Computer system and program
The computer system enhances viewer engagement by synchronizing cheering operations with players' actions in live video broadcasts, addressing the lack of interaction in existing systems.
Patent Information
- Application Number
- JP2024096693
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-14
- Publication Date
- 2025-12-25
AI Technical Summary
Existing game systems for competitive attractions do not allow viewers to actively engage and cheer for players wearing battle equipment during live video broadcasts, lacking a mechanism for synchronized interaction and emotional involvement.
A computer system that controls the transmission of live video from players wearing battle equipment, incorporating sensors to detect hits, and adjusts cheer parameter values based on hit timing, allowing viewers to perform cheering operations in sync with the players, and processes these operations to enhance emotional engagement.
Viewers can experience heightened emotional involvement by synchronizing their cheering with the players' actions, despite potential video delays, through real-time evaluation and display of cheering effects on their terminals.
Smart Images

Figure 2025187690000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a computer system or the like that controls the transmission of live video to a user terminal of a viewing user. [Background technology]
[0002] 2. Description of the Related Art Game systems for competitive attractions in which players can experience simulated battles are known.
[0003] For example, Patent Document 1 shows a game system in which players wear battle equipment with units for each body part: gloves, shoulders, chest, back, and arms. The gloves have a transmitter that uses RFID (Radio Frequency Identification) and a memory card reader that stores attack item data. Each of the shoulder, chest, back, and arm units has a receiver that uses RFID. The back unit is equipped with a memory device that stores the player's stamina value data. Each unit is connected to each other via wireless communication.
[0004] Each player wears battle gear and engages in a simulated battle by hitting their glove against the opponent's shoulder, chest, back, or arm units. When a glove hits any of the opponent's shoulder, chest, back, or arm units, attack item data is sent from the glove's transmitter to the receiver of the unit that was hit. The battle gear of the player who was attacked subtracts the player's stamina value based on the received attack item data to determine the winner of the game. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-295865 Summary of the Invention [Problem to be solved by the invention]
[0006] The problem that the present invention aims to solve is to provide a new technology that allows viewers to cheer on players in a system that broadcasts live video of battle play in which players wear battle equipment and compete against each other. [Means for solving the problem]
[0007] The first invention for solving the above-mentioned problems is a computer system that controls the transmission of live video of battle play between players equipped with battle equipment to a user terminal of a viewing user, The battle equipment is provided with a sensor for determining whether or not a hit has occurred (for example, the hit sensor 62 in FIG. 5 ), A video transmission control means (for example, the control board 1150, video transmission control unit 230, and video data for distribution 738 in FIG. 18, steps S214 to S216 in FIG. 20) that controls the transmission of video data for displaying the live video to the user terminal; a cheer parameter value control means (for example, the control board 1150 of FIG. 18, the cheer parameter value control unit 232, step S284 of FIG. 20) that variably controls cheer parameter values (for example, the attack cheer points and defense cheer points of the cheer control data 742 of FIG. 18) based on the evaluation result of a given evaluation process that is based on the difference between the hit timing based on the detection result of the sensor and the timing of the cheer operation performed on the user terminal; A computer system comprising a support process activation control means (e.g., control board 1150 in Figure 18, support process activation control unit 234, steps S300 to S304 in Figure 20) that executes a given support process when a given activation condition based on the support parameter value is met.
[0008] According to the first invention, a viewing user watching a battle play on a user terminal can cheer as if playing a timing game, based on the time difference between the input timing of the cheering operation relative to the hit timing in the battle play. Hit timing is, for example, the timing when the player that the viewing player is cheering for lands an attack on the opponent or the timing when the player is defending against an attack from the opponent. By performing cheering operations in accordance with the attacking and defending timing of the player that the viewing user is cheering for, the viewing user can get a sense of being in sync with the player that they are cheering for and fighting together with them, and can increase emotional involvement, creating a unique level of enjoyment.
[0009] The second invention is a computer system in which, in the above computer system, the user terminal is equipped with an evaluation processing unit (e.g., control board 1550, evaluation processing unit 252 in Figure 19, step S254 in Figure 21) that executes the evaluation process, and further includes a hit timing information transmission control means (e.g., hit timing information transmission control unit 236 in Figure 18, step S214 in Figure 20) that controls the transmission of the hit timing information to the user terminal, and a reception control means (e.g., reception control unit 238 in Figure 18, step S270 in Figure 20) that controls the reception of the evaluation results of the evaluation process from the user terminal.
[0010] According to the second aspect of the present invention, the computer system transmits information about the hit timing to the user terminal, and the user terminal executes the evaluation process for the cheering operation. Therefore, even if there is a delay in the video being displayed on the user terminal during live streaming, it is possible to eliminate the effect on the evaluation process for the cheering operation. The computer system then receives the evaluation result from the user terminal.
[0011] The third invention is a computer system in which, in the above-mentioned computer system, the hit timing information transmission control means controls the transmission of the hit timing information by controlling the incorporation of the hit timing information into a part of the video data (for example, the incorporation area 42 in Figure 14).
[0012] According to the third invention, by incorporating information on the hit timing into a part of the video data, it becomes possible to realize evaluation processing on the user terminal without a time lag between the video displayed on the user terminal and the hit timing.
[0013] The fourth invention is a computer system in which the hit timing information transmission control means controls the incorporation of the hit timing information into image data of the video data in a position hidden by a display for a man-machine interface (e.g., HMI44 in Figure 15) displayed on the display screen of the user terminal.
[0014] According to the fourth invention, on the screen on which the live video is viewed, the portion incorporating the information on the hit timing is hidden by the display for man-machine interface, and is therefore invisible to the viewing user.
[0015] A fifth invention is a computer system in which the video transmission control means controls the transmission of information on the passage of time related to the live video, and further includes a reception control means (e.g., the reception control unit 238 in FIG. 18, step S271 in FIG. 24) that controls the reception from the user terminal of cheering operation timing time information, which is the information on the passage of time related to the timing at which the cheering operation was performed, and an evaluation processing means (e.g., the evaluation processing unit 252 in FIG. 22, step S275 in FIG. 24) that performs the evaluation processing based on the information on the passage of time related to the hit timing based on the detection result of the sensor and the cheering operation timing time information.
[0016] According to the fifth aspect of the present invention, cheering operation timing time information, which is information on the passage of time related to the live video and is information on the timing at which a cheering operation was performed on the user terminal, is transmitted from the user terminal to a computer system. The computer system then performs an evaluation process for the cheering operation based on the cheering operation timing time information and the information on the passage of time related to the hit timing. This makes it possible to eliminate the impact of a delay in the video being displayed on the user terminal during live streaming on the evaluation process for the cheering operation.
[0017] The sixth invention is a computer system further comprising an evaluation result performance display control means (e.g., evaluation result performance display control unit 256 in FIG. 22, step S278 in FIG. 24) that generates display data for a performance display body based on the evaluation result of the evaluation process, and the video transmission control means controls the transmission of video data in which the performance display body is superimposed on the live video.
[0018] According to the sixth aspect of the present invention, the computer system can distribute video data in which a performance display object based on the evaluation result of the evaluation process is superimposed on a live video.
[0019] A seventh invention is a computer system in which the above-mentioned computer system further comprises a cheering target setting means (e.g., cheering target setting unit 228 of FIG. 18) that sets which of the players is to be the cheering target player for each of the viewing users, and the cheering parameter value control means controls the cheering parameter value for each of the cheering target players (e.g., step S284 of FIG. 24).
[0020] According to the seventh invention, the computer system can set, for each viewing user, the player that the viewing user will support, and control the support parameter value of the player to be supported according to the evaluation result of the support operation of the viewing user.
[0021] An eighth invention is a computer system in which the battle equipment has a first display unit (e.g., the attack support point indicator 86 and the defense support point indicator 87 in FIG. 25) that is visible to the player who is wearing it, and the computer system further includes a first display unit display control means (e.g., the first display unit display control unit 240 in FIG. 26) that controls the display of the first display unit based on the support parameter value that designates the player who is the support target player.
[0022] According to the eighth aspect of the present invention, the computer system can display the cheering parameter value for a player equipped with a battle equipment.
[0023] A ninth invention is a computer system in which the battle equipment has a second display unit (e.g., the attack support point notification LED 72 and the defense support point notification LED 74 in FIG. 27) that is invisible to the player who is wearing it but visible to the opposing player, and the computer system further includes second display unit display control means (e.g., the second display unit display control unit 242 in FIG. 28) that controls the display of the second display unit based on the support parameter value that designates the opposing player as the support target player.
[0024] According to the ninth aspect of the present invention, each player can see the display of the second display section showing the cheer parameter value related to that player on the battle equipment of the opponent player, which inevitably comes into view during battle play.
[0025] A tenth invention is a computer system in which the battle equipment has a third display unit (e.g., the attack support point notification LED 72 and the defense support point notification LED 74 in FIG. 27) that is invisible to the player who is wearing it but visible to the opposing player, and the computer system further includes third display unit display control means (e.g., the third display unit display control unit 244 in FIG. 29) that controls the display of the third display unit based on the support parameter value that designates the player who is the support target player.
[0026] According to the tenth aspect of the present invention, the battle play is carried out under special conditions in which each player can know the support parameter values of the other player, but cannot know the support parameter values of his / her own player from the display on the third display unit. This special condition increases the interest of the battle play.
[0027] An eleventh invention is a program for causing a user terminal of a viewing user to perform display control based on video data of live video of a battle play between players equipped with battle equipment, the live video data being transmitted from a server system, the program comprising: The battle equipment is provided with a sensor for determining a hit, The server system comprises: a hit timing information transmission control means for controlling the transmission of hit timing information based on the detection result of the sensor to the user terminal; a cheer parameter value control means for variably controlling a cheer parameter value based on an evaluation result of a given evaluation process based on the difference between the hit timing and the timing of a cheer operation performed on the user terminal; and a cheer process activation control means for executing a given cheer process when a given activation condition based on the cheer parameter value is satisfied; Supporting operation input control means for inputting the supporting operation (for example, the supporting operation input control unit 250 in FIG. 19, step S242 in FIG. 21); evaluation processing means for performing the evaluation process based on the difference between the hit timing and the timing at which the cheering operation is input (for example, the evaluation processing unit 252 in FIG. 19, step S254 in FIG. 21); This is a program for causing the user terminal to function as an evaluation result transmission control means (e.g., evaluation result transmission control unit 254 in Figure 19, step S258 in Figure 21) that transmits information on the evaluation results by the evaluation processing means to the server system.
