Information processing program, information processing method and information processing device

The program addresses unnatural motion fast-forwarding in games by categorizing and adjusting playback speeds for different motion types, enhancing player experience.

JP2025174521APending Publication Date: 2025-11-28KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2024080938
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-05-17
Publication Date
2025-11-28

AI Technical Summary

Technical Problem

Conventional games fast-forward all motions uniformly, leading to unnatural appearances of certain motions, such as repetitive breathing or random events, causing player discomfort.

Method used

An information processing program that differentiates motion types, playing loop and random motions at a slower speed and other motions at a faster speed when fast-forwarding, based on predefined categories.

Benefits of technology

Reduces unnaturalness during fast-forwarding by maintaining natural motion appearances while allowing for reduced playback time.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a program, a method and a device which can reduce unnaturalness compared to the case of performing a series of fast forwarding of all motions included in a scene to be a fast-forwarding target.SOLUTION: An information processing program makes a computer execute: processing of reproducing at a second speed slower than a first speed, loop motions of repeatedly reproducing the same motions in motions included in a scene to be a reproduction target or radom motions occurring at random when performing fast-forwarding by setting a reproduction speed of the scene from a normal speed to the first speed faster than the normal speed; and processing of reproducing at the first speed, motions excluding the loop motions and the random motions included in the scene.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

[0001] The present disclosure relates to an information processing program, an information processing method, and an information processing device. [Background technology]

[0002] Patent document 1 states that "the mode setting unit 15 has the function of setting the animation progression speed to either normal mode or fast-forward mode by user operation of the input unit 120 or the touch-responsive display system 118." [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-102871 Summary of the Invention [Problem to be solved by the invention]

[0004] Conventionally, there are known games in which the animation progression speed can be set to either a normal mode or a fast-forward mode (see, for example, Patent Document 1). In conventional technology, all motions included in a scene that is the target of fast-forwarding are fast-forwarded uniformly. However, some motions, such as a waiting motion in which a character repeatedly breathes while maintaining the same pose, can look unnatural when fast-forwarded, which can cause discomfort to the player.

[0005] Therefore, the present disclosure aims to provide a program, method, and device that can reduce unnaturalness compared to fast-forwarding all motions included in a scene to be fast-forwarded uniformly. [Means for solving the problem]

[0006] The information processing program according to the first aspect causes a computer to execute, when changing the playback speed of a scene to be played back from normal speed to a first speed that is faster than the normal speed, a process of playing back loop motions, which repeatedly play the same motion among motions included in the scene, or random motions that occur randomly, at a second speed that is slower than the first speed, and a process of playing back motions other than the loop motions or the random motions among motions included in the scene at the first speed.

[0007] An information processing program according to a second aspect is the information processing program according to the first aspect, wherein the motion included in the scene is a motion set for a character appearing in the scene.

[0008] An information processing program according to a third aspect is an information processing program according to the second aspect, in which the computer executes a process of playing the movement motion at the first speed when the loop motion is a movement motion that moves the character in a virtual space.

[0009] An information processing program according to a fourth aspect is the information processing program according to any one of the first to third aspects, wherein the motion included in the scene is a motion set in the background of the scene.

[0010] An information processing program according to a fifth aspect is an information processing program according to any one of the first to fourth aspects, which causes the computer to execute a process of playing the loop motion at the second speed and playing the additive motion at the first speed when playing an additive motion that is added to an object to which the loop motion is set while the loop motion is being played.

[0011] An information processing program according to a sixth aspect is an information processing program according to any one of the first to fifth aspects, which causes the computer to execute the following processes: storing prior information including a label indicating a category for each motion; and determining, based on the label, whether to play each motion at the first speed or the second speed.

[0012] An information processing program according to a seventh aspect is the information processing program according to any one of the first to sixth aspects, wherein the second speed is equal to the normal speed.

