by controlling the playback to be continuous without pausing midway, the delay time from when the alarm conditions are satisfied to when the alarm animation is actually played can be kept relatively short, so there is no problem.
[0144] Furthermore, instead of always playing unit action B3 in this manner, the control unit 18 may play screen switching animation B6 after the playback of the unit action currently being played has finished, after the playback of the action pattern has finished, or after the playback of the unit action has been forcibly terminated. Furthermore, while the screen switching animation B6 is being played back, the control unit may simultaneously output a voice such as "Huh?" in the character's voice.
[0145] <Processing the cat-type second character> <Always on display> Figures 45 and subsequent figures show different aspects of the character. The second character 400 is based on a cat, a pet animal. The basic control algorithms are similar to the alarm processing algorithm using the humanoid first character 300 described above, but differ in that when various animations are output, the data (video file) accessed by accessing the database 19 corresponds to the second character. When a mode in which the second character is always displayed is selected as the notification mode for the GPS alarm function by user settings, the control unit 18 executes the flowchart shown in Figure 7. When the second character is designated by the user settings, the control unit 18 uses the address for the second character when accessing the database 19 during the execution of steps S1, S6, S10, S14, and S13, and calls and plays the animation file for the corresponding second character during each process.
[0146] Therefore, the following description will focus on the content of the animations played in the process of displaying each animation. In processing step S1, the control unit 18 displays an animation of the second character 400 in its normal state in the lower right corner of the main display area R1. This animation display in its normal state may, for example, be a full-body display of the second character shaking its head. As described above, a wide variety of animation displays based on multiple movement patterns for this second character in its normal state can also be prepared, and such modifications will be described later.
[0147] Figure 45 shows some of the frames constituting the video file of warning animation a that is played when there is an alarm target within the first reference range in the surrounding area (Yes in S3), and the illustrated frames are played in alphabetical order. In the figure, the crest 401 on the second character 400's forehead lights up and the color of his eyes gradually changes from their normal blue to red, indicating that an alarm target within the first reference range has been detected. The amount of light emitted increases as the characters progress through the alphabet. Furthermore, in Figure 45(d), the area around the second character 400 is glowing a pale blue. The pale blue light-emitting area 402 also widens as the frames progress.
[0148] FIG. 46 shows a portion of frames constituting a video file of warning animation b, which is played when a target for warning within the second reference range is present in the vicinity (Yes in S8) after the above warning animation a has been played. The illustrated frames are played in alphabetical order. The illustrated frame is the first frame in FIG. 46(a), in which the second character 400 is drawn sideways. As the frames progress, the character opens its mouth wide and begins to shout (FIG. 46(b) → (f)). At this point, the camera zooms out and gradually zooms out. Next, the character raises its fur and assumes a threatening pose (FIG. 46(g) and (f)). In this way, the character barks or threatens the approaching target, indicating a closer relationship than the warning animation a in FIG. 45, which displays a more aggressive animation.
[0149] 45 and 46, an alarm animation c is stored in advance in the database 19. When an alarm target within the second reference range suddenly appears in the surroundings (Yes in S4), the control unit 18 accesses the database 19, calls up the stored alarm animation c, and plays it.
[0150] Furthermore, although not shown, the post-passage animation (S13) played when S12 is Yes shows, for example, the ruffled hair settling down (for example, Figure 46 (h) → (g)), after which the light from the entire body fades away and the eye color changes from red to blue. Furthermore, the light from the pattern on the forehead also fades away. The animation showing such a movement can be, for example, the reverse of the order (playback order) of the frames that make up the warning animation a shown in Figure 45 (a) → (e).
[0151] Furthermore, although not shown, the alarm mode using the second character 400 also supports cases where an alarm is issued when a specific radio wave is received, such as a radar wave alarm or a wireless alarm. The alarm animation displayed in this case may be the same as alarm animation c, for example, or may be specific to radio wave reception. As for the animation specific to radio wave reception, since the second character 400 is cat-shaped and naturally has ears, the animation in which ear-shaped antennas appear and disappear like the first character is not displayed, but an animation element showing the state in which the character's naturally-held ears are being used as an antenna (receiving radio waves) is displayed. For example, the frames in FIG. 45 may be played in alphabetical order, followed by a close-up of the character's face facing sideways as shown in FIG. 46(a), and then an image of radio waves converging around the ear (such as radio waves 310 shown in FIG. 27) may be played, resulting in an animation of the cat's ears twitching as if checking out its surroundings. If the ears are to be moved, it may be preferable to further close up the ears.