[0028] According to the eleventh aspect of the present invention, it is possible to realize a program that can provide the same effects as those of the first aspect of the present invention. [Brief explanation of the drawings]
[0029] [Figure 1] FIG. 1 is a side view showing an example of the configuration of a game system. [Figure 2] A right side view of the battle equipment in the worn state, viewed from the right as viewed from the front. [Figure 3] Front view of the basic structure of the battle equipment. [Figure 4] Right side view of the basic structure of the battle equipment. [Figure 5] FIG. 10 is a diagram for explaining the electrical equipment installed in the battle equipment. [Figure 6] FIG. 10 is a diagram showing a display example of a remaining HP indicator. [Figure 7] FIG. 10 is a diagram for explaining a hit success determination (hit determination). [Figure 8] FIG. 10 is a diagram for explaining light emission control of an LED group. [Figure 9] 1 is a diagram for explaining examples of programs and data stored in a battle tool and functional units realized by the battle tool. [Figure 10] FIG. 10 is a diagram showing an example of the data configuration of successful hit effect definition data. [Figure 11] 2A and 2B are diagrams for explaining examples of programs and data stored in a server system and functional units realized by the server system. [Figure 12] 10 is a flowchart illustrating the flow of a progress control process executed by the server system. [Figure 13] 10 is a flowchart illustrating the flow of a battle tool control process executed by a battle tool. [Figure 14] This is an example of an image of one frame of video data generated for live video distribution, and is an example of a frame image at the moment a hit is determined. [Figure 15] FIG. 10 is a diagram showing an example of the configuration of a viewing screen displayed on a user terminal. [Figure 16] FIG. 10 is a diagram for explaining an evaluation of a cheering operation. [Figure 17] 10A and 10B are diagrams for explaining the accumulation of points according to the evaluation of cheering operations and the activation of cheering effects. [Figure 18]1 is a diagram for explaining examples of programs and data related to video distribution stored in a server system, and functional units related to video distribution control realized in the server system. FIG. [Figure 19] 1 is a diagram for explaining examples of programs and data related to video distribution stored in a user terminal, and functional units related to video distribution control realized in the user terminal. [Figure 20] FIG. 2 is a diagram for explaining the flow of processing executed by a server system for video distribution. [Figure 21] A diagram for explaining the flow of processing executed by a user terminal for video distribution. [Figure 22] 10A and 10B are diagrams for explaining examples of programs and data stored in a server system according to a modified example, and functional units. [Figure 23] FIG. 10 is a diagram for explaining the flow of processing executed by a user terminal in a modified example. [Figure 24] FIG. 10 is a diagram illustrating the flow of processing executed by a server system in a modified example. [Figure 25] FIG. 10 is a diagram illustrating electrical equipment mounted on a battle tool according to a modified example. [Figure 26] 10A and 10B are diagrams for explaining examples of programs and data stored in a server system according to a modified example, and functional units. [Figure 27] FIG. 10 is a diagram illustrating electrical equipment mounted on a battle tool according to a modified example. [Figure 28] 10A and 10B are diagrams for explaining examples of programs and data stored in a server system according to a modified example, and functional units. [Figure 29] 10A and 10B are diagrams for explaining examples of programs and data stored in a server system according to a modified example, and functional units. DETAILED DESCRIPTION OF THE INVENTION
[0030] Hereinafter, examples of embodiments of the present invention will be described with reference to the drawings, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments.
[0031] FIG. 1 is a side view showing an example of the configuration of a game system 1000 according to this embodiment. The game system 1000 realizes a competitive attraction game in which multiple players 2 (2a, 2b) wear battle gear 10 (10a, 10b) assigned to them and enjoy battle play, which is a simulated combat. The game system 1000 also distributes live video of the battle play so that it can be viewed on a user terminal 1500, and activates a given cheering effect in the battle play in response to a given operation input on the user terminal 1500 by the viewing user.
[0032] The game system 1000 includes battle equipment 10 for each player 2, a server system 1100 which is a computer system that controls the progress of the game and the distribution of live video, a video camera 1600, and a user terminal 1500 for each viewing user. The server system 1100 and the video camera 1600 are communicatively connected via a network 9. The server system 1100 and the user terminal 1500 constitute a client-server system and are communicatively connected to each other via the network 9.
[0033] In the example of FIG. 1, the number of participants in the battle game is two, and each battle equipment 10 (10a, 10b) is shown, but the number of participants may be three or more. The server system 1100 may also be realized by a plurality of computer systems. For example, the server system 1100 may be configured to operate cooperatively as a first computer system that controls the progress of the battle play and a second computer system that controls the distribution of live video.
[0034] The network 9 may be wired or wireless. The form of the network 9 may be one or more of short-range wireless, mobile phone networks, LANs, WANs, the Internet, etc., and may be selected appropriately depending on the type of devices to be connected and the communication distance.
[0035] The server system 1100 has a control board 1150 mounted on a main device 1101. The server system 1100 reads a control program from an IC memory 1152 mounted on the control board 1150 and performs calculations using a CPU 1151 to implement various functions related to the progress of the game and various functions related to video distribution. The server system 1100 also receives information about a given cheering operation by a viewing user from a user terminal 1500 and implements various functions for changing the progress of the game depending on the number of cheering operations.
[0036] The server system 1100 is connected to the battle equipment 10 (10a, 10b) via a communication device 1153 via a wired or wireless connection to enable data communication. The communication device 1153 is also connected to a network 9 to enable communication with a video camera 1600 and a user terminal 1500. Note that the communication device 1153 may be configured to be provided for communication with the battle equipment 10, for communication with the video camera 1600, and for communication with the user terminal 1500. Note that some or all of the functions mounted on the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), FPGA (Field Programmable Gate Array), or SoC (System on a Chip).
[0037] The user terminal 1500 is a computer system connectable to the network 9, such as a personal computer, a smartphone, a wearable computer, a portable game device, a home game device, or a tablet computer.
[0038] The user terminal 1500 is a computer equipped with an operation input device, an image display device, and a control board 1550 that performs arithmetic processing. Examples of the operation input device include a touch panel 1506, a keyboard, a game controller, and a mouse. Examples of the image display device include the touch panel 1506, a head-mounted display, and a glasses-type display.
[0039] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and a DSP, various IC memories 1552 such as a VRAM, a RAM and a ROM, a communication module 1553 connected to the network 9, and the like. These elements equipped on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. Part or all of the control board 1550 may be an ASIC, an FPGA, or an SoC.
[0040] The control board 1550 stores in the IC memory 1552 programs and various data for realizing the functions of the user terminal 1500. By executing a predetermined application program, the user terminal 1500 realizes the functions of a terminal for watching live video of the battle play and a terminal for performing cheering operations for player 2.
[0041] Next, the configuration related to the game progression will be described. Fig. 1 shows a front view of the battle equipment 10 in a worn state, and Fig. 2 shows a right side view of the battle equipment 10 in a worn state, as seen from the right when facing the front.
[0042] The battle equipment 10 (10a, 10b) is designed to resemble an exoskeleton worn on a person's upper body. The battle equipment 10 (10a, 10b) is designed to have different color schemes and partial shapes for the purpose of individual identification, but they basically have the same structure.
[0043] The battle equipment 10 has a basic structure 20 corresponding to a skeleton connected to the player 2, and a plurality of cushions 12 and a hitting target portion pod 14 detachably fixed to the basic structure 20.
[0044] The cushion 12 is made of an elastic material such as an air cushion, urethane foam material, polyethylene foam material, etc. The cushion 12 protects the player 2 from collisions and falls that may occur during the simulated fighting game.
[0045] The method for fastening the cushion 12 to the basic structure 20 can be selected appropriately, such as hook-and-loop fasteners or band fastening. Also, before putting on the battle equipment 10, the player 2 may wear individual body armor such as a helmet while playing.
[0046] The number and locations of the cushions 12 can be set as appropriate. The cushions 12 include, for example, upper arm cushions 12a on each side, forearm cushions 12b on each side, an upper back cushion 12c, and a lower back cushion 12d. Additionally, the cushions 12 include a fist cushion 12g attached to the tip of one of the left and right arms, and a rod cushion 12p attached to the tip of the other of the left and right arms.
[0047] The fist cushion 12g and the stick cushion 12p are first-type parts 31 that correspond to attack items to hit an opponent with to attack.
[0048] The fist cushion 12g serves as a clenched fist, which is the first offensive item. A region 39 (see FIG. 2) for determining a valid strike is provided on the tip side of the fist cushion 12g, and multiple RFID tags 33 (small ellipses indicated by dashed lines in the figure) are attached evenly and discretely.
[0049] The rod cushion 12p serves as a sword, which is the second attack item. A region 39 (see FIG. 2) for determining a valid hit is provided at the tip of the rod cushion 12p, and multiple RFID tags 33 are attached evenly and discretely in the region 39 (see FIG. 2) for determining a valid hit.
[0050] Either the fist cushion 12g or the stick cushion 12p is equipped on the dominant hand side of player 2. The difficulty of the game changes depending on whether the fist cushion 12g or the stick cushion 12p is equipped on the dominant hand side, so players 2 should agree and set it appropriately.
[0051] Depending on the type of first-type part 31, sub-regions 34 (34a, 34b, ...) are set, and RFID tags 33 are affixed and registered for each sub-region 34. The tag ID of which RFID tag 33 is read is used to determine which part of the first-type part 31 has been hit. In the example of Fig. 2, the RFID tag 33 of the rod cushion 12p is provided in a first sub-region 34a at the tip and a second sub-region 34b on the side slightly closer to the handle than the tip.
[0052] The impact target pod 14 is a second-type part 32 that is a defensive part for the player and indicates the impact target for the opponent. The impact target pod 14 is made of a relatively hard plastic material that can adequately transmit external impacts to the inside, and is detachably fixed to the basic structure 20. The fixing method can be selected appropriately, such as hook-and-loop fasteners or band fastening.
[0053] The number and locations of the strike target part pods 14 are set appropriately according to the number of second-type parts 32 and the parts created by the design of the battle equipment 10. In the example of Figures 1 and 2, there are four second-type parts 32: the head, the right shoulder that corresponds to the right shoulder of the player 2 wearing the battle equipment 10, the left shoulder that corresponds to the left shoulder of the player 2 wearing the battle equipment 10, and the abdomen. The strike target part pod 14 has a head pod 14a, a right shoulder pod 14b, a left shoulder pod 14c, and an abdomen pod 14d, with one second-type part 32 constituting one pod.
[0054] Fig. 3 is a front view of the basic structure of the battle equipment 10, with the player 2, cushion 12, and hitting target pod 14 omitted from Fig. 1. Fig. 4 is a right side view of the basic structure of the battle equipment 10, with the player 2, cushion 12, and hitting target pod 14 omitted from Fig. 2.
[0055] The basic structure 20 comprises a carrier frame 21, an arm support frame 22, and a front protection frame 23. These frames are made lightweight using materials such as aluminum tubes, extruded aluminum, reinforced plastic, and FRP. The carrier frame 21 is also made highly rigid so that it will not be damaged or deformed even if it is hit, hit, or falls during play.
[0056] The carrier frame 21 is a base on which the player 2 is fastened to the player 2 by the strap 5 and carried on the player's back. The strap 5 includes, for example, a back pad 5a, a waist belt 5b, and a shoulder harness 5c.
[0057] The upper back cushion 12c is fixed to the upper part of the carrier frame 21, and the lower back cushion 12d is fixed to the lower part of the carrier frame 21 (see FIG. 2).
