Information processing system, information processing method and information processing program
The information processing system synchronizes real-space movements with virtual interactions to enhance realism by adjusting movement parameters, addressing the lack of immersive contact in existing technologies.
Patent Information
- Application Number
- JP2024073969
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-30
- Publication Date
- 2025-11-12
AI Technical Summary
Existing technologies fail to adequately reproduce events in a virtual space in a real space, lacking realism in the sense of contact between a moving avatar and objects, leading to a diminished immersive experience.
An information processing system that synchronizes the movement of a moving body avatar in a virtual space with the movement of a real-space object, adjusting movement parameters like shift position, acceleration, and braking based on contact states to simulate realistic interactions.
Enhances the sense of contact and realism by providing players with immersive experiences through synchronized movements and interactions between avatars and objects in both virtual and real spaces.
Smart Images

Figure 2025169020000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing system, an information processing method, and an information processing program. [Background technology]
[0002] Patent Document 1 discloses an entertainment system that allows a user to experience a spacious virtual space while suppressing the occurrence of 3D motion sickness and the like. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-025325 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the technology described in Patent Document 1 is unable to adequately reproduce events occurring in a virtual space in a real space, and there is room for improvement in terms of enhancing the sense of realism felt by the player.
[0005] Therefore, the present disclosure aims to provide an information processing system, an information processing method, and an information processing program that can give a player in real space a sense of contact that corresponds to the contact state between a moving avatar and a specified object in a virtual space. [Means for solving the problem]
[0006] The information processing system of the first aspect includes a processor, which causes a moving body avatar, which is an avatar that imitates a moving body ridden by a player in real space, to move in a virtual space in synchronization with the movement of the moving body in the real space, and when the moving body avatar comes into contact with a predetermined object placed in the virtual space, sets at least one of a shift position, an acceleration amount, and a braking amount to the moving body according to the contact state between the moving body avatar and the predetermined object, thereby controlling the movement of the moving body.
[0007] In the information processing system of the first aspect, a moving avatar moves in a virtual space in synchronization with the movement of the moving object in the real space. When the moving avatar comes into contact with a predetermined object, at least one of a shift position, an acceleration amount, and a braking amount corresponding to the contact state between the moving avatar and the predetermined object is set for the moving object, and the movement of the moving object is controlled. In this way, the information processing system can provide a player in the real space with a sense of contact corresponding to the contact state between the moving avatar and the predetermined object in the virtual space.
[0008] In the information processing system of the second aspect, in the first aspect, the processor displays the virtual space on a display unit visible to the player, and when the moving body avatar comes into contact with a first object, which is the specified object, sets a first amount of braking to the moving body to slow down the moving body.
[0009] In the information processing system of the second aspect, a virtual space is displayed on a display unit. When a moving avatar comes into contact with a first object, a first braking amount is set for the moving body, causing the moving body to decelerate. As a result, in the information processing system, after the moving avatar comes into contact with the first object, a force in the direction opposite to the moving direction is input to the player through the moving body, giving the player the sensation of colliding with a massive object.
[0010] In a third aspect of the information processing system, in the second aspect, the first object is an object resembling a spherical ball, and when the moving avatar comes into contact with the first object, the processor moves the first object in the direction of travel of the moving avatar.
[0011] In the information processing system of the third aspect, when the moving avatar comes into contact with the first object, the first object resembling a spherical ball moves in the moving direction of the moving avatar, thereby giving the player the sensation that the first object is moving due to the player's contact.
[0012] In a fourth aspect of the information processing system, in the first aspect, the processor displays the virtual space on a display unit visible to the player, and when the moving body avatar comes into contact with a second object which is the specified object, sets a second amount of braking to the moving body to decelerate the moving body until it stops, then cancels the setting of the second amount of braking, and sets a specific shift position and a first amount of acceleration to the moving body to move the moving body in a direction away from the second object.
[0013] In an information processing system according to a fourth aspect, a virtual space is displayed on a display unit. When a moving avatar comes into contact with a second object, a second braking amount is set for the moving object, causing the moving object to decelerate until it stops. After that, the second braking amount is released, a specific shift position and a first acceleration amount are set for the moving object, and the moving object moves in a direction away from the second object. In this way, in the information processing system, after the moving avatar comes into contact with the second object, a force in the opposite direction to the moving direction is input to the player through the moving object, and the moving object accelerates in the opposite direction, giving the player the sensation of colliding with a resilient object.
[0014] A fifth aspect of the information processing system is the fourth aspect, wherein the second object is an object whose shape can be changed in the virtual space, and the processor changes the shape of the second object according to the position of the mobile avatar while the mobile avatar is in contact with the second object.
[0015] In the information processing system of the fifth aspect, while the moving avatar is in contact with the second object, the shape of the deformable second object in the virtual space changes to a shape that corresponds to the position of the moving avatar, thereby giving the player the sensation of sinking into a resilient object.
[0016] In a sixth aspect of the information processing system, in the first aspect, the processor displays the virtual space on a display unit visible to the player, and when the moving avatar comes into contact with a third object which is the specified object, sets a second amount of braking to the moving body for a specified period of time to decelerate the moving body, and from the time the specified period of time has elapsed until the moving avatar leaves the third object, cancels the setting of the second amount of braking, and sets an acceleration amount to the moving body that is less than the acceleration amount based on the operation of the accelerator pedal by the player.
[0017] In a sixth aspect of the information processing system, a virtual space is displayed on a display unit. When a moving avatar comes into contact with a third object, a second braking force is applied to the moving object for a predetermined time, causing the moving object to decelerate. After the predetermined time has elapsed, the second braking force is released and an acceleration force less than the acceleration force based on the player's operation of the accelerator pedal is set for the moving object, and after the predetermined time has elapsed, the information processing system applies a braking force for a predetermined time when the moving avatar comes into contact with the third object, and after the predetermined time has elapsed, an acceleration force less than the actual operation force is set, thereby giving the player the sensation of traveling through a highly viscous liquid.
[0018] A seventh aspect of the information processing system is the sixth aspect, wherein the third object is an object that represents a viscous field in the virtual space, and the processor makes the rotational speed of the drive wheels of the moving body avatar faster than the rotational speed of the drive wheels of the moving body while the moving body avatar is moving on the third object.
[0019] In the information processing system of the seventh aspect, while the moving avatar is moving on a third object representing a viscous field in virtual space, the drive wheels of the moving avatar rotate faster than the drive wheels of the moving object, thereby giving the player a stronger sensation of traveling through a highly viscous liquid than when the rotation speeds of the drive wheels of the moving avatar and the moving object are synchronized.
[0020] In the information processing system of the eighth aspect, in the first aspect, when the moving avatar comes into contact with the specified object, the processor outputs a specified sound corresponding to the contact state from an output unit located in a position where the player can hear the sound.
[0021] In the information processing system of the eighth aspect, when the moving avatar comes into contact with a predetermined object, the output unit outputs a predetermined sound according to the contact state, thereby enhancing the player's sense of realism in the virtual space.
