Information processing system, information processing method, and information processing program
The information processing system enhances virtual space gaming by synchronizing real-world movements with virtual teleportation transitions, ensuring a seamless and immersive experience.
Patent Information
- Application Number
- JP2024106910
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-02
- Publication Date
- 2026-01-16
AI Technical Summary
Existing virtual space systems do not effectively provide a seamless movement experience from one space to another, leading to potential discomfort for players.
An information processing system that synchronizes the movement of a player's avatar in a virtual space with their movement in the real space, using teleportation-like transitions through objects in the virtual space that maintain spatial and orientational continuity.
Provides players with a smooth and immersive experience of teleportation between virtual spaces, enhancing the gaming experience without causing discomfort.
Smart Images

Figure 2026007254000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing system, an information processing method, and an information processing program. [Background technology]
[0002] Patent Document 1 discloses an entertainment system that allows a user to experience a spacious virtual space while suppressing the occurrence of 3D motion sickness and the like. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-025325 Summary of the Invention [Problem to be solved by the invention]
[0004] The technology described in Patent Document 1 creates a virtual space that is larger than the real space, and moves a mobile avatar in the virtual space at a distance greater than the distance a mobile object moves in the real space. This technology allows a player to experience moving through a virtual space that is larger than the real space. However, in a system in which a mobile avatar moves through the virtual space while moving through the real space, there is still room for improvement in the movement experience that can be provided to a player in the virtual space.
[0005] Therefore, an object of the present disclosure is to provide an information processing system, an information processing method, and an information processing program that can provide a player with an experience of teleportation from a first space to a second space set up in a virtual space. [Means for solving the problem]
[0006] An information processing system of a first aspect includes a processor, which moves a moving body avatar, which is an avatar that imitates a moving body that a player is riding in a real space, in a virtual space in synchronization with the movement of the moving body in the real space, and when an avatar that is riding the moving body avatar and imitates the player comes into contact with a first object that is placed in a first space in the virtual space, moves the moving body avatar and the player avatar to the position of a second object that is placed in a second space in the virtual space that corresponds to the first space and that corresponds to the first object.
[0007] In the information processing system of the first aspect, a moving avatar moves in the virtual space in synchronization with the movement of the moving object in the real space. When the player avatar comes into contact with a first object located in a first space in the virtual space, the moving avatar and the player avatar are located in a second space in the virtual space corresponding to the first space, and move to the position of the second object corresponding to the first object. In this way, in the information processing system, when the player avatar comes into contact with the first object, the moving avatar and the player avatar move to the position of the second object, thereby providing a movement experience that feels like teleportation from the first space to the second space to a player perceiving the virtual space via the player avatar.
[0008] In the information processing system of the second aspect, in the first aspect, the relative coordinates of the first object from the reference coordinates in the first space and the relative coordinates of the second object from the reference coordinates in the second space are the same, and the first object and the second object have a common definition between them, with one of their opposing faces being the entrance side and the other being the exit side, and the processor causes the moving avatar and the player avatar, which have entered from the entrance side face of one of the first object or the second object, to exit from the exit side face of the other of the first object or the second object.
[0009] In the information processing system of the second aspect, the relative coordinates of the first object from the reference coordinates in the first space are the same as the relative coordinates of the second object from the reference coordinates in the second space. Furthermore, the first object and the second object have a common definition in which one of their opposing faces is the entrance side and the other is the exit side. A moving avatar and a player avatar that enter through the entrance side of one of the first object or the second object exit through the exit side of the other of the first object or the second object. In this way, in the information processing system, the relative positions of the moving avatar and the player avatar from the respective reference coordinates and their orientations in the respective spaces are the same before and after movement, and the correspondence with the position and orientation of the moving object in real space can be maintained.
[0010] In the information processing system of the third aspect, in the second aspect, when the viewing frustum of a virtual camera installed at the head position of the player avatar comes into contact with the first object, the processor displays an image showing the state of the second space to which the player avatar is to move on the surface of the first object on the entrance side.
[0011] In the information processing system of the third aspect, when the view frustum of the virtual camera comes into contact with the first object, an image showing the second space as the destination is displayed on the surface of the first object on the entrance side. This allows the information processing system to provide continuity in the movement from the first space to the second space, and allows the moving avatar and player avatar to move without causing discomfort to the player perceiving the virtual space through the player avatar.
[0012] In a fourth aspect of the information processing system, in the second aspect, the processor displays an image showing the part of the moving avatar that is in contact with the first object on the entrance side of the first object from the time the moving avatar comes into contact with the first object until the player avatar comes into contact with the first object.
[0013] In the information processing system of the fourth aspect, an image showing the part of the moving avatar that is in contact with the first object is displayed on the surface of the first object on the entrance side from when the moving avatar comes into contact with the first object until when the player avatar comes into contact with the first object. This makes it possible for the information processing system to give the player perceiving the virtual space through the player avatar the impression that the part of the moving avatar that was in contact with the first object has moved into the second space, even before the moving avatar itself has moved into the second space.
[0014] In a fifth aspect of the information processing system, in the first aspect, a third object corresponding to the first object is provided and placed in a third space of the virtual space corresponding to the first space, and when the player avatar comes into contact with the first object, the processor switches the destination of the moving body avatar and the player avatar to the position of the second object or the position of the third object depending on the content of a predetermined button operation input to the moving body.
[0015] In a fifth aspect of the information processing system, a third object corresponding to the first object is placed in a third space corresponding to the first space in the virtual space. When the player avatar comes into contact with the first object, the moving avatar and the destination of the player avatar are switched to the position of the second object or the position of the third object depending on the content of a predetermined button operation input to the moving object. This makes it possible for the information processing system to provide a gaming experience in which the destination of the moving avatar from the first space changes depending on the content of a predetermined button operation input by the player.
[0016] In a sixth aspect of the information processing system, in the first aspect, a third object corresponding to the first object is provided and placed in a third space of the virtual space corresponding to the first space, and the processor switches the destination of the moving body avatar and the player avatar to the position of the second object or the position of the third object depending on the state of the moving body when the player avatar comes into contact with the first object.
[0017] In the information processing system of the sixth aspect, a third object corresponding to the first object is placed in a third space corresponding to the first space in the virtual space. When the player avatar comes into contact with the first object, the moving avatar and the destination of the player avatar are switched to the position of the second object or the position of the third object depending on the state of the moving object when the player avatar comes into contact with the first object. This makes it possible for the information processing system to provide a gaming experience in which the destination of the player avatar from the first space changes depending on the state of the moving object when the player avatar comes into contact with the first object.
[0018] In the information processing system of the seventh aspect, in the first aspect, a third object corresponding to the first object is provided and placed in a third space of the virtual space corresponding to the first space, and the processor switches the destination of the moving avatar and the player avatar when the player avatar comes into contact with the first object to the position of the second object or the position of the third object depending on the movement trajectory of the moving avatar in the first space until the player avatar comes into contact with the first object.