[0058] The arm support frames 22 extend from the upper part of the carrier frame 21 to the left and right. Arm support frame 22 has a right arm frame 24R at the end that is on player 2's right side when worn by player 2, and a left arm frame 24L at the end that is on player 2's left side when worn by player 2. Right shoulder pod 14b is fixed to the right end of arm support frame 22, and left shoulder pod 14c is fixed to the left end (see FIG. 1).
[0059] The right arm frame 24R and the left arm frame 24L have basically the same structure except that they are bilaterally symmetrical. For example, from top to bottom, the right arm frame 24R and the left arm frame 24L each have a shoulder joint 24a, an upper arm frame 24b, an elbow joint 24c, a forearm frame 24d, and a grip 24e.
[0060] The shoulder joint section 24a is a structure that can trace the movement of the shoulder joint of the player 2 wearing the battle equipment 10, and is connected to the arm support frame 22. The shoulder joint section 24a may be realized, for example, by a ball joint, an elastic body (such as a coil spring or rubber cord), a cord-like body, a string, or a link structure in which multiple links are connected.
[0061] The upper arm cushion 12a is fixed to the upper arm frame 24b (see FIG. 1). The fixing method can be selected appropriately from hook-and-loop fasteners, band fastening, and the like.
[0062] The elbow joint 24c is a structural part that can trace the movement of the elbow joint of the player 2 wearing the battle equipment 10. The elbow joint 24c may be realized, for example, by a ball joint, an elastic body, a cord-like body, a string body, a link structure in which a plurality of links are connected, or the like.
[0063] The forearm frame 24d has a fixing belt 6 that fixes the forearm of the player 2. Two cushions are fixed to the forearm frame 24d: a forearm cushion 12b and a fist cushion 12g or a stick cushion 12p (see FIG. 1). The fixing method can be selected appropriately, such as hook-and-loop fasteners or band fastening.
[0064] The front protection frame 23 starts at the top of the carrier frame 21, passes over the head of player 2 wearing the battle equipment 10, wraps around to the front, and hangs down in front of the chest. The front protection frame 23 defines a space between the carrier frame 21 and the front protection frame 23 for the upper body of player 2 to fit in.
[0065] The head pod 14a is fixed to the upper surface of the front protection frame 23, and the abdominal pod 14d is fixed to the front surface of the lower end (see FIG. 1). The fixing method can be selected appropriately from hook-and-loop fasteners, band fastening, and the like.
[0066] The entire front surface of the front protection frame 23 is covered with a transparent protection plate 25. The transparent protection plate 25 may be a transparent resin plate such as an acrylic plate.
[0067] FIG. 5 is a diagram for explaining the electrical equipment mounted on the battle equipment 10. As shown in FIG. The battle equipment 10 has a battle equipment control board 50, a battery 59, and detection boards 60 (60a, 60b, ...) associated with each of the second-type parts 32. It also has a plurality of LED groups 70 (70a, 70b, ...) that are light-emitting units associated with each of the second-type parts 32, a status indicator 80, and a special effect device 90.
[0068] The battle equipment control board 50 and the battery 59 are housed in the back case 26 fixed to the back of the carrier frame 21 (see FIG. 4).
[0069] The battle equipment control board 50 has a CPU 51, an IC memory 52, an interface IC 53, a first communication module 54, and a second communication module 56. The CPU 51 reads a program stored in the IC memory 52 and executes calculations while using the IC memory 52 as a temporary storage area, thereby enabling the battle equipment 10 to function as a game controller for each player.
[0070] The interface IC 53 controls the output of signals from the board to the LED group 70, the status indicator 80, and the special effect device 90.
[0071] The first communication module 54 realizes data communication between the substrate and the detection substrate 60 by wired communication or wireless communication. When wireless communication is employed, for example, a short-range wireless communication module is used.
[0072] The second communication module 56 realizes data communication between the battle equipment 10 and the server system 1100, and data communication between the battle equipment 10 and other battle equipment 10, by wired or wireless communication. When wireless communication is employed, the second communication module 56 is, for example, a short-range wireless communication module. The first communication module 54 and the second communication module 56 may be a common module.
[0073] The detection boards 60 (60a, 60b, ...) are prepared separately for the second-type parts 32 and are fixed to the basic structure 20 or the strike target portion pod 14 (see Figures 3 and 4). In other words, the second-type parts 32 have the detection boards 60.
[0074] For example, in a configuration in which the detection board 60 is fixed to the basic structure 20, the detection board 60a for the head pod 14a is fixed to the base that fixes the head pod 14a inside the head pod 14a. The detection board 60b for the right shoulder pod 14b is fixed to the right end of the arm support frame 22, and the detection board 60c for the left shoulder pod 14c is fixed to the left end of the arm support frame 22. The detection board 60d for the abdominal pod 14d is fixed to the rear side of the lower end of the forward protection frame 23.
[0075] For example, in a configuration in which the detection board 60 is fixed to the striking target pod 14, it is fixed to the inner surface of the striking target pod 14 or to a support structure that supports the striking target pod 14 on a frame.
[0076] One detection board 60 includes an MCU (Micro Controller Unit) 61 , an impact sensor 62 , an RFID reader 63 , a battery 64 , and a third communication module 65 .
[0077] The impact sensor 62 is a sensor that detects an impact that acts on the second-type part 32 corresponding to the board. The impact sensor 62 can be realized using, for example, an acceleration sensor or a vibration sensor.
[0078] The impact sensor 62 monitors acceleration values and acceleration changes, and when it detects an acceleration value equal to or greater than a predetermined reference value, it may determine that it has detected a physical quantity (acceleration or vibration) caused by an impact. In other words, it "detects an impact." The impact sensor 62 then outputs a unique sensor ID and the detected acceleration value (or vibration value) to the MCU 61.
[0079] Alternatively, the detection signal from the impact sensor 62 may be constantly output to the MCU 61, which monitors the acceleration value and acceleration change, and when it detects an acceleration value greater than a predetermined reference value, it may "detect an impact."
[0080] The struck sensor 62 is not limited to being mounted on the detection board 60. For example, the struck sensor 62 may be attached to the inner surface of the struck target portion pod 14 and connected to the detection board 60 by a signal line.
[0081] The RFID reader 63 communicates with an approaching RFID tag 33 (see FIG. 2) within a predetermined communication distance, acquires the tag ID of the tag, and outputs the tag ID as read information to the MCU 61. The communication distance is preferably set so as not to overlap with the communication distances of the RFID readers 63 of other detection boards 60. For example, a distance of several centimeters to 10 cm is preferable.
[0082] The third communication module 65 realizes wired or wireless communication with the first communication module 54 of the battle equipment control board 50. In the case of wireless communication, short-range wireless communication may be used.
[0083] One LED group 70 is a light-emitting unit that is composed of multiple LEDs (Light Emitting Diodes) and whose light emission is controlled as a whole by the battle equipment control board 50. The LED group 70 is preferably configured to emit light in multiple colors. The LED groups 70 (70a, 70b, ...) are installed in positions that are visible to the opponent and that make it easy to see the one-to-one relationship with the corresponding type 2 parts 32 (see Figures 1 and 3).
[0084] For example, the head pod LED group 70a corresponding to the head pod 14a is installed facing forward on the upper edge of the forward protection frame 23. The right shoulder pod LED group 70b corresponding to the right shoulder pod 14b is installed on the left edge of the forward protection frame 23 when facing the front. The left shoulder pod LED group 70c corresponding to the left shoulder pod 14c is installed on the right edge of the forward protection frame 23 when facing the front. The abdominal pod LED group 70d corresponding to the abdominal pod 14d is installed on the lower edge of the forward protection frame 23.
[0085] It should be noted that other light emitting elements or light emitting devices may be used in place of the LED group 70. For example, instead of LEDs, a small light emitting display device such as an OLED (Organic Electro Luminescence Display) may be used.
[0086] The status indicator 80 is fixed to the upper end of the forward protection frame 23 (see Figures 3 and 4), and notifies the player 2 wearing the battle equipment 10 of the parameter values set for that player 2 in the game.
[0087] For example, the status indicator 80 includes a speaker 81, a damage effect LED 82, a remaining time indicator 83, and a remaining HP indicator 84.
[0088] The speaker 81 emits various voices and sound effects. For example, the speaker 81 may emit music announcing the start of the game, audio explaining the game, sound effects announcing that damage has been received, sound effects announcing that damage has been inflicted, sound effects announcing that the remaining time is running low, and the like.
[0089] The damage effect LED 82 is controlled to emit light when the battle equipment 10 is damaged by an attack from an opponent during game play, to notify the player of this. The light emission is controlled to gradually express the magnitude of the damage by changing the light emission color, light emission duration, and blinking pattern.
[0090] The remaining time indicator 83 displays the remaining time of a predetermined game play period.
[0091] The remaining HP indicator 84 displays the state of the remaining HP set in the battle equipment 10. FIG. 6 is a diagram showing an example of the remaining HP indicator 84. At the start of the game, an initial HP is set for each of the second-type parts 32 of the battle equipment 10, and the remaining HP is determined by subtracting a damage value determined each time a hit is judged to be successful (hit judgment) based on the initial HP. If the remaining HP of all second-type parts 32 reaches "0," or if the remaining HP of a specific second-type part 32 (for example, the head) reaches "0," the game is lost.
[0092] The remaining HP indicator 84 has a plurality of indicator LEDs 85 (85a, 85b, ...) corresponding to the plurality of type 2 parts 32, respectively. The indicator LEDs 85 (85a, 85b, ...) are controlled to light up or down depending on the ratio of the remaining HP of the corresponding type 2 part 32 to the initial HP. For example, the remaining HP is notified to the player 2 by whether or not they are lit, by different light colors, or by different light blinking patterns.
[0093] Returning to FIG. 5, the special effect device 90 is a device that realizes a special effect when the outcome of the battle play game is decided, and is activated and controlled by the battle equipment control board 50. The special effect device 90 may be, for example, a smoke generating device, a cherry blossom storm generating device, or a mechanism for removing or tilting the head pod 14a. The attachment position of the special effect device 90 can also be set appropriately. For example, it may be fixed near the head pod 14a (see FIG. 2).
[0094] 7 is a diagram for explaining the success determination of a strike, i.e., a hit determination, illustrating the state in which the fist cushion 12g (first type part 31) of the first battle equipment 10a hits the abdominal pod 14d (second type part 32) of the second battle equipment 10b.
[0095] The strike sensor 62 (see FIG. 5) of the detection board 60d for the abdominal pod detects the strike when the physical amount of the strike on the abdominal pod 14d by the fist cushion 12g exceeds a predetermined standard, and outputs a unique sensor ID and a detected acceleration value to the MCU 61. Alternatively, the MCU 61 constantly monitors the detected acceleration of the strike sensor 62, and detects the strike when it exceeds a predetermined standard.
[0096] Furthermore, when the RFID tag 33 of the fist cushion 12g comes within the communication distance, the RFID reader 63 of the detection board 60d for the abdominal pod reads the tag ID of the tag and outputs this to the MCU 61 as “read detection information.”
[0097] When a hit is detected and a tag ID is input from the RFID reader 63, the MCU 61 transmits a primary hit notification to the battle equipment control board 50. In other words, the MCU 61 recognizes (detects) that a hit has occurred based on both a) the detection of a hit and b) the input of a tag ID from the RFID reader 63. It does not recognize (detect) that a hit has occurred based on only one of a) the detection of a hit and b) the input of a tag ID from the RFID reader 63.