[0022] In a ninth aspect of the information processing method, a computer executes a process in which a moving body avatar, which is an avatar that resembles a moving body that a player is riding in real space, is moved in a virtual space in synchronization with the movement of the moving body in the real space, and when the moving body avatar comes into contact with a predetermined object placed in the virtual space, at least one of a shift position, an acceleration amount, and a braking amount corresponding to a contact state between the moving body avatar and the predetermined object is set to the moving body, thereby controlling the movement of the moving body.
[0023] In the information processing method of the ninth aspect, a moving avatar moves in a virtual space in synchronization with the movement of the moving object in the real space. When the moving avatar comes into contact with a predetermined object, at least one of a shift position, an acceleration amount, and a braking amount corresponding to the contact state between the moving avatar and the predetermined object is set for the moving object, thereby controlling the movement of the moving object. This information processing method allows a player in the real space to feel a sense of contact corresponding to the contact state between the moving avatar and the predetermined object in the virtual space.
[0024] An information processing program of a tenth aspect is executed by a computer to move a moving body avatar, which is an avatar that resembles a moving body that a player is riding in real space, in a virtual space in synchronization with the movement of the moving body in the real space, and when the moving body avatar comes into contact with a predetermined object placed in the virtual space, set at least one of a shift position, an acceleration amount, and a braking amount to the moving body according to the contact state between the moving body avatar and the predetermined object, thereby controlling the movement of the moving body.
[0025] In a tenth aspect of the information processing program, a moving avatar moves in a virtual space in synchronization with the movement of the moving object in the real space. When the moving avatar comes into contact with a predetermined object, at least one of a shift position, an acceleration amount, and a braking amount is set for the moving object according to the contact state between the moving avatar and the predetermined object, thereby controlling the movement of the moving object. This information processing program allows a player in the real space to feel a sense of contact according to the contact state between the moving avatar and the predetermined object in the virtual space. [Effects of the Invention]
[0026] As described above, the information processing system, information processing method, and information processing program according to the present disclosure can provide a player in real space with a sense of contact that corresponds to the contact state between a moving avatar and a specified object in virtual space. [Brief explanation of the drawings]
[0027] [Figure 1] FIG. 1 is an explanatory diagram showing a play field set up in real space. [Figure 2] FIG. 2 is an explanatory diagram showing a virtual field set up in a game space. [Figure 3] FIG. 1 is an explanatory diagram of a virtual field displayed on a head-mounted display. [Figure 4] FIG. 1 is a diagram illustrating an example of a schematic configuration of an information processing system. [Figure 5] FIG. 2 is a block diagram showing the hardware configuration of a content control device and a mobility control device. [Figure 6] FIG. 2 is a block diagram showing a storage configuration of a content control device. [Figure 7] FIG. 2 is a block diagram showing the configuration of the storage of the mobile control device. [Figure 8] 4 is a flowchart showing the flow of various processes executed by a content control device and a mobility control device. [Figure 9] This is a subroutine of the input information acquisition process. [Figure 10] This is a subroutine for attitude update processing. [Figure 11] This is the first subroutine of the contact process. [Figure 12] 10 is a subroutine of the indication value transmission process. [Figure 13] FIG. 1 is a first explanatory diagram illustrating a phenomenon occurring in the game space. [Figure 14] FIG. 2 is a second explanatory diagram illustrating a phenomenon occurring in the game space. [Figure 15] FIG. 3 is a third explanatory diagram illustrating a phenomenon occurring in the game space. [Figure 16] FIG. 1 is a first explanatory diagram illustrating a phenomenon that occurs in real space. [Figure 17] FIG. 2 is a second explanatory diagram illustrating a phenomenon that occurs in real space. [Figure 18] This is the second subroutine of the contact process. [Figure 19] FIG. 4 is a fourth explanatory diagram illustrating a phenomenon occurring in the game space. [Figure 20] FIG. 5 is a fifth explanatory diagram illustrating a phenomenon occurring in the game space. [Figure 21] FIG. 6 is a sixth explanatory diagram illustrating a phenomenon occurring in the game space. [Figure 22] FIG. 7 is a seventh explanatory diagram illustrating a phenomenon occurring in the game space. [Figure 23] FIG. 10 is a third explanatory diagram illustrating a phenomenon that occurs in real space. [Figure 24] FIG. 4 is a fourth explanatory diagram illustrating a phenomenon occurring in real space. [Figure 25] FIG. 5 is a fifth explanatory diagram illustrating a phenomenon that occurs in real space. [Figure 26] This is the third subroutine of the contact process. [Figure 27] FIG. 8 is an eighth explanatory diagram illustrating a phenomenon occurring in the game space. [Figure 28] FIG. 9 is a ninth explanatory diagram illustrating a phenomenon occurring in the game space. [Figure 29] This is a tenth explanatory diagram explaining phenomena that occur in the game space. [Figure 30] FIG. 11 is an eleventh explanatory diagram illustrating a phenomenon occurring in the game space. [Figure 31] FIG. 6 is a sixth explanatory diagram illustrating a phenomenon occurring in real space. [Figure 32] FIG. 7 is a seventh explanatory diagram illustrating a phenomenon that occurs in real space. DETAILED DESCRIPTION OF THE INVENTION
[0028] An information processing system 100 according to this embodiment will be described. The information processing system 100 is a system that gives a player 15 in real space who is playing a predetermined game a sense of contact in response to an event occurring in the game space. Below, an overview of the information processing system 100 will be described using Figs. 1 to 3. The game space is an example of a "virtual space."
[0029] FIG. 1 is an explanatory diagram showing a play field P set up in real space for playing a specific game, and FIG. 2 is an explanatory diagram showing a virtual field V set up in game space corresponding to the play field P.
[0030] 1, a movable area A1 is provided in which a vehicle 10 carrying a player 15 can move. The vehicle 10 is an example of a "moving body."
[0031] The virtual field V shown in Fig. 2 is provided with a movable area A2 in which the vehicle avatar 10A in which the player avatar 15A is riding can move. The player avatar 15A is an avatar that resembles the player 15, and the vehicle avatar 10A is an avatar that resembles the vehicle 10. As an example, the player avatar 15A has the same appearance as the player 15, and the vehicle avatar 10A has the same appearance as the vehicle 10. The vehicle avatar 10A is an example of a "mobile avatar."
[0032] Here, the movable area A1 and the movable area A2 have the same shape, and the same reference coordinates ("0,0" and "1,1") are set at the top left and bottom right vertices of the rectangle. This allows the vehicle avatar 10A to move within the movable area A2 in the game space in synchronization with the position of the vehicle 10 relative to the movable area A1.
[0033] 2, a plurality of objects 17 representing obstacles, walls, etc. present in the game space are placed on the virtual field V. As an example, obstacle objects 17A and 17B representing obstacles and wall objects 17C and 17D representing walls are placed on the virtual field V. Note that the objects 17 placed on the virtual field V change as the game progresses.