[0019] In the information processing system of the seventh aspect, a third object corresponding to the first object is placed in a third space corresponding to the first space in the virtual space. When the player avatar comes into contact with the first object, the moving avatar and the destination of the player avatar are switched to the position of the second object or the position of the third object according to the movement trajectory of the moving avatar in the first space. This makes it possible for the information processing system to provide a gaming experience in which the destination of the moving avatar from the first space changes according to the movement trajectory of the moving avatar in the first space.
[0020] An information processing method of an eighth aspect is a process executed by a computer to move a moving body avatar, which is an avatar that resembles a moving body that a player is riding in a real space, in a virtual space in synchronization with the movement of the moving body in the real space, and when an avatar that is riding the moving body avatar and resembles the player comes into contact with a first object that is placed in a first space in the virtual space, move the moving body avatar and the player avatar to the position of a second object that is placed in a second space in the virtual space corresponding to the first space and corresponds to the first object.
[0021] In an information processing method of an eighth aspect, a moving avatar moves in the virtual space in synchronization with the movement of the moving object in the real space. When the player avatar comes into contact with a first object located in a first space in the virtual space, the moving avatar and the player avatar are located in a second space in the virtual space corresponding to the first space, and move to the position of the second object corresponding to the first object. In this way, in the information processing method, when the player avatar comes into contact with the first object, the moving avatar and the player avatar move to the position of the second object, providing a player perceiving the virtual space via the player avatar with an experience of teleportation from the first space to the second space.
[0022] An information processing program of a ninth aspect causes a computer to execute a process of moving a moving body avatar, which is an avatar that resembles a moving body that a player is riding in a real space, in a virtual space in synchronization with the movement of the moving body in the real space, and when an avatar that is riding the moving body avatar and resembles the player comes into contact with a first object that is placed in a first space in the virtual space, moving the moving body avatar and the player avatar to the position of a second object that is placed in a second space in the virtual space corresponding to the first space and corresponds to the first object.
[0023] In an information processing program of a ninth aspect, a moving avatar moves in the virtual space in synchronization with the movement of the moving object in the real space. When the player avatar comes into contact with a first object located in a first space in the virtual space, the moving avatar and the player avatar are located in a second space in the virtual space corresponding to the first space, and move to the position of the second object corresponding to the first object. In this way, in the information processing program, when the player avatar comes into contact with the first object, the moving avatar and the player avatar move to the position of the second object, thereby providing a player perceiving the virtual space via the player avatar with an experience of teleportation from the first space to the second space. [Effects of the Invention]
[0024] As described above, the information processing system, information processing method, and information processing program according to the present disclosure can provide a player with an experience of teleportation from a first space to a second space set up in a virtual space. [Brief explanation of the drawings]
[0025] [Figure 1] FIG. 1 is a first explanatory diagram showing a play field P set up in real space. [Figure 2]FIG. 2 is an explanatory diagram showing a virtual field V set up in the game space. [Figure 3] FIG. 2 is an explanatory diagram of a virtual field V displayed on a head-mounted display. [Figure 4] FIG. 1 is a diagram illustrating an example of a schematic configuration of an information processing system. [Figure 5] FIG. 2 is a block diagram showing the hardware configuration of a content control device and a mobility control device. [Figure 6] FIG. 2 is a block diagram showing a storage configuration of a content control device. [Figure 7] FIG. 2 is a block diagram showing the configuration of the storage of the mobile control device. [Figure 8] FIG. 2 is a second explanatory diagram showing a play field P set up in real space. [Figure 9] FIG. 1 is a first explanatory diagram showing virtual fields V1, V2, and V3 set up in the game space. [Figure 10] 1 is a first flowchart showing the flow of various processes executed by a content control device and a mobility control device. [Figure 11] This is a subroutine of the object control process. [Figure 12] This is the first subroutine of the warp portal control process. [Figure 13] This is a subroutine for copy camera processing. [Figure 14] This is a subroutine of the camera control process. [Figure 15] This is a subroutine for the camera deletion process. [Figure 16] FIG. 10 is a first explanatory diagram illustrating a specific example of copy camera processing. [Figure 17] FIG. 10 is a second explanatory diagram illustrating a specific example of copy camera processing. [Figure 18] This is a subroutine for copy avatar processing. [Figure 19] This is a subroutine of the avatar control process. [Figure 20] This is a subroutine for avatar deletion processing. [Figure 21] FIG. 10 is a first explanatory diagram illustrating a specific example of copy avatar processing. [Figure 22] FIG. 10 is a second explanatory diagram illustrating a specific example of the copy avatar process. [Figure 23] This is a subroutine for attitude update processing. [Figure 24] This is a subroutine for attitude control processing. [Figure 25] FIG. 10 is an explanatory diagram illustrating how a player avatar and a vehicle avatar warp from a virtual field V1 to a virtual field V2. [Figure 26] FIG. 3 is a third explanatory diagram showing a play field P set up in real space. [Figure 27] FIG. 2 is a second explanatory diagram showing virtual fields V1, V2, and V3 set up in the game space. [Figure 28] 10 is a second flowchart showing the flow of various processes executed by a content control device and a mobility control device. [Figure 29] This is a subroutine of the input information acquisition process. [Figure 30] This is the second subroutine of the warp portal control process. [Figure 31] This is a first subroutine of the destination change process. [Figure 32] This is a second subroutine of the destination change process. [Figure 33] This is a third subroutine of the destination change process. [Figure 34] This is a fourth subroutine of the destination change process. DETAILED DESCRIPTION OF THE INVENTION
[0026] (First embodiment) First, a first embodiment of an information processing system 100 according to the present embodiment will be described. An overview of the information processing system 100 will be described below with reference to FIGS.
[0027] Fig. 1 is a first explanatory diagram showing a play field P set up in a real space for playing a predetermined game, and Fig. 2 is an explanatory diagram showing a virtual field V set up in a game space corresponding to the play field P. The game space is an example of a "virtual space" in the present disclosure.
[0028] 1, a movable area A1 is provided in which a vehicle 10 carrying a player 15 can move. The vehicle 10 is an example of a "moving body" in the present disclosure.
[0029] The virtual field V shown in Fig. 2 is provided with a movable area A2 in which the vehicle avatar 10A, on which the player avatar 15A is riding, can move. The player avatar 15A is an avatar that resembles the player 15, and the vehicle avatar 10A is an avatar that resembles the vehicle 10. As an example, the player avatar 15A has the same appearance as the player 15, and the vehicle avatar 10A has the same appearance as the vehicle 10. The vehicle avatar 10A is an example of a "mobile avatar" in the present disclosure.
[0030] Here, the movable area A1 and the movable area A2 have the same shape, and the same reference coordinates ("0,0" and "1,1") are set at the top left and bottom right vertices of the rectangle. This allows the vehicle avatar 10A to move within the movable area A2 in the game space in synchronization with the position of the vehicle 10 relative to the movable area A1.
[0031] 2, a plurality of objects 17 representing obstacles and the like existing in the game space are placed on the virtual field V. As an example, obstacle objects 17A, 17B, 17C, and 17D representing obstacles are placed on the virtual field V. Note that the objects 17 placed on the virtual field V change as the game progresses.