[0098] When the MCU 61 recognizes (detects) that a hit has been made, it notifies the battle equipment control board 50 of this fact. This is the "primary hit notification." In the "primary hit notification," the hit sensor 62 transmits a sensor ID unique to the hit sensor 62, a detected acceleration value (for example, a peak acceleration value), a reader ID unique to the RFID reader 63, and the tag ID input from the RFID reader 63.
[0099] If the struck sensor 62 is configured to be unable to output a unique sensor ID or if the RFID reader 63 is configured to be unable to output a unique reader ID, these may be stored in advance in the MCU 61 or a separately installed IC memory and included in the primary struck notification as appropriate. The sensor ID of the struck sensor 62 or the reader ID of the RFID reader 63 may be substituted by a predetermined board ID set in the detection board 60.
[0100] Returning to FIG. 5, when the battle equipment control board 50 receives the primary hit notification from the detection board 60, it recognizes that it has been hit, but it performs a "hit" / "me / other" determination to determine whether the hit was caused by an opponent's attack or a hit caused by the player's own attack (the player's first-type part 31 hitting the second-type part 32). That is, it determines whether the tag ID included in the primary hit notification corresponds to the RFID tag 33 of the battle equipment 10 (hereinafter referred to as the player's equipment) on which the board is mounted. If it does, it means that the hit was caused by the player's own attack. Therefore, if it determines that it does not correspond, it determines that the hit was caused by the opponent's attack, i.e., a "successful hit." More specifically, it determines that the "successful hit" was caused by the first-type part 31 of the opponent's battle equipment 10 (hereinafter referred to as the opponent's equipment) hitting the second-type part 32 corresponding to the sensor ID included in the primary hit notification. In other words, it performs a "hit determination" to determine that the second-type part 32 was hit.
[0101] The battle equipment control board 50 that has determined a hit transmits a secondary hit notification to the server system 1100. The "second hit notification" transmits the battle equipment ID unique to the equipment, the hit second type part ID indicating the hit second type part 32, the tag ID related to the hit detection, and the detected acceleration value related to the hit detection. The hit second type part ID is obtained by comparing the sensor ID of the primary hit notification with predetermined registered data that associates the hit sensor 62 with the second type part 32.
[0102] The server system 1100 together with the battle equipment control board 50 constitutes the control system 1002. The server system 1100 sets initial remaining HP as initial HP (Hit Point) for each battle equipment 10 and for each second-type part 32, and starts controlling the progress of the game. When the server system 1100 receives a secondary hit notification from the battle equipment 10, it determines a damage value based on the information in the secondary hit notification. Then, it subtracts the damage value from the remaining HP of the second-type part of the battle equipment 10 that has been determined to have been hit. Finally, the server system 1100 progresses the game based on the remaining HP of each battle equipment 10, and determines the outcome of the game.
[0103] The server system 1100 returns the determined damage value and remaining HP information for each second type part 32 (for example, the value of remaining HP or the ratio of remaining HP to initial HP) to the battle equipment 10 that sent the secondary hit notification.
[0104] When the battle equipment control board 50 of the battle equipment 10 receives the damage value and remaining HP information from the server system 1100, it temporarily stores this information. Then, the battle equipment control board 50 performs damage light emission control according to the damage value on the LED groups 70 corresponding to the struck second-type parts for a certain period of time, and then performs remaining HP light emission control to indicate the remaining HP of each second-type part 32 on the corresponding LED groups 70.
[0105] FIG. 8 is a diagram for explaining the light emission control of the LED group 70, in which FIG. 8(1) shows an example of damage light emission and FIG. 8(2) shows an example of remaining HP light emission.
[0106] The damage illumination visually expresses the magnitude of the damage value by appropriately combining the illumination positions, number of illuminating LEDs, illumination colors, and illumination blinking patterns of the multiple LEDs included in one LED group 70. The opponent can confirm the effectiveness of their attack by looking at this damage illumination.
[0107] The remaining HP illumination visually represents the ratio of remaining HP to initial HP by the number of illuminating LEDs and the ratio of illuminating colors. The opponent can know from this remaining HP illumination how much HP is remaining in each type 2 part 32. Naturally, further attacking a type 2 part 32 with 0% remaining HP will not affect the outcome of the match, so the opponent must selectively attack type 2 parts 32 with HP less than 0% based on the remaining HP illumination.
[0108] FIG. 9 is a diagram for explaining examples of programs and data stored in the battle equipment 10 and functional units realized by the battle equipment 10. As shown in FIG. The battle equipment 10 stores in the IC memory 52 a battle equipment control program 501, battle equipment registration data 510, successful hit performance definition data 520, special performance definition data 530, second type part-specific HP management data 540, and the current date and time 900.
[0109] The battle equipment control program 501 is executed and processed by the CPU 51 to realize the function of the battle equipment control unit 200t. The battle equipment control unit 200t performs part of the functions of the control system 1002. Specifically, the battle equipment control unit 200t has a success / failure determination unit 202, a friend / friend determination unit 204, a performance control unit 206, a status notification control unit 208, and a timing unit 280t.
[0110] The success / failure determination unit 202 determines whether a strike is successful or not based on whether both the reading detection by the RFID reader 63 and the hit detection by the hit sensor 62 are performed, or whether only one of them is performed. The determination of whether a strike is successful is a "hit determination." As described above, the four body parts of the head, left shoulder, right shoulder, and abdomen are considered to be second-type parts 32, and a detection board 60 is provided for each second-type part 32. Therefore, the success / failure determination unit 202 can be said to determine the success / failure of a strike for each body part by determining whether a strike is successful or not for that body part based on both the reading detection by the RFID reader 63 provided on the second-type part 32 of the same body part and the hit detection by the hit sensor 62.
[0111] The opponent / player determination unit 204 determines whether the player received the hit based on which player's battle equipment 10 the RFID reader 63 that was detected as having read the RFID belongs to and the tag ID (identification information) included in the information of the detected read. In other words, it determines whether the hit that caused the hit success determination was a self-inflicted hit or a hit from the opponent.
[0112] The effect control unit 206 executes predetermined effect control when it is determined that the strike is successful, that is, when it is determined that the attack from the opponent has hit. This includes control of the emission of damage sound effects from the speaker 81 (see FIG. 5), control of the light emission of the damage effect LED 82 (see FIG. 5), control of the light emission of damage effect by the LED group 70 (see FIG. 8), etc. If the special effect device 90 is a smoke generating device, the effect control may include control of the short-term emission of a small amount of smoke corresponding to the damage.
[0113] Furthermore, the effect control unit 206 activates an effect by the special effect device 90 (see FIG. 2) based on the outcome of the battle play. Specifically, the special effect device 90 generates smoke.
[0114] The status notification control unit 208 controls the notification of information related to the game progress associated with the battle equipment to the player, such as the display control of the remaining time indicator 83, the display control of the remaining HP indicator 84, and the display control of the remaining HP for each second type part 32 on the LED group 70 (see FIG. 5).
[0115] The timekeeping unit 280t uses the system clock to measure various times such as the current date and time 900 and time limits.
[0116] The battle equipment registration data 510 is the registration data for the battle equipment 10 (personal equipment). The battle equipment registration data 510 includes a unique battle equipment ID 512, first type part registration data 514, and second type part registration data 516. Of course, data other than these may also be included as appropriate.
[0117] The first type part registration data 514 is prepared for each first type part 31 and stores information related to that part. For example, the first type part registration data 514 stores a first type part ID, an attack item name, and a tag ID list of the RFID tags 33 affixed to that part. If a sub-part 34 (see FIG. 2) is set for that first type part 31, the tag ID list is a sub-part tag ID list that associates the sub-part name with the tag ID.
[0118] The second type part registration data 516 is prepared for each second type part 32 and stores information related to that part. For example, it stores a second type part ID, a part ID indicating which part of the battle equipment 10 the part corresponds to (for example, one of the four parts: head, left shoulder, right shoulder, or abdomen), and the board ID of the detection board 60 corresponding to that part. It also stores the sensor ID of the struck sensor 62 mounted on that detection board 60, and the reader ID of the RFID reader 63 mounted on that detection board 60. Of course, data other than these may also be stored as appropriate.
[0119] The successful hit effect definition data 520 is prepared for each type of effect to be executed when a successful hit is determined (hit determination), and stores various data related to the execution of the effect. One successful hit effect definition data 520 includes, for example, as shown in FIG. 10, application requirements 522, light emission effect pattern data 524, and sound effect pattern data 526.
[0120] The application requirement 522 indicates a condition that must be met in order for the definition data to be selected and applied. The application requirement 522 is written as a combination of one or more sub-conditions 523 using AND or OR. Examples of the sub-conditions 523 include a second type of struck part condition 523a, a struck part condition 523b, an attack item condition 523c, a struck sub-part condition 523d, a remaining HP condition 523e, and a damage value condition 523f.
[0121] The hit second-type part condition 523a is a condition that must be met regarding which second-type part 32 has been hit, and is written as a list of second-type part IDs.
[0122] The struck part condition 523b is a condition that must be met regarding which part of the battle equipment 10 has been struck, and is written as a list of part names.
[0123] The attack item condition 523c is a condition that must be met regarding which type of first-type part 31 was hit, and is written as a list of first-type part IDs and attack item names. Whether the attack item condition 523c is met is determined by searching the first-type part registration data 514, which includes the tag ID of the RFID tag 33 read at the time of the hit, and referring to the first-type part ID and attack item name.
[0124] The hit sub-part condition 523d is a condition that must be met regarding which sub-part 34 (see FIG. 2) of the first-type part 31 has received a hit, and is written as a list of sub-parts 34 set in the first-type part 31 indicated by the attack item condition 523c. Whether the hit sub-part condition 523d is met is determined by searching the first-type part registration data 514, which includes the tag ID of the RFID tag 33 read at the time of the hit, and by referring to the sub-part tag ID list.
[0125] The remaining HP condition 523e is a condition that must be met for the remaining HP of the struck second-type part 32, and is described as a range or threshold of the remaining HP. If a configuration is configured in which multiple second-type parts 32 are associated with one part of the battle equipment 10, the remaining HP condition 523e may be a condition that must be met for the remaining HP of the struck part.
[0126] The damage value condition 523f is a condition that must be met for the damage value received, and is described as a range or threshold value of the damage value.
[0127] Note that one or more of the sub-conditions 523 may be set to be essentially unset or without restrictions. Also, sub-conditions 523 written using parameter values other than these may be used.
[0128] The light emitting effect pattern data 524 is data for realizing a light emitting effect using the LED group 70 and the damage effect LEDs 82 (see FIG. 5), and specifies the position of the emitting LED, the light emitting time, the light emitting color, and the like.
[0129] The sound effect pattern data 526 is sound data such as sound effects to be emitted from the speaker 81 (see FIG. 5).