[0013] An information processing program according to an eighth aspect is the information processing program according to any one of the first to seventh aspects, wherein the scene is an event scene within a game.

[0014] An information processing method according to a ninth aspect includes, when a computer changes the playback speed of a scene to be played back from a normal speed to a first speed that is faster than the normal speed, playing back a loop motion that repeatedly plays the same motion or a random motion that occurs randomly among the motions included in the scene at a second speed that is slower than the first speed, and playing back motions other than the loop motion or the random motion among the motions included in the scene at the first speed.

[0015] An information processing device according to a tenth aspect includes a processor, and when the processor changes the playback speed of a scene to be played from a normal speed to a first speed that is faster than the normal speed, it plays loop motions that repeatedly play the same motion among the motions included in the scene or random motions that occur randomly at a second speed that is slower than the first speed, and plays motions other than the loop motions or random motions among the motions included in the scene at the first speed. [Effects of the Invention]

[0016] According to the information processing program, information processing method, and information processing device disclosed herein, unnaturalness can be reduced compared to when all motions included in the scene to be fast-forwarded are fast-forwarded uniformly. [Brief explanation of the drawings]

[0017] [Figure 1] 1 is a diagram illustrating an example of a schematic configuration of an information processing system 10 according to the present embodiment. [Figure 2] 1 is a diagram illustrating an example of a hardware configuration of an information processing device 100 according to the present embodiment. [Figure 3] 1 is a diagram illustrating an example of a functional configuration of an information processing device 100 according to the present embodiment. [Figure 4] 2 is a diagram showing an example of prior information stored in a storage unit 110 in the information processing device 100 according to the present embodiment. FIG. [Figure 5] FIG. 2 is a diagram showing an example of the flow of information processing executed by the information processing device 100 according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0018] An example of an embodiment of the present disclosure will be described below with reference to the drawings. In each drawing, the same or equivalent components and parts are designated by the same reference numerals. Furthermore, the dimensional proportions in the drawings are exaggerated for the sake of explanation and may differ from the actual proportions.

[0019] 1 is a diagram showing an example of a schematic configuration of an information processing system 10 according to this embodiment. The information processing system 10 may be applied to various systems that are capable of fast-forwarding at least some scenes in content to be displayed.

[0020] The following description will be given of an example in which the information processing system 10 is a game system. Here, a game is a set of activities and rules for playing or competing. A game is played, for example, by a player utilizing strategy and skill to achieve a specific goal. Games are played to achieve various goals, such as competitive goals such as winning, combat goals such as defeating an opponent, educational goals such as learning, and narrative goals such as completing a scenario. Games may be competitive or non-competitive.

[0021] The information processing system 10 includes a communication unit 20, a server device 30, and a terminal device 40.

[0022] The communication means 20 connects multiple computers so that they can communicate with each other. In this figure, the communication means 20 connects between the server device 30 and the terminal device 40. The communication means 20 may be the Internet, for example. However, the communication means 20 may be any means that can connect multiple computers so that they can communicate with each other, such as a LAN, a WAN, or an intranet.

[0023] The server device 30 transmits and receives data to and from the terminal device 40, executes processing in accordance with the player's operation, and provides the execution results to the terminal device 40. More specifically, the server device 30 may execute processes such as downloading programs (applications) to the terminal device 40, logging in players, and managing various databases.

[0024] As an example, the server device 30 may be realized by cloud computing. Although the diagram illustrates an example in which the server device 30 is a single device, the server device 30 may perform the above-described processing in a distributed manner across multiple devices. Furthermore, the diagram illustrates an example in which the game to be played is provided as a so-called online game, but this is not limiting. If the game to be played can be played offline, the information processing system 10 may not include the server device 30. In other words, in the present disclosure, the server device 30 is not an essential component.