[0032] During execution of a predetermined game, the player 15 drives the vehicle 10 and moves freely within the movable area A1. As described above, in the game space, the vehicle avatar 10A moves within the movable area A2 in synchronization with the movement of the vehicle 10 in the real space. The player 15 visually recognizes the game space through a head-mounted display 70 (see FIG. 4) worn on the player's head.
[0033] 3 is an explanatory diagram of a virtual field V displayed on the head-mounted display 70. As shown in FIG. 3, the virtual field V is displayed on the head-mounted display 70, and the player 15 can visually recognize the player avatar 15A, the vehicle avatar 10A, and the obstacle objects 17A and 17B that exist in the game space.
[0034] Next, a description will be given of a schematic configuration of the information processing system 100. FIG.
[0035] As shown in FIG. 4, the information processing system 100 includes a vehicle 10, a head-mounted display 70, and headphones 80.
[0036] The vehicle 10 is an automobile in which a player 15 rides in real space. The vehicle 10 includes a content control device 20, a movement control device 30, a group of sensors 40, an input device 50, and an actuator 60.
[0037] The content control device 20 controls the generation and output of content used in a predetermined game.
[0038] The movement control device 30 controls the movement of the vehicle 10 based on the driving operation by the player 15 and the progress of the game.
[0039] The sensor group 40 includes sensors for detecting the state of the vehicle 10 and the surrounding circumstances, such as a 3D-LiDAR, a millimeter wave sensor, an infrared sensor, a blinker sensor, an accelerator position sensor, a brake position sensor, a shift position sensor, a vehicle speed sensor, a wheel speed sensor, a steering angle sensor, an angular velocity sensor, a GPS (Global Positioning System) sensor, an illuminance sensor, a gyro sensor, and an acceleration sensor, as well as a plurality of cameras for capturing images of the inside and outside of the vehicle 10. The sensor group 40 outputs the detection results of each sensor and images captured by each camera to the content control device 20 and the movement control device 30.
[0040] The input device 50 receives input of various operations by the player 15 to the vehicle 10. For example, the input device 50 includes various buttons, a steering wheel, a shift lever, an accelerator pedal, a brake pedal, and the like.
[0041] The actuator 60 controls the movement of the vehicle 10 by controlling the steering amount, acceleration amount, braking amount, shift position, etc., set in the vehicle 10 .
[0042] The head-mounted display 70 displays the video shown in the content output from the content control device 20.
[0043] The headphones 80 are worn by the player 15 so as to cover the ears of the player 15, and output sounds indicated in the content output from the content control device 20.
[0044] 5 is a block diagram showing the hardware configuration of the content control device 20 and the movement control device 30. Since the content control device 20 and the movement control device 30 basically have a general computer configuration, the content control device 20 will be described as a representative. The content control device 20 is an example of the "computer" in the present disclosure.
[0045] 5, the content control device 20 includes a CPU (Central Processing Unit) 21, a ROM (Read Only Memory) 22, a RAM (Random Access Memory) 23, a storage 24, and a communication unit 25. Each component is connected to each other via a bus 26 so as to be able to communicate with each other.
[0046] The CPU 21 is a central processing unit that executes various programs and controls each part. That is, the CPU 21 reads programs from the ROM 22 or the storage 24 and executes the programs using the RAM 23 as a work area. The CPU 21 controls each of the above components and performs various arithmetic processing in accordance with the programs stored in the ROM 22 or the storage 24. The CPU 21 is an example of a "processor" in the present disclosure.
[0047] The ROM 22 stores various programs and various data. The RAM 23 serves as a working area for temporarily storing programs or data.
[0048] The storage 24 is configured by a storage device such as a hard disk drive (HDD), a solid state drive (SSD), or a flash memory, and stores various programs and various data.
[0049] The communication unit 25 is an interface for communicating with other devices, and the communication uses wireless communication standards such as 4G, 5G, or Wi-Fi (registered trademark).
[0050] The functions of the CPU 31, ROM 32, RAM 33, storage 34, communication unit 35, and bus 36 of the mobile control device 30 are similar to the functions of the CPU 21, ROM 22, RAM 23, storage 24, communication unit 25, and bus 26 of the content control device 20 described above.
[0051] FIG. 6 is a block diagram showing the configuration of the storage 24 of the content control device 20. As shown in FIG. As shown in FIG. 6, the storage 24 stores an information processing program 24A, a field memory 24B, a copy camera memory 24C, a copy avatar memory 24D, a warp portal control memory 24E, a posture update memory 24F, and an operation content memory 24G.
[0052] The information processing program 24A is a program for causing the CPU 21 to execute various processes. When executing the information processing program 24A, the content control device 20 executes processes based on the information processing program 24A using the configurations shown in Figures 4 and 5. The information processing program 24A is an example of the "information processing program" of the present disclosure.
[0053] The field storage unit 24B stores field information related to a virtual field used in a predetermined game. By reading out the field information and using it in a predetermined game, it is possible to represent, for example, a virtual field V as shown in FIG. 2.
[0054] The copy camera memory 24C stores the attitude of the virtual camera 19, which will be described later, images captured by the copy camera 19A, which will be described later, and trimmed images obtained by trimming the captured images.
[0055] The copy avatar memory 24D stores the posture of the vehicle avatar 10A. The warp portal control memory 24E stores a destination warp portal corresponding to a warp portal described later, and a coordinate system in the game space of the destination.
[0056] The posture update memory 24F stores the posture of the vehicle 10, the posture of the player 15, the current coordinate system, the posture of the vehicle avatar 10A, the posture of the player avatar 15A, the target trajectory of the vehicle avatar 10A in the virtual field V1, a log of the actual movement trajectory of the vehicle avatar 10A in the virtual field V1, and the status of a specified task assigned to the player 15 in the virtual field V1.
[0057] The operation content memory 24G stores input information of the input device 50 acquired from the movement control device 30. For example, the operation content memory 24G stores information indicating that a predetermined button operation has been performed as the input information. The information stored in each of the memories will be described in detail later.
[0058] FIG. 7 is a block diagram showing the configuration of the storage 34 of the mobile control device 30. As shown in FIG. 7, an information processing program 34A is stored in the storage 34. The information processing program 34A is a program for causing the CPU 31 to execute various processes. When executing the information processing program 34A, the movement control device 30 executes processes based on the information processing program 34A using the configurations shown in FIGS. 4 and 5.
[0059] Next, a description will be given of characteristic processing contents performed by the information processing system 100. The information processing system 100 can provide the player 15 with a movement experience that feels like instantaneous movement (warping) from one space to another space provided in the game space.
[0060] FIG. 8 is a second explanatory diagram showing the play field P, and FIG. 9 is a first explanatory diagram showing virtual fields V1, V2, and V3 provided in the game space in correspondence with the play field P.
[0061] 1, the playfield P shown in Fig. 8 has a movable area A1 in which the vehicle 10 carrying the player 15 can move. Here, the reference coordinates in the reference coordinate system (e.g., CS0) of the playfield P shown in Fig. 8 are (0,0,0) set at the top left vertex of the playfield P.