[0130] 9, the special effect definition data 530 is prepared for each effect to be executed when the outcome of the game is decided, and stores various data related to the effect. One special effect definition data 530 includes application requirements, special effect device operation pattern data, and light emission effect pattern data.
[0131] The application requirements define the conditions that must be met in order for the definition data to be selected and applied. For example, it indicates whether the player 2 of the battle equipment 10 is the winning player or the losing player. In addition, a condition that must be met regarding the elapsed time from the start of play until the outcome is determined may be added.
[0132] The special effect device operation pattern data is data for operating the special effect device 90 (see FIG. 5) in a predetermined pattern.
[0133] The second type part-specific HP management data 540 is prepared for each second type part 32 of the battle equipment 10, and stores the second type part ID, initial HP, and remaining HP. The initial HP is a value determined by the server system 1100 before the start of the game and is stored. The remaining HP is the value remaining after subtracting the damage value determined by the server system 1100 from the initial HP.
[0134] FIG. 11 is a diagram for explaining examples of programs and data related to game progress control stored in the server system 1100, and functional units related to game progress control realized by the server system 1100. The server system 1100 stores in the IC memory 1152 a game program 503, battle equipment registration data 510pc, initial HP definition data 550, damage value calculation reference data 552, play data 700, and current date and time 900. Of course, other items may also be stored as appropriate.
[0135] The game program 503 is executed and processed by the CPU 1151 to realize the function of the progress control unit 200pc. The progress control unit 200pc performs part of the functions of the control system 1002. Specifically, the progress control unit 200pc has an initial HP setting unit 220, a damage value determination unit 222, a remaining HP management unit 224, a win / loss determination unit 226, and a timing unit 280pc.
[0136] The initial HP setting section 220 receives input of the age of each player 2 before the start of the game, and sets the initial HP of each second type part 32 of the battle equipment 10 used by the player 2 according to the input age by referring to the initial HP definition data 550.
[0137] The damage value determination unit 222 calculates a damage value based on the secondary hit notification from the battle equipment 10.
[0138] The remaining HP management unit 224 manages the remaining HP of the battle equipment 10 used by the player 2.
[0139] The win / loss determination unit 226 determines whether a player is a winner or loser in a battle play based on the determination result of whether the hit was successful. For example, the player whose remaining HP of all of the battle equipment 10 reaches "0" first before the game play time reaches "0" may be determined to be the loser. Alternatively, the player whose remaining HP reaches "0" in the fewest number of second-type parts 32 or the player whose total remaining HP is the greatest when the game play time reaches "0" may be determined to be the winner.
[0140] The timekeeping unit 280pc uses the system clock to measure various times such as the current date and time 900 and time limits.
[0141] The battle equipment registration data 510pc has the same content as the battle equipment registration data 510 (see FIG. 9) stored in each battle equipment 10, and is stored in the same number as the number of battle equipment 10 used in the game. In this embodiment, since a one-on-one battle format between two players 2 (2a, 2b) is assumed, only two battle equipment registration data 510pc are shown in the figure, but in the case of a many-on-many team battle format, battle equipment registration data 510pc for the number of players will be stored.
[0142] Multiple types of initial HP definition data 550 are prepared for different age ranges. Each set of initial HP definition data 550 includes an applicable age range and an initial HP list for each second type of part. In this embodiment, the second type of parts 32 are set in a one-to-one correspondence with the body parts of the battle equipment 10, so the initial HP list for each second type of part may also be read as an initial HP list for each body part.
[0143] The damage value calculation standard data 552 is prepared for each combination of a first type part ID (or attack item name) indicating a first type part 31, a sub-part ID of the first type part 31, and a second type part ID (or struck part) indicating a struck second type part.
[0144] One damage value calculation standard data 552 stores application requirements and a calculation function.
[0145] The application requirements of the damage value calculation standard data 552 are written to indicate "which part (sub-part 34) of which type of first type part 31 was judged to have been hit successfully (hit judged) by which second type part 32."
[0146] Specifically, the application requirements for the damage value calculation standard data 552 are as follows: (1) a first-type part ID (or attack item name) indicating the first-type part 31 that was the origin of the hit success determination; (2) The sub-part ID of the sub-part 34 (see FIG. 2) set in the first type part 31 that was the origin of the hit success determination, (3) a second-type part ID indicating the second-type part 32 that received the hit; It is described by a combination of The sub-part ID of the applicable requirement can also be set to be essentially undetermined or unspecified.
[0147] The calculation function of the damage value calculation reference data 552 is set to include the detected acceleration value (for example, the peak acceleration value when a hit is detected) as a variable, and is basically set so that the larger the detected acceleration value, the larger the calculated damage value. An upper limit may be set for the calculated damage value as appropriate.
[0148] The play data 700 includes a game play time 702 indicating the remaining time available for playing the game, and player data 710 for each player. In this embodiment, a one-on-one battle between two players 2 (2a, 2b) is assumed, so only two pieces of player data 710 are shown in the figure, but in the case of a many-on-many team battle, as many pieces of player data 710 as there are players will be stored.
[0149] One piece of player data 710 includes a used battle equipment ID 712, a player name 714, a player age 716, and second type part-specific HP management data 718. Of course, other data may also be included as appropriate.
[0150] The second type part-specific HP management data 718 is prepared for each second type part 32 of the battle equipment 10 to be used, and stores the second type part ID, initial HP, and remaining HP.
[0151] Next, the flow of processing executed by the server system 1100 and the battle equipment 10 in relation to the progress of the game will be described. Fig. 12 is a flowchart illustrating the flow of progress control processing related to game progress and executed by the server system 1100. Fig. 13 is a flowchart illustrating the flow of battle equipment control processing executed by the battle equipment 10.
[0152] As shown in FIG. 12, the server system 1100 receives inputs for setting the player name and player age for each player (step S10). Next, the server system 1100 sets the initial HP and remaining HP of the second type part-specific HP management data 718 for each battle equipment 10 based on the initial HP definition data 550 (step S12), and transmits them to each battle equipment 10 (step S14; communication A).
[0153] Next, the server system 1100 starts controlling the progress of the game play (step S16) and transmits a predetermined play start signal to each battle tool 10 (step S18; communication B). In addition to starting the progress control, the server system 1100 sets an initial value for the game play time 702 and starts counting down.
[0154] In FIG. 13, when the battle equipment 10 receives the initial HP for each second type part 32 from the server system 1100 (communication A), it sets and stores the HP management data 540 for each second type part (see FIG. 9) (step S30).
[0155] Furthermore, when the battle equipment 10 receives a play start signal (communication B) from the server system 1100 (step S32), it starts display control of the status indicator 80 (see FIG. 5) (step S34). It also starts controlling the illumination of the remaining HP on the LED group 70 (step S36) and starts monitoring the hits received (step S38).
[0156] When the first type part 31 hits the second type part 32, the hit battle equipment 10 determines that a hit has been detected if the physical quantity measured by the hit sensor 62 exceeds a predetermined standard (step S50).
[0157] Furthermore, when a first-type part 31 hits a second-type part 32, the RFID tag 33 of the first-type part 31 comes within communication distance of the RFID reader 63 of the second-type part 32. In the struck second-type part 32, the RFID reader 63 of the detection board 60 automatically reads the RFID tag 33 of the first-type part 31 (YES in step S52).
[0158] The hit battle equipment 10 compares the read tag ID with the second type part registration data 516 (see Figure 9) stored in the own equipment and determines whether the read tag ID is that of the RFID tag 33 of the first type part 31 of the own equipment.
[0159] If the result of the comparison shows that the corresponding tag ID is not registered, it is determined that the hit detected in step S50 was not caused by the first type part 31 of one's own equipment hitting oneself, but by the first type part 31 of another equipment (opponent) (YES in step S54).
[0160] The battle equipment 10 that has been hit determines that the hit is successful, i.e., a hit, if the detection of the hit and the reading and detection of the tag ID are established within a predetermined simultaneous recognition time difference, and if the detected hit is from the opponent (step S56).
[0161] Then, a secondary hit notification is sent to the server system 1100 (step S58; communication C). The secondary hit notification includes the battle equipment ID of the hit battle equipment 10, a hit second type part ID indicating the hit second type part 32, a tag ID related to the detection of the hit, and a detected acceleration value related to the detection of the hit. The hit second type part ID is obtained by comparing the sensor ID of the hit sensor 62 related to the detection of the hit with the second type part registration data 516.
[0162] 12, when the server system 1100 receives a secondary hit notification from the battle equipment 10 (YES in step S70), it calculates a damage value according to the reference data that satisfies the applicable requirements among the damage value calculation reference data 552 (step S72).The server system 1100 then returns the calculated damage value to the battle equipment 10 that sent the secondary hit notification (step S74; communication D).
[0163] Next, the server system 1100 manages the remaining HP of the battle equipment 10 that sent the secondary hit notification (step S76). That is, the remaining HP of the second type part HP management data 718 of the second type hit part (hit area) of the battle equipment 10 that sent the secondary hit notification in the player data 710 (see FIG. 11) is updated by subtracting the calculated damage value.
[0164] 13, the battle equipment 10 that has sent the secondary hit notification receives the damage value from the server system 1100 (step S90; communication D). Then, it subtracts the received damage value from the remaining HP of the hit second type part in the second type part HP management data 540 (see FIG. 9) (step S92).
[0165] Next, the battle equipment 10 that has sent the secondary hit notification executes a successful hit effect (step S94). Specifically, it searches for definition data that satisfies the application requirements 522 from the successful hit effect definition data 520 (see FIG. 10) and references its light-emitting effect pattern data 524. It then controls the damage light emission of the LED group 70 corresponding to the second type of hit part (the hit detection site) and controls the light emission of the damage effect LED 82 of the status indicator 80 (see FIG. 5). It also references the sound effect pattern data 526 of the definition data that satisfies the application requirements 522 and emits sound from the speaker 81.
[0166] In a configuration in which the successful hit effect includes the generation of smoke by the special effect device 90 (see FIG. 5), the smoke may be generated for a shorter period of time and in a smaller amount than the regular special effect when the win or loss is determined.
[0167] 12, the server system 1100 executes a win / loss determination at a given timing (step S100). Once the outcome is determined (YES in step S102), the result of the win / loss is transmitted to all battle equipment 10 (step S104; communication E), and the result of the win / loss is displayed on the monitor 1160 (step S106), thereby completing the series of processes.
[0168] In FIG. 13, the battle equipment 10 repeats steps S50 to S106 in FIG. 13 until it receives the result of winning or losing (NO in step S112).
[0169] When the result of the win or loss is received (YES in step S112), a special effect is executed (step S114). Specifically, the battle equipment 10 searches the special effect definition data 530 (see FIG. 9) for definition data that satisfies the application requirements. Then, the battle equipment 10 operates the special effect device 90 by referring to the special effect device operation pattern data in the searched definition data, and controls the light emission of the LED group 70 and the damage effect LED 82 by referring to the light emission effect pattern data. Then, the series of processes ends.
[0170] Therefore, according to this embodiment, a game system for fighting-type attractions with high hit detection accuracy can be realized, and the entertainment value of the game in this game system can be increased.