[0025] The terminal device 40 is a device for a player to play a game that the player wishes to play. In this figure, a case where the terminal device 40 is a smartphone is shown as an example. However, the terminal device 40 may be any device capable of playing a game that the player wishes to play, such as a mobile phone, a tablet terminal, a laptop computer, an all-in-one PC, a tablet PC, or a portable game console.

[0026] The terminal device 40 can display scenes within the game. Such scenes may be, for example, event scenes within the game. An event scene is a scene other than a game scene in which a player actually plays the game, such as a story explanation or a conversation between characters. As an example, the figure shows an event scene in which, in the midst of rain and occasional lightning, character 50y approaches a position where character 50x is waiting and then hands over an item to character 50z, who nods while watching.

[0027] Although such event scenes are important for drawing the player into the game world, some players may find them annoying because they disrupt the game's progress. Therefore, some game titles have a function for fast-forwarding such event scenes. Note that "fast-forwarding" here may be interpreted as changing the playback speed of a scene from a normal speed to a speed faster than the normal speed. The technology of the present disclosure is particularly compatible with such event scenes in games. However, the present disclosure is not limited to this. The technology of the present disclosure may be applied to gameplay scenes (e.g., battle scenes, etc.) in games, or to content other than games (e.g., anime, etc.).

[0028] The technology disclosed herein aims to reduce unnaturalness when fast-forwarding at least some scenes in displayed content, compared to when all motions included in the scenes to be fast-forwarded are fast-forwarded uniformly. This will be described in detail.

[0029] From here on, a case where the terminal device 40 is the information processing device 100 according to this embodiment will be described as an example. However, this is not limited to this, and the server device 30 may also be the information processing device 100 according to this embodiment. In other words, the information processing according to this embodiment may be processed on the terminal side or on the network side.

[0030] 2 is a diagram showing an example of the hardware configuration of an information processing device 100 according to this embodiment. The information processing device 100 includes a processor 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, a storage 104, a communication interface 105, and a user interface 106. These components are connected via a bus 109 so as to be able to communicate with each other.

[0031] The processor 101 executes various programs and controls each component. The ROM 102 stores various programs and various data. The RAM 103 temporarily stores programs or data as a working area. The storage 104 is configured with an HDD (Hard Disk Drive) or SSD (Solid State Drive) and stores various programs including the operating system and various data.

[0032] In the information processing device 100 according to this embodiment, an information processing program is stored in the ROM 102 or the storage 104. The processor 101 reads the information processing program from the ROM 102 or the storage 104 and executes it using the RAM 103 as a working area, thereby controlling each component and executing various arithmetic processing in accordance with the information processing program.

[0033] The communication interface 105 is an interface that enables the information processing device 100 to communicate with other devices. The user interface 106 is an input / output interface that enables the information processing device 100 to exchange information with a user, i.e., a player. The user interface 106 may include a touch panel, a controller, a keyboard, a microphone, etc. as input devices, and may include a monitor, a speaker, etc. as output devices.

[0034] 3 is a diagram showing an example of the functional configuration of the information processing device 100 according to this embodiment. The information processing device 100 includes a storage unit 110, a determination unit 120, and a playback unit 130. These functional configurations are realized by the processor 101 reading out an information processing program from the ROM 102 or storage 104, expanding it in the RAM 103, and executing it.

[0035] The storage unit 110 stores prior information required to execute information processing.

[0036] The determination unit 120 determines whether each motion is to be played back at the first speed or the second speed.

[0037] When the playback unit 130 changes the playback speed of a scene to be played back from normal speed to a first speed that is faster than the normal speed, it plays back loop motions that repeatedly play the same motion among the motions included in the scene or random motions that occur randomly at a second speed that is slower than the first speed, and plays back motions other than loop motions or random motions at the first speed.

[0038] 4 is a diagram showing an example of prior information stored in the storage unit 110 in the information processing device 100 according to this embodiment. The storage unit 110 may store a scene ID, a character ID, a motion ID, and a label in association with each other.