[0034] During execution of a predetermined game, the player 15 drives the vehicle 10 and moves freely within the movable area A1. As described above, in the game space, the vehicle avatar 10A moves within the movable area A2 in synchronization with the movement of the vehicle 10 in the real space. The player 15 visually recognizes the game space through a head-mounted display 70 (see FIG. 4) worn on the player's head. The head-mounted display 70 is an example of a "display unit."
[0035] 3 is an explanatory diagram of a virtual field V displayed on the head-mounted display 70. As shown in FIG. 3, the virtual field V is displayed on the head-mounted display 70, and the player 15 can visually recognize the player avatar 15A, the vehicle avatar 10A, and the obstacle objects 17A and 17B that exist in the game space.
[0036] Here, in the information processing system 100, for example, when the vehicle avatar 10A comes into contact with an obstacle object 17A, the brakes are controlled to slow down the vehicle 10, and a sense of contact corresponding to the contact in the game space is given to the player 15 in the real space.
[0037] Next, a description will be given of a schematic configuration of the information processing system 100. FIG.
[0038] As shown in FIG. 4, the information processing system 100 includes a vehicle 10, a head-mounted display 70, and headphones 80.
[0039] The vehicle 10 is an automobile in which a player 15 rides in real space. The vehicle 10 includes a content control device 20, a movement control device 30, a group of sensors 40, an input device 50, and an actuator 60.
[0040] The content control device 20 controls the generation and output of content used in a predetermined game.
[0041] The movement control device 30 controls the movement of the vehicle 10 based on the driving operation by the player 15 and the progress of the game.
[0042] The sensor group 40 includes sensors for detecting the state of the vehicle 10 and the surrounding circumstances, such as a 3D-LiDAR, a millimeter wave sensor, an infrared sensor, a blinker sensor, an accelerator position sensor, a brake position sensor, a vehicle speed sensor, a wheel speed sensor, a steering angle sensor, an angular velocity sensor, a GPS (Global Positioning System) sensor, an illuminance sensor, a gyro sensor, and an acceleration sensor, as well as a plurality of cameras for capturing images of the inside and outside of the vehicle 10. The sensor group 40 outputs the detection results of each sensor and images captured by each camera to the content control device 20 and the movement control device 30.
[0043] The input device 50 accepts driving operation inputs from the player 15. For example, the input device 50 includes a steering wheel, a shift lever, an accelerator pedal, a brake pedal, and the like.
[0044] The actuator 60 controls the movement of the vehicle 10 by controlling the steering amount, acceleration amount, braking amount, shift position, etc., set in the vehicle 10 .
[0045] The head-mounted display 70 displays the video shown in the content output from the content control device 20.
[0046] The headphones 80 are worn so as to cover the ears of the player 15, and output sounds indicated in the content output from the content control device 20. The headphones 80 are an example of an "output unit."
[0047] 5 is a block diagram showing the hardware configuration of the content control device 20 and the movement control device 30. Since the content control device 20 and the movement control device 30 basically have a general computer configuration, the content control device 20 will be described as a representative.
[0048] 5, the content control device 20 includes a CPU (Central Processing Unit) 21, a ROM (Read Only Memory) 22, a RAM (Random Access Memory) 23, a storage 24, and a communication unit 25. Each component is connected to each other via a bus 26 so as to be able to communicate with each other.
[0049] The CPU 21 is a central processing unit that executes various programs and controls each part. That is, the CPU 21 reads programs from the ROM 22 or the storage 24 and executes the programs using the RAM 23 as a work area. The CPU 21 controls each of the above components and performs various arithmetic processing in accordance with the programs stored in the ROM 22 or the storage 24.
[0050] The ROM 22 stores various programs and various data. The RAM 23 serves as a working area for temporarily storing programs or data.
[0051] The storage 24 is configured by a storage device such as a hard disk drive (HDD), a solid state drive (SSD), or a flash memory, and stores various programs and various data.
[0052] The communication unit 25 is an interface for communicating with other devices, and the communication uses wireless communication standards such as 4G, 5G, or Wi-Fi (registered trademark).
[0053] The functions of the CPU 31, ROM 32, RAM 33, storage 34, communication unit 35, and bus 36 of the mobile control device 30 are similar to the functions of the CPU 21, ROM 22, RAM 23, storage 24, communication unit 25, and bus 26 of the above-mentioned content control device 20. The CPU 21 and CPU 31 are examples of a "processor."
[0054] FIG. 6 is a block diagram showing the configuration of the storage 24 of the content control device 20. As shown in FIG. As shown in FIG. 6, the storage 24 stores an information processing program 24A, a field storage unit 24B, an operation amount memory 24C, an instruction value memory 24D, and an instruction value data storage unit 24E.
[0055] The information processing program 24A is a program for causing the CPU 21 to execute various processes. When executing the information processing program 24A, the content control device 20 executes processes based on the information processing program 24A using the configurations shown in Figures 4 and 5.
[0056] The field storage unit 24B stores field information used in a predetermined game. By reading out the field information and using it in a predetermined game, it is possible to represent, for example, a virtual field V as shown in FIG.
[0057] The operation amount memory 24C stores input information indicating the operation amount or position of the input device 50 obtained from the movement control device 30. Specifically, the operation amount memory 24C stores, as the input information, the operation amounts of the steering wheel, accelerator pedal, and brake pedal, and the position of the shift lever, i.e., the shift position.
[0058] The instruction value memory 24D stores instruction values for the actuator 60. Specifically, the instruction value memory 24D stores instruction values for the steering amount, the acceleration amount, the braking amount, and the shift position.
[0059] The instruction value data storage unit 24E stores instruction value data indicating a plurality of types of instruction values corresponding to each event that occurs in a predetermined game.
[0060] FIG. 7 is a block diagram showing the configuration of the storage 34 of the mobile control device 30. As shown in FIG. 7, an information processing program 34A is stored in the storage 34. The information processing program 34A is a program for causing the CPU 31 to execute various processes. When executing the information processing program 34A, the movement control device 30 executes processes based on the information processing program 34A using the configurations shown in FIGS. 4 and 5.
[0061] Next, specific examples of various processes executed by the content control device 20 and the mobility control device 30 in the information processing system 100 will be described.
[0062] 8 is a flowchart showing the flow of various processes executed by the content control device 20 and the movement control device 30. The CPU 21 reads the information processing program 24A from the storage 24, and the CPU 31 reads the information processing program 34A from the storage 34, and the CPU 21 loads and executes the information processing program 24A in the RAMs 23 and 33, thereby performing various processes. As an example, the various processes are executed when a predetermined game is started.
[0063] 8, an initialization process is performed. In the initialization process, the CPU 21 and the CPU 31 establish communication between the content control device 20 and the movement control device 30, and between the content control device 20 or the movement control device 30 and other hardware. The CPU 21 also acquires field information from the field storage unit 24B and initializes parameters of the object 17 provided in the virtual field V. Then, the process proceeds to step S11.