[0062] The game space shown in FIG. 9 has a hierarchical structure in which three virtual fields (virtual fields V1, V2, and V3) are arranged one above the other. Specifically, the game space includes a virtual field V1 corresponding to the first floor, a virtual field V2 located above virtual field V1 and corresponding to the second floor, and a virtual field V3 located above virtual field V2 and corresponding to the third floor. The virtual fields V1, V2, and V3 each have the same shape and dimensions. Furthermore, the virtual fields V1, V2, and V3 have the same shape and dimensions as the playfield P.
[0063] Here, the reference coordinate in the reference coordinate system (e.g., CS1) of virtual field V1 is (0,0,0) set at the top left vertex of virtual field V1, the reference coordinate in the reference coordinate system (e.g., CS2) of virtual field V2 is (0,1,0) set at the top left vertex of virtual field V2, and the reference coordinate in the reference coordinate system (e.g., CS3) of virtual field V3 is (0,2,0) set at the top left vertex of virtual field V3. In this way, by making the Y coordinate values of the reference coordinates differ by 1, virtual fields V1, V2, and V3 are arranged so that the virtual fields do not overlap.
[0064] The virtual field V1 is provided with a movable area A3 in which the vehicle avatar 10A carrying the player avatar 15A can move. Also, the virtual field V1 is provided with objects 17, including an obstacle object 17E and a warp portal 18A.
[0065] The virtual field V2 is provided with a movable area A4 in which the vehicle avatar 10A carrying the player avatar 15A can move. Also, the virtual field V2 has arranged therein, as objects 17, an obstacle object 17F and warp portals 18B and 18C.
[0066] The virtual field V3 is provided with a movable area A5 in which the vehicle avatar 10A carrying the player avatar 15A can move. Also, the virtual field V3 is provided with obstacle objects 17G and a warp portal 18D as objects 17.
[0067] The warp portal 18A is an object 17 that, when the player avatar 15A comes into contact with it, warps the vehicle avatar 10A and the player avatar 15A to the position of the corresponding warp portal 18B. Similarly, the warp portal 18B is an object 17 that, when the player avatar 15A comes into contact with it, warps the vehicle avatar 10A and the player avatar 15A to the position of the corresponding warp portal 18A. Here, the relative coordinates of the warp portal 18A from the reference coordinates in the virtual field V1 are the same as the relative coordinates of the warp portal 18B from the reference coordinates in the virtual field V2.
[0068] Warp portal 18C is an object 17 that, when contacted by player avatar 15A, warps vehicle avatar 10A and player avatar 15A to the position of the corresponding warp portal 18D. Similarly, warp portal 18D is an object 17 that, when contacted by player avatar 15A, warps vehicle avatar 10A and player avatar 15A to the position of the corresponding warp portal 18C. Here, the relative coordinates of warp portal 18C from the reference coordinates in virtual field V2 are the same as the relative coordinates of warp portal 18D from the reference coordinates in virtual field V3.
[0069] As shown in FIG. 8, the initial position of vehicle 10 on playfield P is CS0 (0.5, 0, 0.8). In this case, as shown in FIG. 9, the initial position of vehicle avatar 10A in the game space is CS1 (0.5, 0, 0.8). Note that, as an example, the game space shown in FIG. 9 is configured such that the initial position of vehicle avatar 10A is set on virtual field V1. In this way, the relative coordinates of vehicle 10 from the reference coordinates on playfield P and the relative coordinates of vehicle avatar 10A from the reference coordinates on virtual field V1 are the same.
[0070] Assume that the player 15 drives the vehicle 10 and moves from CS0 (0.5, 0, 0.8) to CS0 (0.8, 0, 0.2) along the route indicated by the arrow Y in the movable area A1. In this case, in the virtual field V1, in synchronization with the movement of the vehicle 10, the vehicle avatar 10A moves along the route indicated by the arrow Y1 from CS1 (0.5, 0, 0.8) along the same movement trajectory as the vehicle 10. As shown in FIG. 9 , a warp portal 18A is located on the route indicated by the arrow Y1, and the player avatar 15A comes into contact with the warp portal 18A while the vehicle avatar 10A is moving. When the player avatar 15A comes into contact with the warp portal 18A, the vehicle avatar 10A and the player avatar 15A are warped to the positions of the corresponding warp portal 18B. Thereafter, vehicle avatar 10A follows the same movement trajectory as vehicle 10 and moves on virtual field V2 to CS2 (0.8, 1, 0.2) corresponding to CS0 (0.8, 0, 0.2), which is the end point of the movement of vehicle 10. Virtual field V1 is an example of a "first space" in the present disclosure, virtual field V2 is an example of a "second space" in the present disclosure, warp portal 18A is an example of a "first object" in the present disclosure, and warp portal 18B is an example of a "second object" in the present disclosure.
[0071] Next, specific examples of various processes executed by the content control device 20 and the mobility control device 30 in the information processing system 100 will be described.
[0072] 10 is a first flowchart showing the flow of various processes executed by the content control device 20 and the movement control device 30. The CPU 21 reads the information processing program 24A from the storage 24, and the CPU 31 reads the information processing program 34A from the storage 34, and the CPU 21 loads and executes the information processing program 24A in the RAMs 23 and 33, thereby performing various processes. As an example, the various processes are executed when a predetermined game is started.
[0073] 10, an initialization process is performed. In the initialization process, the CPU 21 and the CPU 31 establish communication between the content control device 20 and the movement control device 30, and between the content control device 20 or the movement control device 30 and other hardware. The CPU 21 also acquires field information from the field storage unit 24B and initializes parameters of the objects 17 provided in the virtual fields V1, V2, and V3. Then, the process proceeds to step S11.
[0074] In step S11, the CPU 21 performs a posture update process to update the postures of the player avatar 15A and the vehicle avatar 10A. A subroutine of the posture update process will be described later. Then, the process proceeds to step S12.
[0075] In step S12, the CPU 21 performs object control processing for the objects 17 other than the warp portals provided in the virtual fields V1, V2, and V3. A subroutine of the object control processing will be described later. Then, the processing proceeds to step S13.
[0076] In step S13, the CPU 21 performs a warp portal control process for the warp portals provided in the virtual fields V1, V2, and V3. A subroutine of the warp portal control process will be described later. Then, the process proceeds to step S14.
[0077] In step S14, the CPU 21 generates content and outputs the generated content to the head-mounted display 70 and headphones 80. As a result, the player 15 wearing the head-mounted display 70 and headphones 80 can see the image displayed by the virtual camera 19 (see FIG. 16(A) etc.) in the game space and hear the sound collected by the virtual microphone. Then, the processing proceeds to step S15. Note that, as an example, the virtual camera 19 and the virtual microphone are installed at the position of the head of the player avatar 15A.
[0078] In step S15, the CPU 21 and the CPU 31 determine whether or not a predetermined game termination condition has been met. If the CPU 21 and the CPU 31 determine that the termination condition has been met (step S15: YES), the CPU 21 and the CPU 31 terminate the processing. On the other hand, if the CPU 21 and the CPU 31 determine that the termination condition has not been met (step S15: NO), the CPU 21 and the CPU 31 return to step S11. As an example, the termination condition in step S15 is met when the play time available for playing the predetermined game has elapsed.