[0152] <Hide during normal times> Figure 47 shows some of the frames constituting the video file of the alarm animation a' (S6 in Figure 30) in which the second character 400 is not displayed under normal circumstances but appears when an alarm target is detected. The illustrated frames are played back in alphabetical order.
[0153] In this warning animation a', a ring of light 403 first appears, and the diameter of the ring of light 403 gradually increases, and when it reaches a certain size (a diameter large enough to surround the second character), it begins to sway in the sky, so frames showing images of each state are lined up in a predetermined order. Figure 47(a) shows a single frame in which the ring of light 403 is swaying in the sky.
[0154] Next, the ring of light 403 moves downward, and as it does so, a tube of light 404 is formed, leaving an afterimage where the ring of light 403 passed through (FIG. 47(b)). When the ring of light 403 reaches the lower position, multiple rays of light 405 radiating from near the center of the tube of light 404 are emitted, and an object 400' that appears to be a second character appears near a single point in the center (FIG. 47(c)). As the rays of light 405 gradually disappear, the object 400' gradually materializes (FIG. 47(d)). Then, as shown in FIG. 47(e), the second character 400 appears in a crouching position, and then slowly stands up (FIG. 47(f)). In reality, there are multiple frames between FIGS. 47(e) and (f) that show the object gradually standing up.
[0155] Next, a frame showing a close-up of the face (Figure 47(g)) is shown, followed by a frame in which the eyes open and the area around the body lights up (light-emitting area 406), and then a frame in which the face is raised and glaring (Figure 47(h)). The eye color has changed to red. Figure 47(h) shows the final frame, and between Figures 47(g) and (h) there are several frames in which the area around the body lights up pale blue, and several frames in which the eyes are in the process of opening (the eyes are already red). Furthermore, in these several frames, the face gradually raises and the light-emitting area becomes wider.
[0156] Figure 48 shows some of the frames that make up a video file of a post-passage animation (S13 in Figure 30) in which the second character 400 is not displayed under normal circumstances, but is transferred somewhere and disappears when the alarm target is passed. The frames shown are played in alphabetical order.
[0157] Specifically, the second character 400 jumps with his eyes closed (FIG. 48(a)). After that, a ring of light 403 appears under the feet of the second character 400 (FIG. 48(b)), and as the diameter of the ring of light 403 increases, the second character 400 gradually moves upward (FIG. 48(c)). As the ring of light 403 rises, the part of the second character 400 that is located below the ring of light 403 turns white. Then, when the ring of light 403 reaches the top of the second character, the ring of light disappears, and the entire second character 400 turns white (FIG. 48(d)). Next, while remaining in this white state, the second character 400 gradually disappears from below (see FIGS. 48(e) and (f)).
[0158] <Normal animation variations> For this second character as well, movement patterns selected at random from a plurality of different patterns are displayed in sequence, and each movement pattern may be made up of one or more unit movements.
[0159] Figure 49 shows some of the frames that make up unit action I1. This unit action I1 is an animation element in which the second character blinks. In this unit action I1, all frame images depict the entire body facing forward (first state). The image of the character sitting facing forward with eyes open (Figure 49(a)) and the image of the character with eyes closed (Figure 49(b)) are repeated alternately. This Figure 49(a) becomes the basic image (basic still image).
[0160] Figure 50 shows some of the frames that make up unit action I2. This unit action I2 is an animation element in which the second character shakes his or her head. In this unit action I2, all of the frame images depict the entire body facing forward (first state). Figure 50(a) is the same image as the basic image. Then, without changing the posture while standing, the character turns his or her head (face), closes his or her eyes, and faces forward (Figure 50(b)), then turns his or her face in the opposite direction (Figure 50(c)). After that, he or she turns his or her head (face) in the opposite direction, closes his or her eyes, and faces forward (Figure 50(d)), then returns his or her face to the original direction (Figure 50(e)). Figure 50(e) is the final frame, and is the same image as the basic image shown in Figure 50(a).
[0161] Figure 51 shows some of the multiple frames that make up unit action I3. This unit action I3 is an animation element in which the second character faces forward from the basic image. In this unit action I3, all frame images depict the entire body facing forward (first state). Figure 51(a) is the same image as the basic image. Then, without changing posture while remaining in this upright position, the character gradually turns its face forward, reaching the state facing forward as shown in Figure 51(b). By providing multiple frames of the image shown in Figure 51(b), the movement is paused while facing forward. After that, the character turns its head (face) in the opposite direction to return the face to its original position (Figure 51(c)). Figure 51(c) is the final frame, and is the same image as the basic image shown in Figure 51(a).