[0171] That is, the game system 1000 determines whether a hit has been successful (hit determination) by double determination: reading the RFID tag 33 of the first-type part 31 that has come close due to the hit, and detecting the hit by the hit sensor 62 of the second-type part 32 that has been hit. This makes it possible to improve the accuracy of hit determination compared to conventional methods.
[0172] Furthermore, since the RFID tags 33 of the first-type parts 31 are installed only in a specific area 39 (see Figure 2), the player must play by hitting the opponent in that area. In other words, by setting appropriate "restrictions" for effective attacks, it is possible to increase the interest of the game.
[0173] In addition, the game system 1000 can control the effects depending on (1) which part of which first-type part 31 was hit, (2) which part of the second-type part or which part was hit, and (3) how strong the hit was. Therefore, various effects are executed depending on the hit situation, increasing the interest of the game. And once the outcome is decided, special effects are executed according to the outcome, which also increases the interest of the game.
[0174] Next, we will explain the live video streaming of battle play. FIG. 14 is an example of an image (frame image) for one frame of video data generated by the server system 1100 for distribution of live video, and is a frame image 40 at the moment when a hit is determined.
[0175] The "moment when a hit is determined" is the moment when the server system 1100 receives the secondary hit notification from the battle equipment 10 (see step S70 in FIG. 12). The time information of this moment is called the "hit timing."
[0176] Every frame image of the live video includes a status gauge 41 for each player. The status gauge 41 is prepared for each of the various parameter values set for that player. For example, the status gauge 41 includes an HP gauge 41a, an attack support gauge 41b, and a defense support gauge 41c.
[0177] The HP gauge 41a indicates the ratio between the total remaining HP of the second part HP management data 718 (see FIG. 11) of the player and the total initial HP of the second part HP management data 718.
[0178] The attack support gauge 41b indicates how many points (attack support points) have accumulated in response to support operations related to a specified attack input by a viewing user who has set the player as the support target, on the user terminal 1500, relative to a specified first specified value.
[0179] The defense support gauge 41c indicates how many points (defense support points) have been accumulated in response to a specified support operation related to defense input by a viewing user who has set the player as the support target on the user terminal 1500, relative to a specified second specified value.
[0180] If the frame image is a hit timing frame image 40, an embedding area 42 for embedding the hit timing information is set. In the example of Fig. 14, a first embedding area 42a, a second embedding area 42b, and a third embedding area 42c are set horizontally at the bottom edge of the image, but the number of embedding areas 42 can be set as appropriate.
[0181] Specifically, the "hit timing information" is time information indicating the moment when a hit is determined by the server system 1100, such as a time code assigned to a frame image of a video, or a frame number assigned consecutively from the beginning of the video.
[0182] The server system 1100 writes and embeds, or may be referred to as embedding, the hit timing information using the RGB values of the pixels in the embedding area 42. If the hit timing information is a video frame number, a pixel may be assigned to each digit of the frame number, and the value of that digit may be represented by one of the RGB values of the pixel.
[0183] When multiple incorporation areas are set, at least one incorporation area 42 incorporates the hit timing information of the latest hit determination, and the second and subsequent incorporation areas 42 incorporate hit timing information tracing back to the past. In the example of FIG. 14, the leftmost area of the three incorporation areas 42 incorporates the latest hit timing information (t n ), and one past (t n-1 ) hit timing information, the rightmost area shows the two previous (t n-2 ) hit timing information is incorporated.
[0184] Fig. 15 is a diagram showing an example of the configuration of a viewing screen displayed on a user terminal 1500, and the frame image 40 in Fig. 14 corresponds to an example of a frame image 43 displayed on the user terminal 1500. The frame image 43 displayed on the user terminal 1500 has an HMI (Human Machine Interface) 44 that covers a part of the delivered frame image 40. Specifically, the HMI 44 is designed to cover the embedded area 42, preventing the embedded area 42 from being seen by the viewing user.
[0185] The HMI 44 has an attack support operation icon 45 for inputting an attack support operation, a defense support operation icon 46 for inputting a defense support operation, and an evaluation result display section 48 for displaying an evaluation result display 47.
[0186] Before watching a video of a battle play, a viewing user registers as a user by completing the viewer registration procedure, and at that time selects which player they will support. This player is called the "supported player."
[0187] An attack cheering operation is an operation for cheering for an attack by the cheered-for player, and is realized by inputting an operation aimed at the moment when the cheered-for player's attack (for example, a strike by the first type part 31; see FIG. 1) hits the opposing player. Similarly, a defense cheering operation is an operation for cheering for a defense by the cheered-for player, and is realized by inputting an operation aimed at the moment when the cheered-for player's attack, a player other than the cheered-for player, hits the cheered-for player. The moment when the cheering operation is input is called the "input timing."
[0188] FIG. 16 is a diagram for explaining the evaluation of the cheering operation. The offensive support operation and the defensive support operation are evaluated according to the time difference (time difference) between the hit timing t to be evaluated and the input timing T of the support operation.
[0189] In this embodiment, the evaluation is performed on the user terminal 1500 and the evaluation results are sent to the server system 1100 . Specifically, the user terminal 1500 obtains the latest and most recent hit timings t(t n , t n-1 , t n-2 When the user terminal 1500 detects a new cheering operation input, the user terminal 1500 reads the hit timing t n The reference hit timing t0 to be compared is selected from the above, and the evaluation is determined according to the difference from the input timing T. In FIG. 16, n is set as the reference hit timing t0.
[0190] Specifically, the reference hit timing t0 is the hit timing t that is closest to the input timing T in the past and future. n An evaluation flag is prepared for each hit timing t0, and when it is selected as the reference hit timing t0, the evaluation flag is set. When a new cheering operation is detected, the evaluation flag is set for the hit timing t0 for which the evaluation flag has not yet been set.n The hit timing that has the smallest deviation from the input timing T is selected as the evaluation criterion.
[0191] If the difference (time difference) between the reference hit timing t0 and the input timing T is within a first range, the evaluation is "JUST (evaluation A)", and if it is greater than the first range but within a second range, the evaluation is "GOOD (evaluation B)". If the difference (time difference) is outside the second range, the evaluation is "no evaluation". The evaluation result display unit 48 displays an evaluation result display 47 of a type corresponding to the evaluation result for a certain period of time (see FIG. 15).
[0192] The server system 1100 incorporates information about the hit timing into part of the video data of the live video and transmits it to the user terminal, and the evaluation process related to the cheering operation is executed by the user terminal 1500. Therefore, even if there is a delay in the video being displayed on the user terminal 1500 during live distribution, it is possible to eliminate the effect on the evaluation process related to the cheering operation.
[0193] FIG. 17 is a diagram for explaining accumulation of points according to the evaluation of the cheering operation and activation of the cheering effect. Each time the user terminal 1500 detects the input of a cheering operation, it generates cheering operation evaluation data 804 and transmits it to the server system 1100. The cheering operation evaluation data 804 includes the viewing user account using the user terminal 1500, the reference hit timing t0, the cheering operation type (offense / defense), and the evaluation result (A / B / none).
[0194] When the server system 1100 receives the cheering operation evaluation data 804, it determines whether the following conditions (1) and (2) are met at the reference hit timing t0 indicated by the data. If the result is affirmative, the server system 1100 adds and accumulates points for the cheering target player of the viewing user who performed the cheering operation indicated by the data.
[0195] Condition (1): The cheering operation evaluation data 804 indicates that the cheering target player of the viewing user who performed the cheering operation is either on offense or defense, and the cheering operation type indicated by the data, attack / defense, match. Condition (2): The evaluation result of the support operation indicated by the support operation evaluation data 804 is "Evaluation A" or "Evaluation B."
[0196] The points added and accumulated when an evaluation is A are set to be larger than the points added and accumulated when an evaluation is B. If the cheering target player is attacking at the reference hit timing t0, the added and accumulated points are accumulated as the cheering target player's "attack cheer points" and are displayed in the attack cheer gauge 41b (see Figure 15). If the cheering target player is on the defensive (the player being attacked) at the reference hit timing t0, the added and accumulated points are accumulated as the cheering target player's "defense cheer points" and are displayed in the defense cheer gauge 41c.
[0197] The server system 1100 monitors the attack support points and defense support points for each player. When the accumulated points reach a specified value (for example, the value that corresponds to 100% on a gauge), the server system 1100 automatically executes a support process that consumes all accumulated points and activates a support effect according to the type of points. The support effect may be a one-time effect each time the specified value is reached, or may be a time-limited effect that is maintained for a certain period of time.
[0198] Specifically, when the attack support points reach a predetermined value, the server system 1100 activates an attack support effect for that player. The content of the attack support effect can be set as appropriate. For example, it may be "additional damage is inflicted on the opponent" or "the damage inflicted on the opponent in the next attack will be increased more than usual."
[0199] Similarly, when the defensive support points reach a predetermined value, the server system 1100 activates a defensive support effect for that player. The content of the defensive support effect can be set as appropriate. For example, it may be "damage recovery occurs" or "damage inflicted on the opponent in the next attack will be reduced from normal."
[0200] FIG. 18 is a diagram for explaining examples of programs and data related to video distribution stored in the server system 1100, and functional units related to video distribution control realized by the server system 1100.
[0201] The server system 1100 stores the video distribution program 505, player data 710 (see FIG. 11), viewing user data 732, raw captured data 734, hit management data 736, and video data for distribution 738. The server system 1100 also stores reception support operation evaluation data 740, support control data 742, and the current date and time 900.
[0202] By executing the video distribution program 505 on the CPU 1151, it realizes the functions of a support target setting unit 228, a video transmission control unit 230, a support parameter value control unit 232, a support processing activation control unit 234, a hit timing information transmission control unit 236, and a reception control unit 238.
[0203] The support target setting unit 228 sets, for each viewing user, which of the players 2 is to be the support target player.
[0204] The video transmission control unit 230 controls the transmission of video data for displaying live video to the user terminal 1500.
[0205] The support parameter value control unit 232 determines the hit timing t based on the detection result of the hit sensor 62 (see FIG. 5). nand the timing (input timing T) of the cheering operation performed on the user terminal 1500. Specifically, the cheering parameter value control unit 232 controls the cheering parameter value for each cheering target player.
[0206] The support process activation control unit 234 executes a given support process when a given activation condition based on the support parameter value is satisfied.
[0207] The hit timing information transmission control unit 236 detects the hit timing t n The hit timing information transmission control unit 236 controls the transmission of this information to the user terminal 1500. Specifically, the hit timing information transmission control unit 236 controls the incorporation of hit timing information into image data of the live video data at a position hidden by a display unit for man-machine interface (HMI 44; see FIG. 15 ) displayed on the display screen of the user terminal 1500.
[0208] The reception control unit 238 controls the reception of the evaluation results of the evaluation process from the user terminal 1500 .
[0209] The viewing user data 732 is prepared for each viewing user and stores various data related to the viewing user that was entered during a predetermined viewer registration procedure before viewing a video. One piece of viewing user data 732 stores the viewing user account, the IP address of the user's user terminal 1500, and the name of the player to be cheered for, indicating the player that the user is cheering for. The name of the player to be cheered for is the result of the viewing user's own selection of which player to cheer for from among the players in the game play being streamed during the viewer registration procedure.