[0064] In step S11, the CPU 21 performs an input information acquisition process to acquire input information indicating the operation amount or position of the input device 50 transmitted from the CPU 31. A subroutine of the input information acquisition process will be described later. Then, the process proceeds to step S12.
[0065] In step S12, the CPU 21 performs a posture update process to update the postures of the player avatar 15A and the vehicle avatar 10A based on the sensor information acquired from the sensor group 40. A subroutine of the posture update process will be described later. Then, the process proceeds to step S13.
[0066] In step S13, the CPU 21 performs contact processing regarding contact between the vehicle avatar 10A and the predetermined object 17. A subroutine of the contact processing will be described later. Then, the processing proceeds to step S14.
[0067] In step S14, the CPU 21 generates content and outputs the generated content to the head-mounted display 70 and the headphones 80. As a result, the player 15 wearing the head-mounted display 70 and the headphones 80 can see the image captured by the virtual camera in the game space and hear the sound collected by the virtual microphone. Then, the processing proceeds to step S15. Note that, as an example, the virtual camera is placed at the position of the player avatar 15A's eyes, and the virtual microphone is placed at the position of the player avatar 15A's ears.
[0068] In step S15, the CPU 21 and the CPU 31 determine whether or not a predetermined game termination condition has been met. If the CPU 21 and the CPU 31 determine that the termination condition has been met (step S15: YES), the CPU 21 and the CPU 31 terminate the processing. On the other hand, if the CPU 21 and the CPU 31 determine that the termination condition has not been met (step S15: NO), the CPU 21 and the CPU 31 return to step S11. As an example, the termination condition in step S15 is met when the play time available for playing the predetermined game has elapsed.
[0069] FIG. 9 shows a subroutine of the input information acquisition process executed by the content control device 20.
[0070] 9, the CPU 21 acquires the input information transmitted from the CPU 31. Then, the process proceeds to step S21.
[0071] In step S21, the CPU 21 stores the input information acquired in step S20 in the manipulated variable memory 24C, and the process then proceeds to step S22.
[0072] In step S22, the CPU 21 copies the input information stored in the manipulated variable memory 24C in step S21 to the indicated value memory 24D, and then the process returns to the caller.
[0073] FIG. 10 shows a subroutine of the posture update process executed by the content control device 20.
[0074] 10, the CPU 21 determines the attitude of the vehicle 10, which is six-axis information obtained by adding three-axis positions and three-axis directions of the vehicle 10 in the reference coordinate system of the playfield P, based on the sensor information acquired from the sensor group 40. For example, the CPU 21 determines the attitude of the vehicle 10 from the detection results of the GPS sensor, acceleration sensor, and angular velocity sensor included in the sensor information. Then, the process proceeds to step S31.
[0075] In step S31, the CPU 21 determines the posture of the player 15, which is six-axis information obtained by adding three-axis positions and three-axis directions of the player 15 in the reference coordinate system of the playfield P, based on the sensor information acquired from the sensor group 40. For example, the CPU 21 determines the posture of the player 15 by performing body tracking based on images captured by multiple cameras capturing images of the interior of the vehicle 10, which are included in the sensor information. Then, the process proceeds to step S32.
[0076] In step S32, the CPU 21 acquires the input information transmitted from the CPU 31. Then, the process proceeds to step S33.
[0077] In step S33, CPU 21 updates the postures of player avatar 15A and vehicle avatar 10A based on the information in steps S30 to S32. The posture of player avatar 15A is six-axis information obtained by adding three-axis orientations to the three-axis positions of player avatar 15A in the reference coordinate system of virtual field V, and the posture of vehicle avatar 10A is six-axis information obtained by adding three-axis orientations to the three-axis positions of vehicle avatar 10A in the reference coordinate system of virtual field V. Then, the process returns to the caller.
[0078] Here, CPU 21 updates the attitude of vehicle avatar 10A based on the attitude of vehicle 10 identified in step S30 and the input information acquired in step S32. As a result, in the game space, vehicle avatar 10A moves within movable area A2 in synchronization with the movement of vehicle 10 in the real space, and the steering wheel of vehicle avatar 10A rotates in synchronization with the rotation of the steering wheel in the real space.
[0079] Furthermore, the CPU 21 updates the posture of the player avatar 15A based on the posture of the player 15 identified in step S31. As a result, in the game space, the player avatar 15A performs the same movement in synchronization with the body movement of the player 15 in the real space.
[0080] Fig. 11 shows a first subroutine of the contact processing executed by the content control device 20. Specifically, Fig. 11 shows the flow of the first contact processing regarding contact between the vehicle avatar 10A and a ball object 17E (see Fig. 13, etc.), which is an object 17 resembling a spherical ball. The ball object 17E is an example of the "first object."
[0081] 11, the CPU 21 determines whether or not the vehicle avatar 10A has come into contact with the ball object 17E. If the CPU 21 determines that the vehicle avatar 10A has come into contact with the ball object 17E (step S40: YES), the process proceeds to step S41. On the other hand, if the CPU 21 determines that the vehicle avatar 10A has not come into contact with the ball object 17E (step S40: NO), the process proceeds to step S42. A collider is set for each of the vehicle avatar 10A and the ball object 17E, and the CPU 21 determines whether or not there has been contact based on a known collision detection method.
[0082] In step S41, CPU 21 performs instruction value rewriting processing. In this instruction value rewriting processing, CPU 21 acquires instruction value data indicating an instruction value corresponding to the first contact processing from instruction value data storage unit 24E, and rewrites the value of instruction value memory 24D in accordance with the acquired instruction value data. Then, the processing proceeds to step S42.
[0083] In step S42, the CPU 21 performs an instruction value transmission process to transmit an instruction value to the movement control device 30. A subroutine of the instruction value transmission process will be described later. Then, the process proceeds to step S43.
[0084] In step S43, the CPU 21 performs physical calculations according to physical phenomena such as gravity, action and reaction, and collision occurring with respect to the ball object 17E, and then the process proceeds to step S44.
[0085] In step S44, based on the result of the physics calculation performed in step S43, the CPU 21 updates the attitude of the ball object 17E, which is six-axis information that adds three-axis orientations to the three-axis positions of the ball object 17E in the reference coordinate system of the virtual field V. Then, the process returns to the caller.
[0086] FIG. 12 shows a subroutine of the instruction value transmission process executed by the content control device 20.
[0087] 12, the CPU 21 acquires the value of the instruction value memory 24D, and the process then proceeds to step S61.
[0088] In step S51, the CPU 21 transmits the value in the instruction value memory 24D obtained in step S50 to the movement control device 30 as an instruction value for the actuator 60. Then, the process returns to the caller.