[0162] Figure 52 shows some of the frames that make up unit action I4. This unit action I4 is an animation element in which the second character wags its tail while facing forward. In this unit action I4, all frame images depict the entire body facing forward (first state).
[0163] Figure 53 shows some of the multiple frames that make up unit action J1. This unit action J1 is an animation element in which the second character stretches. This unit action J1 is an animation in which the second character transitions from a state facing forward (first state) to a state facing sideways (second state). Figure 53(a) is the same image as the basic image. From this state, the character stands up on all four legs and turns sideways (Figures 53(b) and (c)). The character then stretches and finishes the action (S53(a)).
[0164] Figure 54 shows multiple frames that make up unit action J2. This unit action J2 is an animation element in which the second character performs a stretching motion. This unit action J2 is made up of the two frames shown in Figure 54. The frame shown in Figure 54(b) is an image in which the character has stretched further from the state shown in Figure 54(a). In this unit action J2, all of the frame images are facing sideways (second state).
[0165] Figure 55 shows some of the frames that make up unit action J3. This unit action J3 is an animation element in which the second character yawns. It includes frames consisting of images of the second character looking to the side with their mouth wide open (the angle at which the mouth is open and the state of extension differs in each frame). In this unit action J3, all of the frame images show the second character looking to the side (second state).
[0166] Figure 56 shows some of the multiple frames that make up unit action J4. This unit action J4 is an animation element in which the second character makes a forward rotation. From the stretched-out state shown in Figure 56(a), the character walks backward (Figures 56(b) and (c)), then changes direction and makes a full circle (Figures 56(d) and (e)). Then, when the character faces forward, he or she assumes a sitting position (Figure 56(f)). Figure 56(f) is the final frame. This unit action J4 is an animation in which the character transitions from a sideways position (second state) to a forward-facing position (first state).
[0167] A movement pattern is constructed by extracting one or more such unit movements and reproducing them in a predetermined order. Each movement pattern is set by the reproduction information, just like the first character, and the control unit 18 reproduces a randomly determined movement pattern. In this case, between movement patterns, the basic image of the last frame is paused and a still image is output.
[0168] <Collaboration between the first and second characters> In the above-described embodiment and modified examples, the first character 300 (a humanoid woman) and the second character 400 (a cat) are described as examples of characters that are animated. However, the present invention is not limited to this, and animation display in which multiple characters move may also be used.
[0169] For example, when the alarm conditions are met, an animation is displayed to show that the second character has detected the target of the alarm, and along with this, a predetermined alarm animation is performed, such as the first character transforming (if always displayed) or being called and appearing (if normally hidden). In this case, the animation display of the first character may be the above-mentioned movement of the first character alone or a similar movement.
[0170] The second character's role is to call the first character or request a transformation when an alarm target is detected or sensed. Therefore, regardless of whether the first character is always displayed or normally hidden, the second character is normally hidden (does not appear), and when an alarm target is detected based on location information, radio wave reception, etc., the second character appears and requests a transformation or call to the first character as described above.
[0171] Then, when the first character transforms (or starts to transform) and appears, the second character performs an animation that causes it to disappear before the first character. In this example, the role of the second character is to detect that the alarm conditions have been met and to call the first character, so the appearance (transformation and appearance) of the first character, which performs the alarm animation, completes that role and causes the second character to disappear.
[0172] The display areas for the first and second characters are, for example, the first character in the lower right position within the main display area as in the above-described embodiment, and the second character in a location different from the display area for the first character, such as the lower left or upper left within the main display area. In this way, the animation for the first character can be the same as that for the character displayed alone, thereby reducing the number and types of video files required.
[0173] Alternatively, a separate moving image file of an animation in which the first character and the second character cooperate may be stored in a database, and the control unit 18 may access the database and play the animation. In this case, the separate moving image file may be an image in which both the first character and the second character exist in the same frame, which may further enhance the sense of cooperation and unity between the two characters.