[0079] FIG. 11 shows a subroutine of the object control process executed by the content control device 20.
[0080] 11, the CPU 21 performs physical calculations according to physical phenomena such as gravity, action and reaction, and collision occurring on objects 17 other than the warp portals provided in the virtual fields V1, V2, and V3. The objects 17 are, for example, ball objects that resemble spherical balls. Then, the process proceeds to step S21.
[0081] In step S21, the CPU 21 updates the posture of the object 17, which is six-axis information obtained by adding three-axis orientations to three-axis positions of the object 17 in the reference coordinate systems of the virtual fields V1, V2, and V3, based on the results of the physical calculations performed in step S20. Then, the process returns to the caller.
[0082] FIG. 12 shows a first subroutine of the warp portal control process executed by the content control device 20.
[0083] 12, CPU 21 performs copy camera processing for copy camera 19A (see FIG. 16(B), etc.), which is a camera that is a copy of virtual camera 19 and is capable of photographing the game space. A subroutine of the copy camera processing will be described later. Then, the processing proceeds to step S31.
[0084] In step S31, CPU 21 performs copy avatar processing on copy avatar 10C (see FIG. 21(B), etc.), which is an avatar that copies only the appearance of vehicle avatar 10A and is movable in the game space. A subroutine for the copy avatar processing will be described later. Then, the processing returns to the caller.
[0085] FIG. 13 shows a subroutine of the copy camera process executed by the content control device 20.
[0086] 13, the CPU 21 performs a hit determination, and the process then proceeds to step S41.
[0087] In step S41, CPU 21 determines whether or not the view frustum of virtual camera 19 is in contact with the warp portal as a result of the collision determination performed in step S40. If CPU 21 determines that the view frustum of virtual camera 19 is in contact with the warp portal (step S41: YES), the process proceeds to step S42. On the other hand, if CPU 21 determines that the view frustum of virtual camera 19 is not in contact with the warp portal (step S41: NO), the process proceeds to step S43. In other words, in step S41, CPU 21 determines whether or not the warp portal is being photographed by virtual camera 19.
[0088] In step S42, the CPU 21 performs a camera control process for controlling the copy camera 19A. The subroutine for the camera control process will be described later. Then, the process returns to the call source.
[0089] In step S43, the CPU 21 executes a camera deletion process for deleting the copy camera 19A. The subroutine for the camera deletion process will be described later. Then, the process returns to the call source.
[0090] FIG. 14 shows a subroutine of the camera control process executed by the content control device 20. 14, the CPU 21 determines whether or not the copy camera 19A exists in the game space. If the CPU 21 determines that the copy camera 19A exists (step S50: YES), the process proceeds to step S52. On the other hand, if the CPU 21 determines that the copy camera 19A does not exist (step S50: NO), the process proceeds to step S51.
[0091] In step S51, CPU 21 creates copy camera 19A in a game space in which a warp portal corresponding to the warp portal in contact with the view frustum of virtual camera 19 is placed. In the following description of FIG. 14, the warp portal in contact with the view frustum of virtual camera 19 will be referred to as "warp portal 18A," the warp portal corresponding to warp portal 18A will be referred to as "warp portal 18B," and the game space in which warp portal 18B is placed will be referred to as "virtual field V2." Then, processing proceeds to step S52.
[0092] In step S52, the CPU 21 acquires the orientation of the virtual camera 19, which is six-axis information obtained by adding three-axis orientations to three-axis positions as viewed from the warp portal 18A in CS1 in the reference coordinate system of the virtual field V1 in which the player avatar 15A is placed. The CPU 21 stores the acquired orientation of the virtual camera 19 in the copy camera memory 24C. The orientation of the virtual camera 19 can be identified by a known method. Then, the process proceeds to step S53.
[0093] In step S53, CPU 21 updates the reference coordinate system of virtual field V2 in which copy camera 19A was created, i.e., the attitude of copy camera 19A, which is six-axis information obtained by adding three-axis orientations to the three-axis positions of copy camera 19A in CS2. At this time, CPU 21 reflects the attitude of virtual camera 19 stored in copy camera memory 24C in the attitude of copy camera 19A as seen from warp portal 18B in CS2. As a result, the relative coordinates of virtual camera 19 from warp portal 18A and the relative coordinates of copy camera 19A from warp portal 18B become the same. Furthermore, the three-axis orientations (directions) of virtual camera 19 in virtual field V1 become the same as the three-axis orientations (directions) of copy camera 19A in virtual field V2. Then, processing proceeds to step S54.
[0094] In step S54, the CPU 21 acquires a photographed image of the virtual field V2 taken by the copy camera 19A in the attitude updated in step S53. The photographed image is an image taken by the copy camera 19A in the virtual field V2 from the same relative coordinates as the relative coordinates of the virtual camera 19 from the warp portal 18A, and from the same viewpoint as the virtual camera 19. The CPU 21 stores the acquired photographed image in the copy camera memory 24C. Then, the process proceeds to step S55.
[0095] In step S55, CPU 21 trims the image captured in step S54 to fit the size of warp portal 18A. CPU 21 stores the trimmed image obtained by trimming the captured image in copy camera memory 24C. Then, the process proceeds to step S56.
[0096] In step S56, CPU 21 draws the trimmed image obtained by trimming the image captured in step S55 on entrance surface 42A of warp portal 18A (see FIG. 16(A) and the like), and then the process returns to the caller.
[0097] FIG. 15 shows a subroutine of the camera deletion process executed by the content control device 20.
[0098] 15, the CPU 21 determines whether or not the copy camera 19A exists in the game space. If the CPU 21 determines that the copy camera 19A exists (step S60: YES), the process proceeds to step S61. On the other hand, if the CPU 21 determines that the copy camera 19A does not exist (step S60: NO), the process returns to the calling process.
[0099] In step S61, the CPU 21 erases the copy camera 19A that exists in the game space, and then the process returns to the caller.
[0100] Fig. 16 is a first explanatory diagram illustrating a specific example of copy camera processing. Here, Fig. 16(A) shows the state of virtual field V1 in the explanatory diagram, and Fig. 16(B) shows the state of virtual field V2 in the explanatory diagram.
[0101] In FIG. 16(A), the view frustum R1 of the virtual camera 19 installed at the head position of the player avatar 15A is in contact with the warp portal 18A. Here, the surface of the warp portal 18A facing the player avatar 15A (left side in the figure) is defined as the entrance surface 42A, and the surface opposite the player avatar 15A (right side in the figure) is defined as the exit surface 42B. Similarly, in FIG. 16(B), the surface of the warp portal 18B facing the copy camera 19A (left side in the figure) is defined as the entrance surface 44A, and the surface opposite the copy camera 19A (right side in the figure) is defined as the exit surface 44B. In this way, the warp portals 18A and 18B have a common definition that one of their opposing surfaces is the entrance side and the other is the exit side. The entrance surface 42A is an example of the "entrance side surface of the first object" in the present disclosure.