[0089] For example, if it is determined in step S40 of FIG. 11 that the vehicle avatar 10A has not contacted the ball object 17E, the CPU 21 transmits the input information copied in step S22 of FIG. 9 as an instruction value to the movement control device 30 in an instruction value transmission process. In this case, the movement control device 30 controls the movement of the vehicle 10 based on the input information, so the vehicle 10 drives with the amount of operation based on the driving operation by the player 15 unchanged. On the other hand, if it is determined in step S40 that the vehicle avatar 10A has contacted the ball object 17E, the CPU 21 transmits the value of the instruction value memory 24D rewritten in step S41 to the movement control device 30 as an instruction value in an instruction value transmission process. In this case, the movement control device 30 controls the movement of the vehicle 10 based on the rewritten value, so the vehicle 10 drives with a behavior that corresponds to when the vehicle avatar 10A contacts the ball object 17E.
[0090] Next, with reference to FIGS. 13 to 17, a phenomenon that occurs in the real space and the game space when the vehicle avatar 10A comes into contact with the ball object 17E will be described.
[0091] 13 to 15 are explanatory diagrams illustrating phenomena occurring in the game space. As shown in FIG. 13, vehicle avatar 10A moves toward ball object 17E in synchronization with the movement of vehicle 10 in real space. Thereafter, as shown in FIG. 14, vehicle avatar 10A comes into contact with ball object 17E. Then, as shown in FIG. 15, ball object 17E that has come into contact with (collides with) vehicle avatar 10A rolls toward the traveling direction of vehicle avatar 10A (to the right in the figure).
[0092] 16 and 17 are explanatory diagrams illustrating phenomena that occur in real space. Fig. 16 shows, in waveform, the amount of braking that is set for vehicle 10 when vehicle avatar 10A comes into contact with ball object 17E. Fig. 17 shows, in waveform, the amount of acceleration that is set for vehicle 10 when vehicle avatar 10A comes into contact with ball object 17E.
[0093] Here, the instruction values according to the first contact processing set a braking amount of 50% for 0.4 seconds after contact, set the braking amount to 0% for the following 0.2 seconds, and set the acceleration amount to 0% for 0.6 seconds while the vehicle 10 is braking. The CPU 31 controls the movement of the vehicle 10 based on the instruction values transmitted from the content control device 20. In this case, as shown in FIGS. 16 and 17, the vehicle 10 decelerates with a braking amount of 50% for 0.4 seconds after the vehicle avatar 10A contacts the ball object 17E, and then the brake is released after 0.2 seconds have elapsed. The braking amount of 50% is an example of a "first braking amount."
[0094] Furthermore, when the vehicle avatar 10A comes into contact with the ball object 17E, the CPU 21 outputs a predetermined sound corresponding to the contact with the ball object 17E from the headphones 80. The content of the predetermined sound is not particularly limited, and a suitable onomatopoeic sound is set in advance.
[0095] The CPU 21 and the CPU 31 synchronize the occurrence timing of phenomena that occur in the real space and the game space when the vehicle avatar 10A comes into contact with the ball object 17E. As a result, for example, after the vehicle 10 decelerates in the real space and a force in the direction opposite to the traveling direction is input to the player 15, the ball object 17E starts rolling in the game space.
[0096] Fig. 18 shows a second subroutine of the contact processing executed by the content control device 20. Specifically, Fig. 18 shows the flow of the second contact processing regarding contact between the vehicle avatar 10A and a wall object 17C (see Fig. 19, etc.), which is an object 17 whose shape can be changed in the game space. The wall object 17C is an example of a "second object."
[0097] 18, the CPU 21 determines whether or not the vehicle avatar 10A has come into contact with the wall object 17C. If the CPU 21 determines that the vehicle avatar 10A has come into contact with the wall object 17C (step S60: YES), the process proceeds to step S62. On the other hand, if the CPU 21 determines that the vehicle avatar 10A has not come into contact with the wall object 17C (step S60: NO), the process proceeds to step S61. A collider is set for each of the vehicle avatar 10A and the wall object 17C, and the CPU 21 determines whether or not there has been contact based on a known collision detection method.
[0098] In step S61, the CPU 21 performs the instruction value transmission process shown in Fig. 12. Then, the process returns to the call source.
[0099] In step S62, CPU 21 performs instruction value rewriting processing. In this instruction value rewriting processing, CPU 21 acquires instruction value data indicating an instruction value corresponding to the second contact processing from instruction value data storage unit 24E, and rewrites the value of instruction value memory 24D in accordance with the acquired instruction value data. Then, the processing proceeds to step S63.
[0100] In step S63, the CPU 21 performs the instruction value transmission process shown in Fig. 12. Then, the process proceeds to step S64.
[0101] In step S64, the CPU 21 transforms the wall object 17C into a shape that corresponds to the position of the vehicle avatar 10A. Then, the process proceeds to step S65.
[0102] In step S65, the CPU 21 determines whether or not the termination condition of the second contact process is met. If the CPU 21 determines that the termination condition is met (step S65: YES), the CPU 21 returns to the process that called the process. On the other hand, if the CPU 21 determines that the termination condition is not met (step S65: NO), the CPU 21 returns to step S64. As an example, the termination condition in step S65 is met when the vehicle avatar 10A moves away from the wall object 17C.
[0103] Next, with reference to FIGS. 19 to 25, a phenomenon that occurs in the real space and the game space when the vehicle avatar 10A comes into contact with the wall object 17C will be described.
[0104] 19 to 22 are explanatory diagrams illustrating phenomena occurring in the game space. As shown in FIG. 19, vehicle avatar 10A moves toward wall object 17C in synchronization with the movement of vehicle 10 in real space. Thereafter, as shown in FIG. 20, vehicle avatar 10A comes into contact with wall object 17C. Because wall object 17C is deformable, vehicle avatar 10A continues to move in the traveling direction (to the right in the figure) after contact while deforming wall object 17C, as shown in FIG. 21. Then, based on the vehicle 10 stopping in real space, vehicle avatar 10A moves in the opposite direction of traveling, i.e., in a direction away from wall object 17C, as shown in FIG. 22. Note that wall object 17C is restored to its original shape based on the departure of vehicle avatar 10A.
[0105] 23 to 25 are explanatory diagrams illustrating phenomena that occur in real space. FIG. 23 shows, in waveform, the amount of braking that is set for the vehicle 10 when the vehicle avatar 10A comes into contact with a wall object 17C. FIG. 24 shows, in waveform, the amount of acceleration that is set for the vehicle 10 when the vehicle avatar 10A comes into contact with a wall object 17C. FIG. 25 shows, in waveform, the shift position that is set for the vehicle 10 when the vehicle avatar 10A comes into contact with a wall object 17C.
[0106] Here, the instruction values according to the second contact processing set a 100% brake amount, a 0% accelerator amount, and N range for two seconds after contact, and then set a 100% accelerator amount and R range for the following three seconds. The CPU 31 controls the movement of the vehicle 10 based on the instruction values transmitted from the content control device 20. The 100% brake amount is an example of a "second amount of brake amount," the R range is an example of a "specific shift position," and the 100% accelerator amount is an example of a "first amount of accelerator amount."