[0174] To explain an example of animation in this case, if the first character is always displayed, the alarm animation that is played when an alarm target within the first reference range is detected may, for example, cause the first character 300's accessories, such as a hair clip, to light up blue during normal times. Next, the second character is displayed in close-up, and a frame is displayed indicating that the second character has been transferred. In the next frame, the first character and the second character are both present, and both the first character's accessories, such as a hair clip, and the second character's accessories, such as a collar, are illuminated blue, for example. By having the same type of accessories or other items attached to them light up in synchronization in this way, the impression that the two characters are acting in a related manner (association) is strengthened.
[0175] After that, the first character performs a transformation action (for example, the transformation in which the ears appear close up as shown in Figure 9, or a costume change). This transformation action should basically be a frame similar to that of the first character alone. Also, during this transformation frame, the second character should be present, for example, in a small state in one corner of the screen, watching over the completion of the transformation (checking whether the character has fulfilled its role). Then, once the transformation is complete, such as by changing the costume or equipping a weapon, the second character disappears from the screen. In other words, at least in the final frame, only the first character is present in the image. Also, it is a good idea to insert a frame in which the second character disappears several frames before the final frame.
[0176] Furthermore, in the above example, an alarm animation a was explained that corresponds to when the first reference range is entered, but in cases where the character passes through the first reference range and enters the second reference range, or suddenly enters the second reference range, it is also possible to have a second character appear (for example, by temporarily displaying a close-up of the second character) as described above, and then have the first character perform a transformation animation.
[0177] Here, the second character's role is to call the first character, so the post-passage animation should be the same as that for the first character alone. Also, in the post-passage animation, the second character should first appear, notify and congratulate the first character that the first character has completed its mission (announces an alarm to the user), and then perform an animation of the first character transforming back to its normal state or urging it to leave, after which the first character should perform the transformation process shown in Figure 23 onwards.
[0178] <Other> When the control unit 18 notifies information about the alarm target (such as the type of alarm or the location of the alarm target) using text, it is preferable to display the text superimposed on the area where the characters are displayed. By always displaying the text above the characters, it is not necessary to set up an area for the text, and there is no need to position the characters so as to avoid the text, so it is possible to position the characters right up to the edge of the display screen, which is preferable. By displaying the text above the characters, the user can read them.
[0179] The animations described using the figures and the like in the above-mentioned embodiments and modifications are merely examples, and various other animations may be used. For example, the first character's warning animation b zooms in on his face with his entire body glowing red without brandishing a gun. During this zoom-in, the character's expression may change to a stern expression.
[0180] The alarm animation b is continuous, but is paused just before the shot is fired, and an animation of the gun, which is weapon 305, being fired can be displayed just before the target for the alarm passes, i.e., when the distance to the target for the alarm becomes 0 m or a predetermined reference distance (a value close to 0). This animation of the shot being fired just before passing can be displayed, for example, by pausing playback at the frame with the stern expression mentioned above, acquiring the current position at predetermined time intervals (for example, every 1 second) to determine the remaining distance to the target for the alarm, and playing the animation of the shot only when the remaining distance becomes equal to or less than the predetermined reference distance (a value close to 0). This shot allows the user to intuitively recognize that they are just before or passing the target for the alarm.
[0181] In the post-passage animation, the first character 300's facial expression softens, the red light all over his body disappears, and his weapon 303 is transferred and disappears. Next, his eyes close, and his costume changes from head to bottom. This costume change, similar to the transformation into combat uniform in the alert animation a, involves the first character 300 swinging his arms down, and the ring of light 302 also moving downwards, with the upper part of the ring of light 302 becoming the normal clothing after the transformation, and the lower part of the ring of light 302 becoming the normal clothing before the transformation. After that, he opens his eyes, and a series of animations in which the ear-shaped antenna 301 is retracted are played, returning him to his normal appearance. This post-passage animation is made the longest because there is ample time for it.
[0182] On the other hand, if a target that will be alerted suddenly appears within the second reference range due to a course change or the like, the answer is No in S3 and Yes in S4, and the control unit 18 accesses the database 19, reads out the alarm animation c stored therein, and plays it (S14). The alarm animation c is an abrupt transformation from the normal state to the combat state 2. Specifically, the accessory 304 (see FIG. 6(a)), such as a hair clip, of the first character 300 in the normal state is made to glow blue, and the first character 300's face is displayed in close-up (FIG. 8(a)), with the first character's eyes closed and face turned downward (FIG. 8(b)), and then the head is further zoomed in (FIG. 8(b)). Next, the ear-shaped antenna 301 is displayed growing in two stages (FIG. 9). Up to this point, it is the same as the first half of the alarm animation a.