[0102] In the copy camera process, the CPU 21 stores the orientation of the virtual camera 19 shown in FIG. 16(A) as viewed from the warp portal 18A in the copy camera memory 24C. As a result, a copy camera 19A having the same orientation as the virtual camera 19 stored in the copy camera memory 24C is placed in the virtual field V2 shown in FIG. 16(B). The copy camera 19A captures the state of the virtual field V2 included in the view frustum R2 from the same relative coordinates as the virtual camera 19 relative to the warp portal 18A and from the same viewpoint as the virtual camera 19. As an example, the view frustum R2 includes a portion of an obstacle object 17H resembling a spherical ball. Note that the copy camera 19A is configured so that the warp portal 18B is not captured in the image.
[0103] CPU 21 stores the image captured by copy camera 19A in copy camera memory 24C. CPU 21 trims the image stored in copy camera memory 24C to fit the size of warp portal 18A. In this case, CPU 21 creates a trimmed image by trimming the portion of the image other than the area that overlaps with warp portal 18B (area R3 in the example shown in FIG. 16(B)), and stores the created trimmed image in copy camera memory 24C. CPU 21 then draws the trimmed image stored in copy camera memory 24C on entrance surface 42A of warp portal 18A.
[0104] Fig. 17 is a second explanatory diagram illustrating a specific example of copy camera processing. Fig. 17 shows a cropped image of the image captured by copy camera 19A shown in Fig. 16(B), cropped so that only range R3 remains, and drawn on entrance surface 42A of warp portal 18A. An obstacle object 17H placed in virtual field V2 is displayed on entrance surface 42A. This allows warp portal 18A to function like a window that reflects virtual field V2.
[0105] The CPU 21 stores the latest value of the attitude of the virtual camera 19 seen from the warp portal 18A in the copy camera memory 24C for each frame and reflects it in the attitude of the copy camera 19A. As a result, even if the attitude of the vehicle avatar 10A or the player avatar 15A in the virtual field V1 changes, an image that is consistent with the range perceptible by the player 15 is displayed on the warp portal 18A. If the view frustum R1 of the virtual camera 19 is not in contact with the warp portal 18A, for example, if the view frustum R1 and the warp portal 18A are separated, the CPU 21 erases the copy camera 19A.
[0106] FIG. 18 shows a subroutine of the copy avatar process executed by the content control device 20.
[0107] 18, the CPU 21 performs a hit determination, and the process then proceeds to step S71.
[0108] In step S71, CPU 21 determines whether or not vehicle avatar 10A is in contact with the warp portal based on the result of the collision determination performed in step S70. If CPU 21 determines that vehicle avatar 10A is in contact with the warp portal (step S71: YES), the process proceeds to step S72. On the other hand, if CPU 21 determines that vehicle avatar 10A is not in contact with the warp portal (step S71: NO), the process proceeds to step S73. Colliders are set for vehicle avatar 10A and the warp portal, respectively, and CPU 21 determines whether or not there is contact based on known collision determination.
[0109] In step S72, CPU 21 performs avatar control processing related to control of copy avatar 10C. A subroutine of the avatar control processing will be described later. Then, the processing returns to the caller.
[0110] In step S73, CPU 21 performs an avatar deletion process for deleting copy avatar 10C. The subroutine for the avatar deletion process will be described later. Then, the process returns to the caller.
[0111] FIG. 19 shows a subroutine of the avatar control process executed by the content control device 20.
[0112] 19, the CPU 21 determines whether or not a copy avatar 10C exists in the game space. If the CPU 21 determines that the copy avatar 10C exists (step S80: YES), the process proceeds to step S82. On the other hand, if the CPU 21 determines that the copy avatar 10C does not exist (step S80: NO), the process proceeds to step S81.
[0113] In step S81, CPU 21 creates a copy avatar 10C in a game space in which a warp portal corresponding to the warp portal with which vehicle avatar 10A is in contact is located. The created copy avatar 10C is drawn in the game space. In the following description of FIG. 19, the warp portal with which vehicle avatar 10A is in contact will be referred to as "warp portal 18A," the warp portal corresponding to warp portal 18A will be referred to as "warp portal 18B," and the game space in which warp portal 18B is located will be referred to as "virtual field V2." Then, processing proceeds to step S82.
[0114] In step S82, CPU 21 acquires the orientation of vehicle avatar 10A, which is six-axis information obtained by adding three-axis orientations to three-axis positions of vehicle avatar 10A as viewed from warp portal 18A in CS1 in the reference coordinate system of virtual field V1 in which vehicle avatar 10A is placed. CPU 21 stores the acquired orientation of vehicle avatar 10A in copy avatar memory 24D. Note that the orientation of vehicle avatar 10A can be identified by a known method. Then, the process proceeds to step S83.
[0115] In step S83, CPU 21 updates the reference coordinate system of virtual field V2 in which copy avatar 10C was created, i.e., the posture of copy avatar 10C, which is six-axis information obtained by adding three-axis orientations to the three-axis positions of copy avatar 10C in CS2. At this time, CPU 21 reflects the posture of vehicle avatar 10A stored in copy avatar memory 24D in the posture of copy avatar 10C as seen from warp portal 18B in CS2. As a result, the relative coordinates of vehicle avatar 10A from warp portal 18A and the relative coordinates of copy avatar 10C from warp portal 18B become the same. Furthermore, the three-axis orientations (directions) of vehicle avatar 10A in virtual field V1 become the same as the three-axis orientations (directions) of copy avatar 10C in virtual field V2. Then, the process returns to the caller.
[0116] FIG. 20 shows a subroutine of the avatar deletion process executed by the content control device 20.
[0117] 20, the CPU 21 determines whether or not the copy avatar 10C exists in the game space. If the CPU 21 determines that the copy avatar 10C exists (step S90: YES), the CPU 21 proceeds to step S91. On the other hand, if the CPU 21 determines that the copy avatar 10C does not exist (step S90: NO), the CPU 21 returns to the calling process.
[0118] In step S91, CPU 21 erases copy avatar 10C existing in the game space, and then returns to the caller of the process.
[0119] Fig. 21 is a first explanatory diagram illustrating a specific example of copy avatar processing. Here, Fig. 21(A) shows the state of virtual field V1 in the explanatory diagram, and Fig. 21(B) shows the state of virtual field V2 in the explanatory diagram.
[0120] 22 is a second explanatory diagram illustrating a specific example of copy avatar processing. Here, Fig. 22(A) shows the state of virtual field V1 in the explanatory diagram, and Fig. 22(B) shows the state of virtual field V2 in the explanatory diagram.
[0121] In FIG. 21(A), the front end of vehicle avatar 10A is in contact with warp portal 18A. In this case, in the copy avatar processing, CPU 21 stores the posture of vehicle avatar 10A shown in FIG. 21(A) as seen from warp portal 18A in copy avatar memory 24D. As a result, copy avatar 10C having a posture similar to that of vehicle avatar 10A stored in copy avatar memory 24D is placed in virtual field V2 shown in FIG. 21(B). Note that, similar to FIG. 16(B), which shows a specific example of copy camera processing, copy camera 19A having a posture similar to that of virtual camera 19 shown in FIG. 21(A) is placed in virtual field V2. Copy camera 19A captures the state of virtual field V2 included in view frustum R2 from the same relative coordinates as virtual camera 19 from warp portal 18A, and from the same viewpoint as virtual camera 19. Note that, as described above, copy camera 19A is configured so that warp portal 18B is not captured in the image.