[0039] The scene ID is an identifier for identifying a scene. In this figure, only the first scene with scene ID = 1 is illustrated. The first scene is assumed to be the event scene described above, that is, an event scene in which, in the rain and occasional lightning flashes, character 50y approaches a position where character 50x is waiting and then hands over an item, with character 50z nodding while watching from the sidelines.

[0040] The character ID is an identifier that identifies the character 50 that appears in the scene. In this figure, the characters 50 that appear in the first scene are three characters 50x, 50y, and 50z. Note that a motion without a character ID indicates that it is a motion unrelated to the characters 50 that appear, and in this case, indicates that it is a motion set in the background of the scene.

[0041] The motion ID is an identifier that identifies the motion set to the character 50 or the background. This figure shows a case where, in the first scene, motions a and b are set to the character 50x, motions c and d are set to the character 50y, motions e and f are set to the character 50z, and motions g and h are set to the background.

[0042] As an example, motion a may be a motion in which character 50x waits in place. Motion b may be a motion in which character 50x takes an action to receive an item. Motion c may be a motion in which character 50y moves to the position where character 50x is waiting. Motion d may be a motion in which character 50y takes an action to hand over an item. Motion e may be a motion in which character 50z waits in place. Motion f may be a motion added to motion e, in which character 50z takes an action to nod. Motion g may be a motion in which it rains. Motion h may be a motion in which lightning flashes.

[0043] Labels are information that indicate the category of each motion. In this diagram, five labels, "L," "M," "A," "R," and "O," are shown as examples. Here, "L" indicates a loop motion that repeatedly plays the same motion. "M" indicates a movement motion that moves the character 50 in virtual space. "A" indicates an additive motion that is added to a target for which a base motion is set. "R" indicates a random motion that occurs randomly. "O" indicates a motion other than loop motion, movement motion, additive motion, and random motion.

[0044] For example, motions a and e are motions in which the character 50 repeatedly breathes while maintaining the same pose, and therefore are labeled with "L." Similarly, motion g is a motion in which the character 50 repeatedly breathes while maintaining the same pose, and therefore is labeled with "L."

[0045] Furthermore, since the timing of occurrence of motion h is random, motion h is labeled with "R."

[0046] Furthermore, motions b and d are labeled "O" because they do not fall under any of the loop motion, movement motion, addition motion, and random motion.

[0047] Furthermore, motion c is a motion that moves character 50 in virtual space, so it is labeled with "M." Note that a movement motion is generally defined as a motion that repeatedly plays a motion of moving one or two steps, so motion c is labeled with "L" in addition to "M."

[0048] Furthermore, motion f is a motion added to character 50z to which motion e is set, and is a motion that moves the head, which is part of character 50, so motion f is labeled with "A." The storage unit 110 may store advance information including labels indicating categories for each motion, for example.

[0049] As such, a scene to be played back includes motions of various categories. In conventional technology, all motions included in a scene to be fast-forwarded are fast-forwarded uniformly. However, for example, if motions a and e are fast-forwarded, characters 50x and 50z will appear unnatural, as if they are experiencing rapid breathing. Similarly, if motion g is fast-forwarded, rain will appear unnatural, as if it were a heavy downpour. Similarly, if motion h is fast-forwarded, it will appear unnatural, as if a flash suddenly flashed out of context. However, if all motions are not fast-forwarded, the playback time of the scene cannot be shortened, which may cause discomfort to the player.

[0050] The present disclosure has been made in consideration of the above circumstances, and aims to reduce unnaturalness compared to when all motions included in a scene to be fast-forwarded are fast-forwarded uniformly. The information processing executed by such information processing device 100 will be described in detail using a flow chart.

[0051] 5 is a diagram showing an example of the flow of information processing executed by the information processing device 100 according to this embodiment. This flow may be started by the processor 101 reading out the information processing program from the ROM 102 or the storage 104, expanding it in the RAM 103, and executing it.