[0107] In the above case, as shown in Figures 23 to 25, the vehicle 10 decelerates and stops with 100% braking for two seconds after the vehicle avatar 10A comes into contact with the wall object 17C, and then moves (backs up) away from the wall object 17C with 100% acceleration for the next three seconds.
[0108] Furthermore, when the vehicle avatar 10A comes into contact with the wall object 17C, the CPU 21 outputs a predetermined sound corresponding to the contact with the wall object 17C from the headphones 80. The content of the predetermined sound is not particularly limited, and a suitable onomatopoeic sound is set in advance.
[0109] The CPUs 21 and 31 synchronize the occurrence timing of a phenomenon that occurs in the real space and the game space when the vehicle avatar 10A comes into contact with the wall object 17C. As a result, while the vehicle 10 is moving forward at a speed of, for example, 1 km / h or more, the wall object 17C in the game space is deformed into a shape that corresponds to the position of the vehicle avatar 10A. The CPUs 21 and 31 identify the vehicle speed from the detection result of the vehicle speed sensor included in the sensor information acquired from the sensor group 40. Then, when the vehicle speed is 0 km / h, that is, after the vehicle 10 has stopped, the vehicle 10 accelerates in reverse in the opposite direction to the traveling direction in the real space, and the vehicle avatar 10A moves in the opposite direction to the traveling direction in synchronization with the movement of the vehicle 10 in the game space.
[0110] Figure 26 shows a third subroutine of the contact processing executed by the content control device 20. Specifically, Figure 26 shows the flow of the third contact processing regarding contact between the vehicle avatar 10A and a swamp object 17F (see Figure 27, etc.), which is an object 17 that represents a viscous field in the game space. The swamp object 17F is an example of the "third object."
[0111] 26, the CPU 21 determines whether or not the vehicle avatar 10A has come into contact with the swamp object 17F. If the CPU 21 determines that the vehicle avatar 10A has come into contact with the swamp object 17F (step S70: YES), the process proceeds to step S72. On the other hand, if the CPU 21 determines that the vehicle avatar 10A has not come into contact with the swamp object 17F (step S70: NO), the process proceeds to step S71. A collider is set for each of the vehicle avatar 10A and the swamp object 17F, and the CPU 21 determines whether or not there has been contact based on a known collision detection method.
[0112] In step S71, the CPU 21 performs the instruction value transmission process shown in Fig. 12. Then, the process returns to the caller.
[0113] In step S72, CPU 21 performs instruction value rewriting processing. In this instruction value rewriting processing, CPU 21 acquires instruction value data indicating an instruction value corresponding to the third contact processing from instruction value data storage unit 24E, and rewrites the value of instruction value memory 24D in accordance with the acquired instruction value data. Then, the processing proceeds to step S73.
[0114] In step S73, the CPU 21 performs the instruction value transmission process shown in Fig. 12. Then, the process proceeds to step S74.
[0115] In step S74, the CPU 21 determines whether the termination condition of the third contact process is met. If the CPU 21 determines that the termination condition is met (step S74: YES), the CPU 21 returns to the process that called the process. On the other hand, if the CPU 21 determines that the termination condition is not met (step S74: NO), the CPU 21 waits until the termination condition is met. As an example, the termination condition in step S74 is met when the vehicle avatar 10A moves away from the swamp object 17F.
[0116] Next, with reference to FIGS. 27 to 32, a phenomenon that occurs in the real space and the game space when the vehicle avatar 10A comes into contact with the swamp object 17F will be described.
[0117] 27 to 30 are explanatory diagrams illustrating phenomena occurring in the game space. As shown in FIG. 27, vehicle avatar 10A moves toward swamp object 17F in synchronization with the movement of vehicle 10 in real space. Thereafter, as shown in FIG. 28, vehicle avatar 10A comes into contact with swamp object 17F. Thereafter, as shown in FIG. 29, vehicle avatar 10A moves over swamp object 17F. Note that while vehicle avatar 10A is moving over swamp object 17F, water splashes 43 are scattered around tires 41 of vehicle avatar 10A. Then, as shown in FIG. 30, vehicle avatar 10A leaves swamp object 17F and moves in a direction away from swamp object 17F.
[0118] 31 and 32 are explanatory diagrams illustrating phenomena that occur in real space. Fig. 31 shows, in waveform, the amount of braking that is set for the vehicle 10 when the vehicle avatar 10A comes into contact with the swamp object 17F. Fig. 32 shows, in waveform, the amount of acceleration that is set for the vehicle 10 when the vehicle avatar 10A comes into contact with the swamp object 17F.
[0119] Here, the instruction value according to the third contact process sets a braking amount of 100% for 0.5 seconds after contact, and then sets an acceleration amount that is half the acceleration amount based on the operation of the accelerator pedal by the player 15 until the vehicle avatar 10A leaves the swamp object 17F. The CPU 31 controls the movement of the vehicle 10 based on the instruction value transmitted from the content control device 20. 0.5 seconds is an example of a "predetermined period of time."
[0120] In the above case, as shown in FIGS. 31 and 32, the vehicle 10 decelerates with 100% braking for 0.5 seconds after the vehicle avatar 10A comes into contact with the swamp object 17F. Thereafter, the vehicle 10 moves with an acceleration amount of 25%, half of the 50% acceleration amount based on the operation of the accelerator pedal, for 3 seconds until the vehicle avatar 10A leaves the swamp object 17F. Furthermore, while the vehicle avatar 10A is moving over the swamp object 17F, the CPU 21 makes the rotational speed of the drive wheels of the vehicle avatar 10A faster than the rotational speed of the drive wheels of the vehicle 10. The CPU 21 identifies the rotational speed of the drive wheels of the vehicle 10 from the detection result of the wheel speed sensor included in the sensor information acquired from the sensor group 40. As an example, while the vehicle avatar 10A is moving over the swamp object 17F, the CPU 21 rotates the drive wheels of the vehicle avatar 10A at a rotational speed twice as fast as the rotational speed of the drive wheels of the vehicle 10.
[0121] After the vehicle avatar 10A leaves the swamp object 17F, the setting of the instruction value is cancelled and the vehicle 10 moves at 50% of the acceleration amount based on the operation of the accelerator pedal by the player 15.
[0122] Furthermore, when the vehicle avatar 10A comes into contact with the swamp object 17F, the CPU 21 of the content control device 20 outputs a predetermined sound corresponding to the contact with the swamp object 17F from the headphones 80. The content of the predetermined sound is not particularly limited, and a suitable onomatopoeia is set in advance.
[0123] The CPUs 21 and 31 synchronize the occurrence timing of phenomena that occur in the real world and the game space when the vehicle avatar 10A comes into contact with the swamp object 17F. As a result, for example, the vehicle 10 decelerates with a strong braking force immediately after the vehicle avatar 10A comes into contact with the swamp object 17F. Also, while the vehicle avatar 10A is moving over the swamp object 17F, the vehicle 10 moves with an acceleration amount that is less than the acceleration amount based on the operation of the accelerator pedal by the player 15.