[0122] 22(A), as vehicle avatar 10A moves forward, a portion of vehicle avatar 10A that has come into contact with warp portal 18A passes through warp portal 18A and is exposed from exit surface 42B. In this state, entrance surface 42A of warp portal 18A is included in the entire field of view of virtual camera 19, and player 15, who is perceiving the game space through player avatar 15A, is assumed to be looking at entrance surface 42A.
[0123] Furthermore, CPU 21 stores the latest value of the posture of vehicle avatar 10A as seen from warp portal 18A in copy avatar memory 24D for each frame and reflects it in the posture of copy avatar 10C. As a result, in Figure 22(B), the position of copy avatar 10C changes in accordance with the forward movement of vehicle avatar 10A. Also in Figure 22(B), the position of copy camera 19A changes as the posture of virtual camera 19 as seen from warp portal 18A is updated.
[0124] As a result of the above processing, in a state in which a portion of vehicle avatar 10A shown in FIG. 22(A) has passed through warp portal 18A and is exposed from the exit surface 42B, an image captured by copy camera 19A from the position shown in FIG. 22(B) is displayed on entrance surface 42A. For example, if copy avatar 10C is included in the captured image, a portion of vehicle avatar 10A that is in contact with warp portal 18A is displayed on entrance surface 42A, giving player 15 the impression that the portion has warped into virtual field V2. Note that if vehicle avatar 10A is not in contact with warp portal 18A, for example, if vehicle avatar 10A and warp portal 18A separate, CPU 21 erases copy avatar 10C.
[0125] FIG. 23 shows a subroutine of the posture update process executed by the content control device 20.
[0126] 23, the CPU 21 determines the attitude of the vehicle 10, which is six-axis information obtained by adding three-axis orientations to three-axis positions of the vehicle 10 at CS0, based on the sensor information acquired from the sensor group 40. For example, the CPU 21 determines the attitude of the vehicle 10 from the detection results of the GPS sensor, acceleration sensor, and angular velocity sensor included in the sensor information. The CPU 21 stores the determined attitude of the vehicle 10 in the attitude update memory 24F. Then, the process proceeds to step S101.
[0127] In step S101, the CPU 21 identifies the posture of the player 15, which is six-axis information obtained by adding three-axis orientations to three-axis positions of the player 15 in CS0, based on sensor information acquired from the sensor group 40. For example, the CPU 21 identifies the posture of the player 15 by performing body tracking based on images captured by multiple cameras capturing images of the interior of the vehicle 10, which are included in the sensor information. The CPU 21 stores the identified posture of the player 15 in the posture update memory 24F. Then, the process proceeds to step S102.
[0128] In step S102, the CPU 21 performs a posture control process to control the postures of the player avatar 15A and the vehicle avatar 10A as the respective avatars. The posture of the player avatar 15A is six-axis information obtained by adding three-axis orientations to three-axis positions of the player avatar 15A in a reference coordinate system of the game space in which the player avatar 15A exists. A subroutine for the posture control process will be described later. Then, the process returns to the caller.
[0129] FIG. 24 shows a subroutine of the posture control process executed by the content control device 20.
[0130] 24, the CPU 21 performs a hit determination, and the process then proceeds to step S111.
[0131] In step S111, the CPU 21 determines whether or not the virtual camera 19 has come into contact with the warp portal based on the result of the collision determination performed in step S110. If the CPU 21 determines that the virtual camera 19 has come into contact with the warp portal (step S111: YES), the process proceeds to step S112. On the other hand, if the CPU 21 determines that the virtual camera 19 has not come into contact with the warp portal (step S111: NO), the process proceeds to step S114. A collider is set for each of the virtual camera 19 and the warp portal, and the CPU 21 determines whether or not there has been contact based on known collision determination.
[0132] In step S112, CPU 21 acquires, from warp portal control memory 24E, a coordinate system in the destination game space corresponding to the warp portal with which virtual camera 19 came into contact in step S111. In the following description of FIG. 24, the warp portal with which virtual camera 19 came into contact in step S111 will be referred to as "warp portal 18A," and the destination game space will be referred to as "virtual field V2." Therefore, it is assumed that warp portal control memory 24E stores "warp portal 18B" as the destination warp portal corresponding to warp portal 18A, and "CS2" as the coordinate system in the destination game space. Then, processing proceeds to step S113.
[0133] In step S113, the CPU 21 overwrites the current coordinate system stored in the attitude update memory 24F with the destination coordinate system acquired in step S112. For example, the current coordinate system stored in the attitude update memory 24F is overwritten from CS1, which is the reference coordinate system of the virtual field V1, to CS2, which is the reference coordinate system of the virtual field V2. Then, the process proceeds to step S114.
[0134] In step S114, the CPU 21 acquires the current coordinate system stored in the attitude update memory 24F. Then, the process proceeds to step S115. Here, when the process proceeds from step S111 to step S114, the following coordinate system is stored in the attitude update memory 24F as the current coordinate system. For example, the CPU 21 determines the game space in which the vehicle avatar 10A currently exists based on a collision detection between the vehicle avatar 10A and the floor of the game space. Therefore, the CPU 21 determines the game space in which the vehicle avatar 10A currently exists as the virtual field V1 based on the collision detection, and stores CS1 as the current coordinate system in the attitude update memory 24F.
[0135] In step S115, the CPU 21 updates the postures of the player avatar 15A and the vehicle avatar 10A in the current coordinate system acquired in step S114, based on the posture of the vehicle 10 identified in step S100 and the posture of the player 15 identified in step S101. The CPU 21 stores the updated postures of the player avatar 15A and the vehicle avatar 10A in the posture update memory 24F. As a result, the vehicle avatar 10A moves in the game space in synchronization with the movement of the vehicle 10 in the real space, or rotates the steering wheel in the game space in synchronization with the rotation of the steering wheel in the real space. Furthermore, the player avatar 15A performs similar movements in the game space in synchronization with the body movement of the player 15 in the real space. Note that when the posture update memory 24F is overwritten in step S113, the player avatar 15A and the vehicle avatar 10A are rendered in the destination game space, specifically, in the virtual field V2, and their postures are updated in the virtual field V2. Then, the process returns to the caller.
[0136] 25A and 25B are explanatory diagrams illustrating how the player avatar 15A and the vehicle avatar 10A warp from the virtual field V1 to the virtual field V2. Here, Fig. 25A shows a first state of the virtual field V1 in the explanatory diagram, Fig. 25B shows a second state of the virtual field V1 in the explanatory diagram, and Fig. 25C shows a state of the virtual field V2 in the explanatory diagram.