[0052] Prior to this flow, the information processing device 100 may store prior information such as that shown in FIG. 4. However, this is not limited to this. For example, if the character 50 appearing in the scene being played can be automatically recognized, the information processing device 100 does not need to store a scene ID and a character ID in association with each other. Furthermore, if the category of each motion can be recognized from the action program, the information processing device 100 does not need to store a motion ID and a label in association with each other. In other words, the information processing device 100 may store any information as long as it knows the category of each motion included in the scene to be played.

[0053] In step S210, processor 101, functioning as determination unit 120, determines whether or not to fast-forward the playback speed of the scene to be played back to a first speed. As an example, processor 101 may determine whether or not the player has pressed fast-forward button 60. If the player has not pressed fast-forward button 60, processor 101 may determine not to fast-forward (No). If it is determined not to fast-forward, processor 101 proceeds to the process of step S220.

[0054] In step S220, the processor 101 plays back all motions included in the scene to be played back at normal speed.

[0055] On the other hand, in step S210, if the player presses fast-forward button 60, processor 101 may determine to fast-forward (Yes). If it is determined to fast-forward, processor 101 proceeds to the process at step S230.

[0056] In step S230, the processor 101, functioning as the determination unit 120, determines whether or not the target motion is a random motion. As an example, the processor 101 may refer to the prior information stored in the storage unit 110 and determine whether or not the target motion is labeled with "R." If the target motion is labeled with "R," the processor 101 may determine that the target motion is a random motion (Yes). If the target motion is determined to be a random motion, the processor 101 advances the process to step S240.

[0057] In step S240, the processor 101 plays the target motion at a second speed slower than the first speed. In this way, for example, the processor 101 may determine whether to play each motion at the first speed or the second speed based on the label. Then, the processor 101 excludes random motions that occur randomly among the motions included in the scene from the targets of fast-forwarding and plays them at the second speed slower than the first speed. Note that the second speed may be any speed that is equal to or greater than the normal speed and less than the first speed. If the second speed is equal to the normal speed, the processing of step S240 may be omitted, or may be integrated with the processing of step S220.

[0058] As an example, in the first scene, the processor 101 plays back motion h at a second speed slower than the first speed, for example, at the normal speed before fast-forwarding. This makes it possible to avoid the unnatural appearance of a sudden flash of light without context. Furthermore, because motion h is a motion that occurs randomly regardless of the progression of the scene, excluding such motion from the targets of fast-forwarding does not affect the playback time.

[0059] On the other hand, in step S230, if the target motion is not labeled with "R", the processor 101 may determine that the target motion is not a random motion (No). If it is determined that the target motion is not a random motion, the processor 101 advances the process to step S250.

[0060] In step S250, processor 101, functioning as determination unit 120, determines whether the target motion is a loop motion. As an example, processor 101 may refer to prior information stored in storage unit 110 and determine whether the target motion is labeled with "L." If the target motion is not labeled with "L," processor 101 may determine that the target motion is not a loop motion (No). If it is determined that the target motion is not a loop motion, processor 101 proceeds to step S260.

[0061] In step S260, the processor 101, as the playback unit 130, plays the target motion at a first speed, i.e., fast-forwards it. In this way, for example, the processor 101 may determine whether to play each motion at the first speed or the second speed based on the label. Then, the processor 101 plays the motions included in the scene other than loop motions or random motions at the first speed as the target of fast-forwarding.

[0062] As an example, in a first scene, the processor 101 plays motions b, d, and f at a first speed. Motions b, d, and f are not motions that are repeatedly played, so even if such motions are fast-forwarded, they do not look unnatural.

[0063] On the other hand, in step S250, if the target motion is labeled with "L," the processor 101 may determine that the target motion is a loop motion (Yes). If it is determined that the target motion is a loop motion, the processor 101 proceeds to step S270.