[0183] Next, the whole body is displayed (Fig. 10(a)), and the costume changes from the head down. The costume also changes gradually as the ring of light 302 moves, as shown in Fig. 10(b), but once the character has transformed into combat clothing, he is already holding a weapon and his entire body is lit up in red. His face takes on a stern expression and zooms in. At this time, the control unit 18 outputs a predetermined sound, just as when playing back warning animation b. Just before passing, an animation of the character firing a gun, which is his weapon, is displayed.
[0184] When a video file is composed of multiple frames, each frame is assigned a level of importance. For example, if the vehicle suddenly enters the second reference range due to a lane change or other reason and the distance to the target to be warned is within the reference distance, such as 100 m, the control unit 18 automatically drops frames of lower importance and plays them back. In other words, in the above-described embodiments, all frames constituting a single video file are played back sequentially to the end. However, by dropping frames of lower importance, only important frames are played back, enabling playback in a shorter time. This minimizes the possibility of passing the target to be warned while the warning animation is being played back. The same applies when the vehicle enters the first reference range. In other words, if the distance to the target to be warned when the vehicle enters the first reference range due to a lane change or other reason is close to the second reference range, such as 700 m or 800 m, it is preferable to skip frames to play back the entire video in a shorter time, and then play the warning animation for entering the second reference range before passing the second reference range, or immediately after the second reference range is added, even if the vehicle does pass the second reference range.
[0185] It is also preferable to set multiple levels of importance and adjust the number of frames to be played back depending on the distance to the target when the target is detected within the first or second reference range. Furthermore, if the target is detected within the first reference range and the distance to the target is very close, it is preferable to display only one predetermined frame (for example, the last frame).
[0186] It is preferable to provide a function that changes the content of the animation of the character that is played when a predetermined warning condition is met in relation to the user's behavior. For example, the control unit 18 counts the frequency of driving (how often the system is turned on during a reference period such as a week or a month) and determines the driving style (whether the driving style is safe or not), and changes the character's facial expression depending on the situation. In practice, multiple video files of animations with different facial expressions are prepared and stored in a database. The corresponding video file is then called up and played according to the user's behavior, thereby changing the facial expression of the character displayed on the display unit. Whether the driving style is safe or not can be determined, for example, by providing an acceleration sensor, and determining that dangerous driving has occurred when the acceleration sensor's sensor value exceeds a reference value, and determining whether the driving style is safe or not (the degree of safe driving) based on the number of times the reference value is exceeded.
[0187] For example, if the driver does not drive safely or drives infrequently, the character will display an animation with a stern expression to notify the driver of the presence of an object to be warned about, and if the driver drives safely or drives frequently, the character will display an animation with a gentle expression to notify the driver of the presence of an object to be warned about.
[0188] Similarly, the animation display during normal times should also change in accordance with the user's behavior. Furthermore, the changes in the animation display during normal times should be changed according to the date, time, and season. For example, in the case of a humanoid character, especially a female character like the first character, various changes such as those shown below can be implemented. For example, based on time, the character could change into pajamas at night (e.g., after 7 PM) and into casual clothes as shown in the illustration in the figure in the figure in the figure. In the case of dates, the character could change into a kimono for New Year's, carry chocolates as a gift on Valentine's Day (February 14) and change into a fancy dress costume, change into a kimono appropriate for Hinamatsuri (Girl's Day) and Tanabata (July 7), change into a swimsuit (e.g., a bikini) on Marine Day, and transform into Santa Claus (Santa in a miniskirt) on Christmas (December 24 and 25). It is also a good idea to change the character's outfit occasionally, such as according to the season, rather than a specific date (event), to prevent boredom. Furthermore, if the user's birthday or other information is registered, when the date falls on that birthday, the user will carry a present and dress up in a beautiful outfit, just like on Valentine's Day.
[0189] It is also a good idea to change the costume that the first character transforms into depending on the type of detected object of the alarm. For example, when a car location radio signal is received, the first character changes from her combat uniform into a female police officer's uniform (such as a miniskirt uniform). In this way, the transformed outfit can be associated with a police officer (not directly but indirectly with the emergency vehicle that is the object of the alarm), making it easier to infer the type of object of the alarm from the costume.