[0124] As described above, in the information processing system 100, the CPU 21 moves the vehicle avatar 10A in the game space in synchronization with the movement of the vehicle 10 in the real space. Furthermore, when the vehicle avatar 10A comes into contact with a predetermined object 17 arranged in the game space, the CPU 31 sets a shift position, an acceleration amount, and a braking amount for the vehicle 10 according to the state of contact between the vehicle avatar 10A and the predetermined object 17, and controls the movement of the vehicle 10. In this way, the information processing system 100 can provide the player 15 in the real space with a sense of contact according to the state of contact between the vehicle avatar 10A and the predetermined object 17 in the game space.
[0125] Furthermore, in the information processing system 100, the CPU 21 displays a game space on the head-mounted display 70 that is visible to the player 15. Furthermore, when the vehicle avatar 10A comes into contact with a ball object 17E, which is a predetermined object 17, the CPU 31 sets a braking amount of 50% to the vehicle 10 to decelerate the vehicle 10. As a result, in the information processing system 100, after the vehicle avatar 10A comes into contact with the ball object 17E, a force in the direction opposite to the traveling direction is input to the player 15 through the vehicle 10, thereby giving the player 15 a feeling of contact with an object having mass.
[0126] Furthermore, in the information processing system 100, when the vehicle avatar 10A comes into contact with the ball object 17E, the CPU 21 moves the ball object 17E in the traveling direction of the vehicle avatar 10A. This allows the information processing system 100 to give the player 15 a feeling as if the ball object 17E is moving due to the player 15's own contact with the ball object 17E.
[0127] Furthermore, in the information processing system 100, when the vehicle avatar 10A comes into contact with a wall object 17C, which is a predetermined object 17, the CPU 31 sets a 100% braking amount to the vehicle 10, decelerates the vehicle 10 until it stops, then cancels the 100% braking amount setting, sets the R range and 100% acceleration amount to the vehicle 10, and moves the vehicle 10 in a direction away from the wall object 17C. As a result, in the information processing system 100, after the vehicle avatar 10A comes into contact with the wall object 17C, a force in the opposite direction to the traveling direction is input to the player 15 through the vehicle 10, and the vehicle 10 accelerates in the opposite direction, giving the player 15 the feeling of colliding with a resilient object.
[0128] Furthermore, in the information processing system 100, the CPU 21 deforms the wall object 17C into a shape that corresponds to the position of the vehicle avatar 10A while the vehicle avatar 10A is in contact with the wall object 17C. This allows the information processing system 100 to give the player 15 a feeling of sinking into a resilient object.
[0129] Furthermore, in the information processing system 100, when the vehicle avatar 10A comes into contact with a swamp object 17F, which is a predetermined object 17, the CPU 31 applies 100% braking force to the vehicle 10 for 0.5 seconds to decelerate the vehicle 10, and then, from 0.5 seconds until the vehicle avatar 10A leaves the swamp object 17F, cancels the 100% braking force setting and applies an acceleration force to the vehicle 10 that is less than the acceleration force based on the accelerator pedal operation by the player 15. In this way, in the information processing system 100, when the vehicle avatar 10A comes into contact with the swamp object 17F, braking force is applied for 0.5 seconds, and after 0.5 seconds has passed, an acceleration force that is less than the actual operation amount is set, thereby giving the player 15 the sensation of driving through a highly viscous liquid.
[0130] Furthermore, in the information processing system 100, while the vehicle avatar 10A is moving on the swamp object 17F, the CPU 21 makes the rotational speed of the drive wheels of the vehicle avatar 10A faster than the rotational speed of the drive wheels of the vehicle 10. This allows the information processing system 100 to give the player 15 a stronger sensation of traveling through a highly viscous liquid than when the rotational speeds of the drive wheels of the vehicle avatar 10A and the vehicle 10 are synchronized.
[0131] Furthermore, in the information processing system 100, when the vehicle avatar 10A comes into contact with a predetermined object 17, the CPU 21 outputs a predetermined sound corresponding to the contact state from the headphones 80 provided at a position where the player 15 can hear the sound. This allows the information processing system 100 to enhance the sense of realism felt by the player 15 in the game space.
[0132] (others) In the above embodiment, the vehicle 10 is a four-wheeled automobile, but is not limited to this. For example, the vehicle 10 may be a two-wheeled vehicle, a three-wheeled vehicle, or the like.
[0133] In the above embodiment, the player avatar 15A has the same appearance as the player 15, and the vehicle avatar 10A has the same appearance as the vehicle 10, but this is not limiting. The player avatar 15A may have a different appearance from the player 15, and the vehicle avatar 10A may have a different appearance from the vehicle 10.
[0134] In the above embodiment, the head-mounted display 70 worn by the player 15 is taken as an example of the "display unit," but is not limited to this. For example, the "display unit" may be a flat display or a spherical display provided on the vehicle 10.
[0135] In the above embodiment, the headphones 80 worn by the player 15 are taken as an example of the "output unit," but this is not limiting. For example, an example of the "display unit" may be a speaker or the like provided in the vehicle 10.
[0136] In the above embodiment, when the vehicle avatar 10A comes into contact with a predetermined object 17, instruction value data corresponding to the contact state is acquired from the instruction value data storage unit 24E, and the value in the instruction value memory 24D is rewritten in accordance with the acquired instruction value data. However, this is not limiting. For example, the CPU 21 and the CPU 31 may calculate an instruction value corresponding to the contact state each time, and rewrite the value in the instruction value memory 24D with the calculated value.
[0137] In the above embodiment, when the vehicle avatar 10A comes into contact with the predetermined object 17, the movement control device 30 performs accelerator control, brake control, and shift control of the vehicle 10 based on the instruction values acquired, but the movement control of the vehicle 10 in this case is not limited to this. For example, when the vehicle avatar 10A comes into contact with the predetermined object 17, the content control device 20 may transmit an instruction value instructing the steering amount to the movement control device 30, and the movement control device 30 may perform steering control of the vehicle 10 based on the instruction value.
[0138] In the above embodiment, it has been described that, after the vehicle 10 stops, the vehicle 10 accelerates backward, which is the opposite side of the traveling direction, based on the vehicle avatar 10A coming into contact with the wall object 17C as the vehicle 10 moves forward. In addition, in the information processing system 100, when the vehicle avatar 10A comes into contact with the wall object 17C as the vehicle 10 moves backward, the vehicle 10 is accelerated forward, which is the opposite side of the traveling direction, after the vehicle 10 stops.
[0139] The processes described in the above embodiments can also be realized by dedicated hardware circuits, in which case they may be executed by a single piece of hardware or by multiple pieces of hardware.
[0140] In each of the above embodiments, the term "processor" refers to a processor in a broad sense, and includes general-purpose processors (e.g., CPU: Central Processing Unit, etc.) and dedicated processors (e.g., GPU: Graphics Processing Unit, ASIC: Application Specific Integrated Circuit, FPGA: Field Programmable Gate Array, programmable logic device, etc.).