[0210] The captured raw data 734 is data of captured video transmitted from the video camera 1600 .
[0211] The hit management data 736 is created for each secondary hit notification from the battle equipment 10 (step S70 in FIG. 12), i.e., for each hit determination. One hit management data 736 stores hit timing information, the name of the attacker, and the name of the hit recipient. The hit timing information also serves as a hit ID that identifies the hit.
[0212] The received support operation evaluation data 740 is the support operation evaluation data 804 (see FIG. 19) transmitted from the user terminal 1500 to the server system 1100, which has been saved.
[0213] The cheering control data 742 is prepared for each player and stores various data for controlling the activation of cheering effects applied to that player based on cheering operations by viewing users. One cheering control data 742 stores, for example, the player name, the number of supporters (the number of viewing users who have set that player as a cheering target), and cheering parameter values such as attack cheering points and defense cheering points.
[0214] FIG. 19 is a diagram illustrating examples of programs and data related to video distribution stored in the user terminal 1500, and functional units related to video distribution control realized by the user terminal 1500.
[0215] The user terminal 1500 stores the video viewing program 507 , the viewing user data 800 , the read hit timing data 802 , the cheering operation evaluation data 804 , and the current date and time 900 in the IC memory 1552 .
[0216] The video viewing program 507 is executed by the CPU 1551 to realize the functions of a support operation input control unit 250, an evaluation processing unit 252, and an evaluation result transmission control unit 254.
[0217] The support operation input control unit 250 performs control for inputting support operations, including display control of the HMI 44 (see FIG. 15).
[0218] The evaluation processing unit 252 determines the hit timing tn and the input timing T at which the cheering operation is input.
[0219] The evaluation result transmission control unit 254 transmits information on the evaluation result by the evaluation processing unit 252 to the server system 1100 .
[0220] The viewer user data 800 is data generated and stored in relation to the registration procedure as a viewer user of the user terminal 1500. The viewer user data 800 includes, for example, a viewer user account, an IP address of the user terminal 1500 used, user icon data, and the like.
[0221] The read hit timing data 802 is the hit timing t read from the embedded area 42 of the frame image 40 (see FIG. 14) of the distributed video. n Each read hit timing data 802 includes hit timing information and an evaluation flag.
[0222] Fig. 20 is a diagram illustrating the flow of processing related to video distribution and executed by server system 1100. It is assumed that server system 1100 is already executing progress control (see Fig. 12). Fig. 21 is a diagram illustrating the flow of processing related to video viewing and executed by user terminal 1500.
[0223] 20, server system 1100 executes viewer registration processing to accept the registration of viewing users (step S210), and then creates viewing user data 732 for each viewing user who has completed the predetermined registration procedure in the viewer registration processing.
[0224] Next, the server system 1100 starts generating frame images of the video to be distributed, and when a hit is determined, the hit timing information of the hit determination is incorporated into the embedding area 42 (see FIG. 14) of the frame image 40 (step S214).Then, the server system 1100 starts live video distribution of the battle play (step S216).
[0225] As shown in FIG. 21, the user terminal 1500 executes a viewer application process corresponding to the viewer registration process, and realizes an interface required for the registration procedure (step S240). When distribution of the live video starts, the user terminal 1500 starts display control of the viewing screen (step S242; see FIG. 15). That is, the user terminal 1500 displays the HMI 44 superimposed on the frame image of the received video data and starts accepting cheering operation inputs.
[0226] Next, the user terminal 1500 starts the process of reading the hit timing information from the built-in area 42 and storing it as read hit timing data 802 (step S244). The initial value of the evaluated flag of the read hit timing data 802 is “0 (unevaluated)”.
[0227] When an operation on the attack support operation icon 45 or the defense support operation icon 46 is detected (YES in step S250), the user terminal 1500 refers to the read hit timing data 802. Then, the user terminal 1500 checks whether the evaluation flag is "0" and whether the read hit timing t is closest to the input timing T of the support operation. n is selected as the reference hit timing t0 (step S252).
[0228] Next, the user terminal 1500 compares the input timing T of the cheering operation with the reference hit timing t0 to evaluate the cheering operation (step S254), and causes the evaluation result display unit 48 to display an evaluation result display 47 of a type corresponding to the evaluation result for a certain period of time (step S256; see FIG. 15).The user terminal 1500 then generates cheering operation evaluation data 804 and transmits it to the server system 1100 (step S258).
[0229] The user terminal 1500 repeats steps S250 to S258 until the distribution is completed (NO in step S260).
[0230] Returning to FIG. 20, when the server system 1100 receives the support operation evaluation data 804 from the user terminal 1500 (YES in step S270), it stores this as received support operation evaluation data 740 (step S272).
[0231] Next, server system 1100 determines whether the type of support operation indicated by the latest received support operation evaluation data 740 is appropriate (step S280).
[0232] Specifically, it determines whether the situation classification of whether the cheering target player of the viewing user who performed the cheering operation indicated by the latest received cheering operation evaluation data 740 is on the attacking or defending side matches the cheering operation type indicated by the data (offense / defense).
[0233] More specifically, the server system 1100 references the viewing user data 732 of the viewing user indicated by the latest received cheering operation evaluation data 740 and the hit management data 736 that matches the reference hit timing t0 indicated by the latest received cheering operation evaluation data 740. If the attacker name indicated by the referenced hit management data 736 matches the cheering target player name indicated by the referenced viewing user data 732, the server system 1100 determines the situation classification to be "offensive player." If the attacker name matches the name of the player being hit, the server system 1100 determines the situation classification to be "defensive player." The server system 1100 then compares the determined situation classification with the cheering operation type indicated by the latest received cheering operation evaluation data 740, and if the attack / defense matches, the server system 1100 determines the type of cheering operation to be appropriate.
[0234] If the type of the support operation is suitable (YES in step S280), the server system 1100 next determines whether the evaluation result satisfies the criteria, specifically, whether it is an A rating or a B rating (step S282).
[0235] If the result is affirmative (YES in step S282), points are awarded to the cheering target player of the viewing user who performed the cheering operation indicated in the most recently received cheering operation evaluation data 740, according to the type of cheering operation and the evaluation (step S284). Specifically, if the type of cheering operation is "attack," the server system 1100 adds predetermined points according to the evaluation to the attack cheering points. If the type of cheering operation is "defense," the server system 1100 adds predetermined points according to the evaluation to the defense cheering points (see cheering control data 742 in FIG. 18).
[0236] Next, if any cheering points have reached a specified value (YES in step S300), the server system 1100 consumes all of those cheering points and activates a cheering effect for the player who has those points (step S302; see FIG. 17). Server system 1100 repeats steps S270 to S302 until the distribution is completed (NO in step S304).
[0237] As described above, according to this embodiment, in a system that distributes live video footage of battle play in which players wear battle gear and compete against each other, viewing users can cheer on players.
[0238] Furthermore, by performing cheering operations in such a way that the input timing T of the cheering operation matches the hit timing t of the attack / defense between players, the viewing user can have a pseudo-sense of cooperation as if they are working together in sync with the player they are cheering for, thereby increasing their empathy with the player.
[0239] In addition, by adopting a system in which points are accumulated according to the evaluation of cheering actions and the accumulated points are consumed to activate the cheering effect, the cheering effect is less affected by communication delays associated with the distribution of live video.
[0240] Furthermore, by incorporating hit timing information, which is important for evaluating cheering operations, into frame image 40 (see Figure 14) and evaluating it on the user terminal, it is possible to eliminate the impact on the evaluation process related to cheering operations even if there is a delay before the video is displayed on the user terminal during live streaming.
[0241] Furthermore, by incorporating a plurality of pieces of latest and past hit timing information into the frame image 40, even if the user terminal 1500 is unable to correctly receive a certain frame image 40 and fails to read the hit timing information, if the next frame image 40 can be correctly received, the hit timing information can be used correctly.
[0242] [Modification] Although examples of embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above forms, and constituent elements can be added, omitted, or modified as appropriate.
[0243] (Variation 1) For example, although the configuration in which the process related to the evaluation of the cheering operation is executed by the user terminal 1500 has been exemplified, the configuration in which the process is executed by the server system 1100 is also possible.
[0244] Specifically, the server system 1100B in this configuration executes a video distribution program 505B as shown in Fig. 22, thereby realizing the evaluation processing unit 252 and the evaluation result rendering display control unit 256 that the user terminal 1500 has in the above embodiment. Therefore, the user terminal 1500 in this configuration does not have the evaluation processing unit 252.
[0245] The evaluation result effect display control unit 256 generates display data for an effect display body based on the evaluation result of the evaluation process.
[0246] As shown in FIG. 23, the user terminal 1500B having this configuration executes step S259 instead of steps S252 to S258 (see FIG. 21). In step S259, the user terminal 1500B transmits the viewing user account, the type of cheering operation, and information indicating the input timing T of the cheering operation to the server system 1100B. The information indicating the input timing T is, for example, information on the passage of time related to the live video, and is information related to the timing at which the cheering operation was performed on the user terminal 1500B (cheering operation timing time information). For example, the input timing T can be indicated by the time code of the live video.
[0247] As shown in FIG. 24, when the server system 1100B of this configuration receives a viewing user account, etc. from the user terminal 1500 of this configuration (YES in step S271), it stores them as reception support operation information instead of the reception support operation evaluation data 740 (see FIG. 16) (step S273).
[0248] Next, the server system 1100B with this configuration selects a reference hit timing t0 that matches the input timing T of the cheering operation received from the hit management data 736 (step S274), and performs an evaluation process for the cheering operation (step S275). Here, the hit timing is information on the elapsed time related to the live video. For example, the hit timing can be indicated by the time code of the live video.
[0249] Next, the server system 1100B configured as described above displays, on the distributed video, the user icon of the user indicated by the received viewing user account and an effect display element (e.g., an A-rating symbol mark, a B-rating symbol mark, etc.) indicating the evaluation result of the cheering operation (step S278). Specifically, the server system 1100B may generate display data that superimposes a set of the user icon and effect display element on the video of the battle play so that the set flows from one end of the screen to the other, and distribute the data after compositing it with a frame image of the live video. Alternatively, the server system 1100B may distribute the display data group attached to the video data, and the user terminal 1500 may display the composite data on the viewing screen.
[0250] According to this configuration, cheering operation timing time information, which is information on the passage of time related to the live video and is information on the timing at which a cheering operation was performed on the user terminal 1500B, is transmitted from the user terminal 1500B to the server system 1100B. Then, based on the cheering operation timing time information and the information on the passage of time related to the hit timing, the server system 1100B performs an evaluation process for the cheering operation. Therefore, it is possible to eliminate the effect on the evaluation process related to the cheering operation caused by the delay until the video is displayed on the user terminal 1500B during live streaming.
[0251] (Variation 2) Furthermore, in the above embodiment, the cheering effect is automatically activated when the cheering points reach a specified value, but the player may decide the activation timing.