[0190] If a character is wearing accessories, it is advisable that the accessories are related to the target of the alert. Accessories are not limited to those worn over the entire body, such as the costumes exemplified above, but can also be of various types, such as accessories worn on a part of the body, or bags, weapons, and other various belongings that can be carried in the hand or slung over the shoulder and can be relatively easily removed (temporarily worn). This is preferable because it attracts the user to a character in which the user is interested, and then the accessories worn by that character are displayed as related to the target of the alert, further drawing attention to the target of the alert.
[0191] These varied animations and different characters may all be recorded in the database from the time of shipment, or basic ones may be stored in the database at the time of shipment and added to the database sequentially with version upgrades, etc. The basics may be, for example, one type of animation (for example, only the first character) without sound, and with version upgrades, animation of a second character may be added, or a sound alert may be added, or even animation of the same first character may have different facial expressions and actions depending on the conditions as described above. Furthermore, it may be good to display different animations depending on the alert target.
[0192] For these version upgrades, data such as additional characters and animations is registered on a server, and the user accesses the server, downloads the desired data, and registers it in the database. The server is accessed using, for example, a personal computer, and the downloaded data is recorded on a memory card inserted in a memory card reader connected to the personal computer. The memory card containing the downloaded data is then inserted into memory card reader 10 of radar detector 1. Control unit 18 accesses the memory card inserted in memory card reader 10, reads out the desired data, and records it in database 19.
[0193] The downloadable data may be distributed on a paid basis, or a user may register as a member to access the server and, by performing a predetermined action, be able to read out the data corresponding to that action.
[0194] In the above embodiment, a radar detector has been described as an example of an application of the system of the present invention, but the present invention is not limited to this and can be implemented as a function of various electronic devices for vehicles. For example, it may be incorporated as a function of a navigation device, etc.
[0195] In the above-described embodiment and modified example, the device includes a database 19 storing various information, and the control unit 18 accesses the database 19 to read the necessary information and perform various processes. However, the present invention is not limited to this. That is, some or all of the information to be registered in the database 19 may be registered in a server. The radar detector and other electronic devices and devices may have a function for communicating with the server, and the control unit 18 may access the server as needed to obtain the necessary information and execute the processes. The server may include some or all of the control unit, and the server may execute some of the processes, and the in-vehicle device may obtain the results and display them as desired. Furthermore, the display device may be a device installed in another in-vehicle device or in the vehicle. For example, the control means of the present system may send data for displaying animation to a device equipped with such an external display device.
[0196] In the embodiments, a GPS receiver for detecting current location information is built in, but the present invention does not require a configuration that includes a GPS receiver. It is also possible to acquire current location information from the vehicle or other on-board device and determine whether or not there is a proximity relationship with the object of warning based on the acquired information. [Explanation of symbols]
[0197] 5 Display 6 Touch Panel 7 Volume and Adjustment Buttons 8 Work Buttons 10 Memory Card Reader 11. Memory Card 13 GPS receiver 14 Microwave receiver 15 Radio receiver 16 speakers 18 Control Unit 19 Databases
Claims
1. A system having a function of playing animations during normal times and a function of playing animations during an alarm, The animation during normal operation has a function of displaying a selected one of a plurality of different movement patterns, A system characterized by having a function of reproducing corresponding unit actions in the order in accordance with reproduction information that defines the reproduction order of files of unit actions that make up each operation pattern.
2. 2. The system according to claim 1, wherein the image of the final frame of each of said motion patterns is set to be an image that smoothly connects to the first frame.
3. 3. The system according to claim 1, wherein the plurality of different motion patterns are configured by an appropriate combination of one or a predetermined number of unit motions.
4. 4. The system according to claim 1, further comprising a function of displaying a still image between one motion pattern and the next motion pattern.
5. The system described in claim 4, characterized in that the display time of still images and the display time of animation displays are determined so that the ratio between the total display time of still images and the total display time of animation displays under normal conditions is higher for still images.
6. 6. The system according to claim 4, wherein the still image is generated by temporarily stopping an image displayed in a moving image of the movement pattern.
7. 7. The system according to claim 4, wherein the display time of the still image is set randomly.
8. 8. The system according to claim 4, wherein the image displayed at the end of the movement pattern and the still image are configured so as to smoothly connect their movements.
9. A system as described in any one of claims 1 to 8, characterized in that it has a function of displaying a screen switching animation before displaying the animation during an alarm when an alarm condition is met while the animation is being displayed during normal times.
10. A program for causing a computer to realize the functions of the system according to any one of claims 1 to 9.
Citation Information
Patent Citations
On-vehicle object detecting device
JP2008064588A