[0064] In step S270, the processor 101, functioning as the determination unit 120, determines whether the target motion is a moving motion. As an example, the processor 101 may refer to the prior information stored in the storage unit 110 and determine whether the target motion is labeled with "M." If the target motion is not labeled with "M," the processor 101 may determine that the target motion is not a moving motion (No). If it is determined that the target motion is not a moving motion, the processor 101 advances the process to step S240.

[0065] Then, in step S240, the processor 101 plays the target motion at a second speed slower than the first speed. In this way, for example, the processor 101 may determine whether to play each motion at the first speed or the second speed based on the label. Then, the processor 101 excludes loop motions, which repeatedly play the same motion among the motions included in the scene, from the targets of fast-forward, and plays the loop motions at the second speed slower than the first speed.

[0066] As an example, in the first scene, the processor 101 plays back motions a, e, and g at a second speed slower than the first speed, for example, at the normal playback speed before fast-forwarding. This makes it possible to avoid the unnatural appearance of characters 50x and 50z as if they were experiencing rapid breathing, or the unnatural appearance of rain as if it were a downpour. Furthermore, motions a, e, and g are motions that do not involve movement or action by character 50 and are not involved in the progression of the scene, so excluding such motions from the targets of fast-forwarding does not affect the playback time of the scene.

[0067] On the other hand, in step S270, if the target motion is labeled with "M", the processor 101 may determine that the target motion is a moving motion (Yes). If it is determined that the target motion is a moving motion, the processor 101 proceeds to step S260.

[0068] Then, in step S260, processor 101 plays the target motion at a first speed, i.e., fast-forwards it. In this way, for example, when the loop motion is a movement motion that moves character 50 in virtual space, processor 101 may play the movement motion at the first speed as a target for fast-forwarding.

[0069] As an example, in the first scene, the processor 101 plays back motion c at a first speed, i.e., fast-forwards it. In this way, motion c is a loop motion, but is subject to fast-forwarding. This is because motion c involves the movement of the character 50, and excluding such motion from the subjects of fast-forwarding would affect the shortening of the playback time of the scene.

[0070] The processor 101 executes the same determination process and playback process for all motions included in the scene to be played back. For example, in this way, the processor 101 plays back motions a, e, g, and h of motions a to h included in the first scene at the second speed, and plays back motions b, c, d, and f at the first speed.

[0071] As a result, processor 101 plays motion e of the motions set for character 50z at the second speed, while playing motion f at the first speed. In this way, when playing an additive motion that is added to an object to which a loop motion is set while a loop motion is being played, processor 101 can also play the loop motion at the second speed and the additive motion at the first speed.

[0072] As described above, when the information processing device 100 according to this embodiment changes the playback speed of a scene to be played back from normal speed to a first speed that is faster than the normal speed, it plays back loop motions, which repeatedly play the same motion among the motions included in the scene to be played back, or random motions that occur randomly, at a second speed that is slower than the first speed, and plays back motions other than loop motions and random motions at the first speed. As a result, the information processing device 100 according to this embodiment can exceptionally exclude loop motions or random motions among the motions included in a scene from being fast-forwarded, thereby reducing unnaturalness compared to when all motions included in the scene to be fast-forwarded are fast-forwarded uniformly.

[0073] In this case, the motions included in the scene may be motions set for the character 50 appearing in the scene, such as motions a to f, or motions set for the background of the scene, such as motions g and h. As a result, according to the information processing device 100 of this embodiment, the playback speed can be controlled for both the movement of the character 50 and the movement of the background unrelated to the movement of the character 50.

[0074] Furthermore, when the loop motion is a movement motion that moves the character 50 in virtual space, the information processing device 100 according to this embodiment plays the movement motion at a first speed. As a result, according to the information processing device 100 according to this embodiment, even if the motion is a loop motion, if it is a movement motion it is treated as an exception to the exception and is subject to fast forwarding, which can contribute to shortening the playback time of the scene while reducing unnaturalness.