[0252] Specifically, as shown in Fig. 25, the battle equipment 10C in this configuration has a fist cushion 12g realized by a semi-translucent elastic resin dome, and an attack support point notification LED 72 with controllable light emission built into the fist cushion 12g. The battle equipment 10C also has a defense support point notification LED 74 on the front protection frame 23 (see Fig. 3), and an attack support point indicator 86 and a defense support point indicator 87 on the status indicator 80.
[0253] The display of the attack support point notification LED 72, the defense support point notification LED 74, the attack support point indicator 86, and the defense support point indicator 87 is controlled by the battle equipment control board 50.
[0254] During battle play, the battle equipment control board 50 acquires information on attack support points and defense support points from the server system 1100. The battle equipment control board 50 then controls the display of the attack support point notification LED 72 and defense support point notification LED 74 so that the more points accumulated, the more the light intensity increases and / or the longer the light emission time. The battle equipment control board 50 also displays the relationship between the accumulated points and the specified value for activating the support effect using the attack support point indicator 86 and defense support point indicator 87.
[0255] The battle equipment 10C also has an attack trigger 24f on the grip 24e of the right arm frame 24R and a defense trigger 24g on the grip 24e of the left arm frame 24L as means for the player to input operations to activate the cheering effect. The attack trigger 24f is a trigger switch that transmits a trigger signal to the battle equipment control board 50. The defense trigger 24g is also a similar trigger switch.
[0256] When a trigger signal is input from the attack trigger 24f, the battle tool control board 50 of the battle tool 10C transmits the battle tool ID and an attack activation request to the server system 1100 in that configuration. Similarly, when a trigger signal is input from the defense trigger 24g, the battle tool control board 50 transmits the battle tool ID and a defense activation request to the server system 1100 in that configuration.
[0257] The server system 1100C having this configuration includes a first display unit display control unit 240 as shown in FIG.
[0258] During battle play (step S216 onward in FIG. 20 ), the first display unit display control unit 240 acquires information on the support parameter values for the player itself as the support target player from the server system 1100. Then, the first display unit display control unit 240 controls the display of the attack support point indicator 86 and the defense support point indicator 87 based on the acquired support parameter values.
[0259] When the support process activation control unit 234 receives a battle equipment ID and an attack activation request, it determines whether the attack support points corresponding to the battle equipment ID have reached a specified value, and if so, activates the attack support effect. Similarly, when the battle equipment ID and a defense activation request are received, it determines whether the defense support points corresponding to the battle equipment ID have reached a specified value, and if so, activates the defense support effect (step S302; see Figures 20 and 24).
[0260] In this configuration, each player can check the number of cheer points accumulated for themselves using the attack cheer point indicator 86 and the defense cheer point indicator 87, and can know when the cheer points have reached a predetermined value. Furthermore, each player can decide for themselves when to use the accumulated cheer points to activate the cheer effect, which increases the excitement of battle play.
[0261] On the other hand, the attack support point notification LED 72 and the defense support point notification LED 74 reveal the accumulated support points to the opposing player. Therefore, players can enjoy changing their fighting style in consideration of the accumulated support points of each other.
[0262] In addition, the attack support point notification LED 72 lights up the fist cushion 12g, making it easier for the viewing user to visually recognize the position of the fist cushion 12g on the viewing screen, and the input timing T of the attack support operation is set to the hit timing t n This has the secondary effect of making it easier to adjust to the
[0263] This configuration can be similarly applied to the first modified example (see FIG. 22). The attack support point notification LED 72 may also be provided on the stick cushion 12p (see FIG. 2).
[0264] (Variation 3) Each player may be configured to know the amount of support points accumulated by himself / herself on a display provided on the opponent's battle tool.
[0265] For example, based on the above embodiment, as in the battle equipment 10D shown in Fig. 27, an attack support point notification LED 72 that indicates the opponent player's attack support points and a defense support point notification LED 74 that indicates the opponent player's defense support points are added so that they are invisible to the player wearing the battle equipment but visible to the opponent player. The attack support point notification LED 72 and the defense support point notification LED 74 may be provided, for example, on the forward protection frame 23 (see Fig. 2).
[0266] Server system 1100D having this configuration further functions as second display unit display control unit 242 by executing video distribution program 505D, as shown in FIG.
[0267] The second display unit display control unit 242 controls the display of the attack support point notification LED 72 and the defense support point notification LED 74 based on the support parameter value that designates the opposing player as the support target player. Specifically, the second display unit display control unit 242 controls the transmission of information on the opposing player's attack support points and defense support points to the battle equipment control board 50 at a predetermined interval during battle play. Then, the battle equipment control board 50 with this configuration controls the display of the received attack support point notification LED 72 and defense support point notification LED 74 so that the light intensity increases and / or the light emission duration increases as the points accumulated for the opposing player increase.
[0268] According to this configuration, a player wearing the battle gear 10D can know the amount of support points accumulated for the player wearing the battle gear 10D from the attack support point notification LED 72 and the defense support point notification LED 74 on the opponent's battle gear 10D. Therefore, it is possible to know the amount of support points accumulated for the player wearing the battle gear 10D without shifting one's gaze to the status indicator 80 during battle play, which provides excellent usability.
[0269] This configuration can also be applied to the first modification (see FIG. 22).
[0270] (Variation 4) Based on the third modification, the attack support point notification LED 72 and the defense support point notification LED 74 may be configured to display the support points of the player wearing the battle equipment 10D.
[0271] 29, the server system 1100E in this configuration further has a third display unit display control unit 244 by executing a video distribution program 505E. The third display unit display control unit 244 controls the display of the attack support point notification LED 72 and the defense support point notification LED 74 as the third display unit based on the support parameter value that designates the player (the player equipped with the battle equipment 10D) as the support target player.
[0272] According to this configuration, a player equipped with the battle equipment 10D cannot know how much support points he or she has accumulated, but can know how much support points the opposing player has accumulated, and thus the battle play is carried out under special conditions.
[0273] Each player's distance and stance are based on their own accumulated support points, which the opposing player does not know. This creates the fun of battling by guessing the amount of support points accumulated, which the player does not know, from the changes in the opponent's distance and stance. Changes in distance and stance can also be a catalyst for changing the tide of offense and defense in battle play, making battle play more interesting.
[0274] (Variation 5) As a method of calculating points, for example, "points = base points x weighting coefficient k (where k = number of supporters of the opposing player / number of supporters of the player accumulating points)" may be adopted. In this case, the difference in accumulation speed caused by the difference in the number of viewing users cheering (number of supporters) can be smoothed out, and a fair cheering effect can be achieved between competing players even if there is a difference in the number of supporters. [Explanation of symbols]
[0275] 10...Battle Equipment 42...Embedded area 44...HMI 45...Attack support control icon 46...Defensive support control icon 47...Evaluation result display 48...Evaluation result display section 62...Impact sensor 72...Attack support point notification LED 74…Defensive support point notification LED 86...Attack support point indicator 87...Defensive Support Point Indicator 228…Support Target Setting Section 230...Video transmission control unit 232...Support parameter value control unit 234...Support processing activation control unit 236... Hit timing information transmission control unit 238...Reception control unit 240...First display unit display control unit 242... Second display unit display control unit 244...Third display unit display control unit 250...Support operation input control unit 252...Evaluation processing unit 254...Evaluation result transmission control unit 256...Evaluation result display control unit 505...Video distribution program 507...Video viewing program 710...Player data 732... Viewing user data 736...Hit management data 738...Video data for distribution 740…Reception support operation evaluation data 742...Support control data 800... Viewer data 802... Hit timing data read 804…Support operation evaluation data 1000...Game System 1100...Server system 1500...User terminal
Claims
1. A computer system that controls the transmission of live video of a battle between players equipped with battle equipment to a user terminal of a viewing user, The battle equipment is provided with a sensor for determining a hit, a video transmission control means for controlling transmission of video data for displaying the live video to the user terminal; a cheering parameter value control means for variably controlling a cheering parameter value based on an evaluation result of a given evaluation process based on a difference between a hit timing based on a detection result of the sensor and a timing of a cheering operation performed on the user terminal; a support process activation control means for executing a given support process when a given activation condition based on the support parameter value is satisfied; A computer system comprising:
2. the user terminal includes an evaluation processing unit that executes the evaluation process, a hit timing information transmission control means for controlling transmission of the hit timing information to the user terminal; a reception control means for controlling reception of the evaluation results of the evaluation process from the user terminal; The computer system of claim 1 further comprising:
3. the hit timing information transmission control means controls the transmission of the hit timing information by controlling the incorporation of the hit timing information into a part of the video data; The computer system of claim 2.
4. the hit timing information transmission control means performs control to incorporate the hit timing information into image data of the video data at a position hidden by a display for a man-machine interface displayed on a display screen of the user terminal; The computer system of claim 3.
5. the video transmission control means controls transmission of information on the passage of time relating to the live video; a reception control means for controlling reception of support operation timing time information, which is information on the time lapse relating to the timing at which the support operation was performed, from the user terminal; an evaluation processing means for performing the evaluation processing based on the time elapsed information relating to the hit timing based on the detection result of the sensor and the cheering operation timing time information; The computer system of claim 1 further comprising:
6. evaluation result effect display control means for generating display data for an effect display body based on the evaluation result of the evaluation process; Further provided with The video transmission control means controls the transmission of video data in which the performance display object is superimposed on the live video. The computer system of claim 5.
7. a cheering target setting means for setting, for each of the viewing users, which of the players is to be a cheering target player; Further provided with the cheering parameter value control means controls the cheering parameter value for each of the cheering target players. A computer system according to any one of claims 1 to 6.
8. the battle equipment has a first display unit that is visible to the player who is wearing it, a first display unit display control means for controlling the display of the first display unit based on the cheering parameter value that designates the player himself as the cheering target player; The computer system of claim 7 further comprising:
9. the battle equipment has a second display unit that is invisible to the player who wears it but visible to the opponent player; a second display unit display control means for controlling the display of the second display unit based on the support parameter value that designates the opposing player as the support target player; The computer system of claim 7 further comprising:
10. the battle equipment has a third display unit that is invisible to the player who wears it but visible to the opponent player; a third display unit display control means for controlling the display of the third display unit based on the cheering parameter value that designates the player himself as the cheering target player; The computer system of claim 7 further comprising:
11. A program for causing a user terminal of a viewing user to perform display control based on video data of live video of a battle play between players equipped with battle equipment, the program comprising: The battle equipment is provided with a sensor for determining a hit, The server system comprises: a hit timing information transmission control means for controlling the transmission of hit timing information based on the detection result of the sensor to the user terminal; a cheer parameter value control means for variably controlling a cheer parameter value based on an evaluation result of a given evaluation process based on the difference between the hit timing and the timing of a cheer operation performed on the user terminal; and a cheer process activation control means for executing a given cheer process when a given activation condition based on the cheer parameter value is satisfied; a support operation input control means for inputting the support operation; an evaluation processing means for performing the evaluation processing based on a difference between the hit timing and the timing at which the cheering operation is input; evaluation result transmission control means for transmitting information on the evaluation results by the evaluation processing means to the server system; A program for causing the user terminal to function as a
Citation Information
Patent Citations
Game system and game device
JP2008295865A