[0141] Furthermore, the operations of the processor in each of the above embodiments may not only be performed by a single processor, but may also be performed by multiple processors located in physically separate locations working together. Alternatively, the operations performed by specific multiple processors in each of the above embodiments may be partially or completely integrated into a single processor. Furthermore, the order of the operations of the processor is not limited to the order described in each of the above embodiments, and may be changed as appropriate.
[0142] Furthermore, the programs that operate the content control device 20 and the mobile control device 30 may be provided by a computer-readable recording medium such as a USB (Universal Serial Bus) memory, a flexible disk, or a CD-ROM (Compact Disc Read Only Memory), or may be provided online via a network such as the Internet. In this case, the programs recorded on the computer-readable recording medium are typically transferred and stored in memory or storage. Furthermore, the programs may be provided as standalone application software, or may be incorporated into the software of the content control device 20 or the mobile control device 30 as a function of the respective devices.
[0143] (Addendum) (1) a processor; The processor: a moving body avatar that is an avatar that imitates a moving body that a player is riding in a real space is moved in a virtual space in synchronization with the movement of the moving body in the real space; When the moving body avatar comes into contact with a predetermined object arranged in the virtual space, at least one of a shift position, an acceleration amount, and a braking amount corresponding to a contact state between the moving body avatar and the predetermined object is set to the moving body, and movement of the moving body is controlled. Information processing system.
[0144] (2) The processor: displaying the virtual space on a display unit visible to the player; When the moving body avatar comes into contact with a first object, which is the predetermined object, a first brake amount is set for the moving body to decelerate the moving body. The information processing system according to (1).
[0145] (3) the first object is an object resembling a spherical ball, The processor: When the moving avatar comes into contact with the first object, the first object is moved in the moving direction of the moving avatar. (2) An information processing system according to the present invention.
[0146] (4) The processor: displaying the virtual space on a display unit visible to the player; When the moving body avatar comes into contact with a second object, which is the predetermined object, a second amount of braking is set to the moving body to decelerate the moving body until it stops, and then the setting of the second amount of braking is released, and a specific shift position and a first amount of acceleration are set to the moving body to move the moving body in a direction away from the second object. An information processing system according to any one of (1) to (3).
[0147] (5) the second object is an object whose shape can be deformed in the virtual space, The processor: deforming the second object into a shape corresponding to a position of the moving avatar while the moving avatar is in contact with the second object; (4) An information processing system according to (4).
[0148] (6) The processor: displaying the virtual space on a display unit visible to the player; when the moving body avatar comes into contact with a third object, which is the predetermined object, a second amount of braking is set for the moving body for a predetermined time period to decelerate the moving body, and from the time the predetermined time period has elapsed until the moving body avatar leaves the third object, the setting of the second amount of braking is released and an acceleration amount that is smaller than an acceleration amount based on an accelerator pedal operation by the player is set for the moving body. An information processing system according to any one of (1) to (5).
[0149] (7) the third object is an object that represents a viscous field in the virtual space, The processor: while the moving body avatar is moving on the third object, making the rotation speed of the drive wheels of the moving body avatar faster than the rotation speed of the drive wheels of the moving body; (6) An information processing system according to (6).
[0150] (8) The processor: When the moving avatar comes into contact with the predetermined object, a predetermined sound corresponding to the contact state is output from an output unit provided at a position where the sound can be heard by the player. An information processing system according to any one of (1) to (7). [Explanation of symbols]
[0151] 10 Vehicles (moving objects) 10A Vehicle Avatar (Mobile Avatar) 15 players 21,31 CPU (processor) 17 objects 17E Ball object (first object) 17C Wall object (second object) 17F Swamp Object (3rd Object) 70 Head-mounted display (display unit) 80 Headphones (output section) 100 Information Processing Systems
Claims
1. a processor; The processor: a moving body avatar that is an avatar that imitates a moving body that a player is riding in a real space is moved in a virtual space in synchronization with the movement of the moving body in the real space; When the moving body avatar comes into contact with a predetermined object arranged in the virtual space, at least one of a shift position, an acceleration amount, and a braking amount corresponding to a contact state between the moving body avatar and the predetermined object is set to the moving body, and movement of the moving body is controlled. Information processing system.
2. The processor: displaying the virtual space on a display unit visible to the player; When the moving body avatar comes into contact with a first object, which is the predetermined object, a first brake amount is set for the moving body to decelerate the moving body. The information processing system according to claim 1 .
3. the first object is an object resembling a spherical ball, The processor: When the moving avatar comes into contact with the first object, the first object is moved in the moving direction of the moving avatar. The information processing system according to claim 2 .
4. The processor: displaying the virtual space on a display unit visible to the player; When the moving body avatar comes into contact with a second object, which is the predetermined object, a second amount of braking is set to the moving body to decelerate the moving body until it stops, and then the setting of the second amount of braking is released, and a specific shift position and a first amount of acceleration are set to the moving body to move the moving body in a direction away from the second object. The information processing system according to claim 1 .
5. the second object is an object whose shape is deformable in the virtual space, The processor: deforming the second object into a shape corresponding to a position of the moving avatar while the moving avatar is in contact with the second object; The information processing system according to claim 4 .
6. The processor: displaying the virtual space on a display unit visible to the player; when the moving body avatar comes into contact with a third object, which is the predetermined object, a second amount of braking is set for the moving body for a predetermined time period to decelerate the moving body, and from the time the predetermined time period has elapsed until the moving body avatar leaves the third object, the setting of the second amount of braking is released and an acceleration amount less than an acceleration amount based on an accelerator pedal operation by the player is set for the moving body; The information processing system according to claim 1 .
7. the third object is an object that represents a field having viscosity in the virtual space, The processor: while the moving body avatar is moving on the third object, the rotation speed of the drive wheels of the moving body avatar is made faster than the rotation speed of the drive wheels of the moving body; The information processing system according to claim 6 .
8. The processor: When the moving avatar comes into contact with the predetermined object, a predetermined sound corresponding to the contact state is output from an output unit provided at a position where the sound can be heard by the player. The information processing system according to claim 1 .
9. a moving body avatar that is an avatar that imitates a moving body that a player is riding in a real space is moved in a virtual space in synchronization with the movement of the moving body in the real space; When the moving body avatar comes into contact with a predetermined object arranged in the virtual space, at least one of a shift position, an acceleration amount, and a braking amount corresponding to a contact state between the moving body avatar and the predetermined object is set to the moving body, and movement of the moving body is controlled. An information processing method in which processing is performed by a computer.
10. a moving body avatar that is an avatar that imitates a moving body that a player is riding in a real space is moved in a virtual space in synchronization with the movement of the moving body in the real space; When the moving body avatar comes into contact with a predetermined object arranged in the virtual space, at least one of a shift position, an acceleration amount, and a braking amount corresponding to a contact state between the moving body avatar and the predetermined object is set to the moving body, and movement of the moving body is controlled. An information processing program that causes a computer to execute a process.
Citation Information
Patent Citations
Entertainment system
JP2022025325A