[0075] Furthermore, when playing an additive motion that is added to an object to which a loop motion is set while the loop motion is being played back, the information processing device 100 according to this embodiment plays back the loop motion at a second speed and the additive motion at a first speed. This allows the information processing device 100 according to this embodiment to control the playback speed of the additive motion independently of the base motion, separating the additive motion from the base motion.

[0076] Furthermore, the information processing device 100 according to this embodiment stores prior information including a label indicating the category of each motion, and determines whether each motion should be played back at the first speed or the second speed based on the label. This allows the speed at which each motion should be played back to be explicitly specified.

[0077] So far, one possible embodiment has been shown as an example, but the present disclosure is not limited to the above, and it goes without saying that it can be implemented in various modifications within the scope of its gist.

[0078] In addition, in 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.).

[0079] Furthermore, the operations of the processors in the above embodiments may not only be performed by a single processor, but may also be performed by multiple processors located at physically separate locations working together. Furthermore, the order of the operations of the processors is not limited to the order described in the above embodiments, and may be changed as appropriate.

[0080] Furthermore, although the information processing device 100 in this embodiment has been described as being configured by a single device as an example, it may be configured by a plurality of devices.

[0081] Furthermore, the processing performed by the information processing device 100 according to the above embodiment may be processing performed by software, processing performed by hardware, or a combination of both. Furthermore, the processing performed by each unit of the information processing device 100 may be stored as a program on a storage medium and distributed. [Explanation of symbols]

[0082] 10 Information Processing Systems 20. Means of communication 30 Server device 40 Terminal Equipment 50 characters 60 Fast forward button 100 Information processing device 101 processors 102 ROM 103 RAM 104 Storage 105 Communication Interface 106 User Interface 109 Bus 110 Storage section 120 Judgment section 130 Playback Department

Claims

1. On the computer, When changing the playback speed of a scene to be played back from a normal speed to a first speed that is faster than the normal speed, a process of repeatedly playing a loop motion or a random motion that occurs randomly among the motions included in the scene at a second speed that is slower than the first speed; and reproducing, at the first speed, motions other than the loop motion or the random motion among the motions included in the scene. Information processing program.

2. The motion included in the scene is a motion set for a character appearing in the scene. The information processing program according to claim 1 .

3. The computer, When the loop motion is a movement motion that moves the character in a virtual space, a process of reproducing the movement motion at the first speed is executed. The information processing program according to claim 2 .

4. The motion included in the scene is a motion set in the background of the scene. The information processing program according to claim 1 .

5. The computer, When an additive motion is to be added to the target to which the loop motion is set during playback of the loop motion, a process is executed to play the loop motion at the second speed and the additive motion at the first speed. The information processing program according to any one of claims 1 to 4.

6. The computer, a process of storing prior information including a label indicating a category for each of the motions; and determining whether each motion is to be played at the first speed or the second speed based on the label. The information processing program according to any one of claims 1 to 4.

7. the second speed is equal to the normal speed; The information processing program according to any one of claims 1 to 4.

8. The scene is an event scene in the game. The information processing program according to any one of claims 1 to 4.

9. The computer When changing the playback speed of a scene to be played back from a normal speed to a first speed that is faster than the normal speed, playing a loop motion, which repeatedly plays the same motion among the motions included in the scene, or a random motion, which randomly occurs, at a second speed slower than the first speed; and reproducing, at the first speed, motions other than the loop motion or the random motion among the motions included in the scene. Information processing methods.

10. a processor, the processor comprising: When changing the playback speed of a scene to be played back from a normal speed to a first speed that is faster than the normal speed, a loop motion that repeatedly plays the same motion among the motions included in the scene or a random motion that occurs randomly is played at a second speed that is slower than the first speed; reproducing, at the first speed, motions other than the loop motion or the random motion among the motions included in the scene; Information processing device.

Citation Information

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