[0137] In FIG. 25(A), the front end of virtual camera 19 is in contact with warp portal 18A. In this case, CPU 21 overwrites the current coordinate system stored in posture update memory 24F with CS2, which is the reference coordinate system of virtual field V2. As a result, the postures of player avatar 15A and vehicle avatar 10A are updated in the destination game space, specifically, virtual field V2, and are therefore erased from the original game space, specifically, virtual field V1 (see FIG. 25(B)). Then, CPU 21 renders player avatar 15A and vehicle avatar 10A in virtual field V2 at the position of warp portal 18B corresponding to warp portal 18A (see FIG. 25(C)), and updates the postures of each avatar in virtual field V2.
[0138] That is, before virtual camera 19 comes into contact with warp portal 18A, CPU 21 applies the relative coordinates of vehicle 10 as seen from CS0 (0,0,0), which are the reference coordinates of real space, to CS1 (0,0,0), which are the reference coordinates of virtual field V1, and moves vehicle avatar 10A. Thereafter, when virtual camera 19 comes into contact with warp portal 18A, CPU 21 switches the reference coordinates of the game space to CS2 (0,1,0), which are the reference coordinates of virtual field V2. As a result, vehicle avatar 10A moves so as to exist in virtual field V2 after virtual camera 19 comes into contact with warp portal 18A.
[0139] As described above, in the information processing system 100, the CPU 21 moves the vehicle avatar 10A in the game space in synchronization with the movement of the vehicle 10 in the real space. When the virtual camera 19 installed at the head position of the player avatar 15A comes into contact with the warp portal 18A located in the virtual field V1 in the game space, the CPU 21 moves the vehicle avatar 10A and the player avatar 15A to the position of the warp portal 18B located in the virtual field V2 corresponding to the virtual field V1 in the game space and corresponding to the warp portal 18A. In this way, in the information processing system 100, when the virtual camera 19 comes into contact with the warp portal 18A, the vehicle avatar 10A and the player avatar 15A move to the position of the warp portal 18B, thereby providing the player 15 perceiving the game space via the player avatar 15A with an experience of teleportation from the virtual field V1 to the virtual field V2. In addition, the virtual field V2 corresponding to the above virtual field V1 and the warp portal 18B corresponding to the warp portal 18A can also be referred to as the "virtual field V2 accessible from the virtual field V1" and the "warp portal 18B accessible from the warp portal 18A," respectively.
[0140] Furthermore, in the information processing system 100, the relative coordinates of the warp portal 18A from the reference coordinates in the virtual field V1 are the same as the relative coordinates of the warp portal 18B from the reference coordinates in the virtual field V2. Furthermore, the warp portals 18A and 18B have a common definition in which one of their opposing faces is the entrance side and the other is the exit side. The CPU 21 causes the vehicle avatar 10A and the player avatar 15A, which entered through the entrance face 42A or the entrance face 44A, to exit through the exit face 42B or the exit face 44B. As a result, in the information processing system 100, the relative positions of the vehicle avatar 10A and the player avatar 15A from the respective reference coordinates and their orientations in the respective spaces are the same before and after the movement, and the correspondence with the position and orientation of the vehicle 10 in the real space can be maintained.
[0141] Furthermore, in the information processing system 100, when the view frustum R1 of the virtual camera 19 comes into contact with the warp portal 18A, the CPU 21 displays an image showing the state of the destination virtual field V2 on the entrance surface 42A of the warp portal 18A. This allows the information processing system 100 to provide continuity in the movement from the virtual field V1 to the virtual field V2, and allows the vehicle avatar 10A and the player avatar 15A to move without causing discomfort to the player 15 who is perceiving the game space through the player avatar 15A.
[0142] Furthermore, in information processing system 100, CPU 21 displays, on entrance surface 42A of warp portal 18A, an image showing the portion of vehicle avatar 10A that has come into contact with warp portal 18A, from the time when vehicle avatar 10A comes into contact with warp portal 18A until virtual camera 19 installed at the head position of player avatar 15A comes into contact with warp portal 18A. This makes it possible for information processing system 100 to give player 15, who is perceiving the game space through player avatar 15A, the impression that the portion of vehicle avatar 10A that has come into contact with warp portal 18A has moved into virtual field V2, even before vehicle avatar 10A itself has moved into virtual field V2.
[0143] (Second embodiment) Next, a second embodiment of the information processing system 100 according to the present invention will be described while omitting or simplifying parts that overlap with the above embodiment.
[0144] In the first embodiment, warp portals that can be used for warping are linked one-to-one, but in the second embodiment, warp portals that can be used for warping are linked one-to-many. In other words, the second embodiment differs from the first embodiment in that multiple warp portals are provided corresponding to one warp portal.
[0145] FIG. 26 is a third explanatory diagram showing the play field P, and FIG. 27 is a second explanatory diagram showing virtual fields V1, V2, and V3 provided in the game space in correspondence with the play field P.
[0146] 26, similar to the playfield P shown in FIG. 8, is provided with a movable area A1 in which the vehicle 10 on which the player 15 is riding can move.
[0147] The game space shown in Figure 27, like the game space shown in Figure 9, has a hierarchical structure with a virtual field V1 corresponding to the first floor, a virtual field V2 corresponding to the second floor, and a virtual field V3 corresponding to the third floor.
[0148] In virtual field V1, a warp portal 18X is placed as an object 17. In virtual field V2, a warp portal 18Y is placed as an object 17. In virtual field V3, a warp portal 18Z is placed as an object 17.
[0149] The warp portal 18X is an object 17 that, when the player avatar 15A comes into contact with it, warps the vehicle avatar 10A and the player avatar 15A to the position of the corresponding warp portal 18Y or warp portal 18Z. Here, the relative coordinates of the warp portal 18X from the reference coordinates in the virtual field V1, the relative coordinates of the warp portal 18Y from the reference coordinates in the virtual field V2, and the relative coordinates of the warp portal 18Z from the reference coordinates in the virtual field V3 are the same.
[0150] Next, a specific example will be described in which the destination changes when player avatar 15A comes into contact with warp portal 18X, more specifically, when virtual camera 19 installed at the head position of player avatar 15A comes into contact with warp portal 18X.
[0151] Figure 28 is a second flowchart showing the flow of various processes executed by the content control device 20 and the mobility control device 30. The flowchart shown in Figure 28 adds step S16 between step S10 and step S11 to the flowchart shown in Figure 10. The flowchart shown in Figure 28 proceeds to step S16 after step S10 is completed, and proceeds to step S11 after step S16 is completed. Furthermore, the flowchart shown in Figure 28 returns to step S16 if step S15 is NO.
[0152] 28, the CPU 21 performs an input information acquisition process to acquire input information indicating the operation content of the input device 50 transmitted from the CPU 31. A subroutine of the input information acquisition process will be described later. Then, the process proceeds to step S11.
[0153] FIG. 29 shows a subroutine of the input information acquisition process executed by the content control device 20.
[0154] 29, the CPU 21 acquires input information transmitted from the CPU 31. As an example, the input information is the operation content of a predetermined button arranged in a position on the vehicle 10 that can be operated by the player 15. It is assumed that two types of predetermined buttons, a first button and a second button, are provided. Then, the process proceeds to step S121.
[0155] In step S121, the CPU 21 stores the input information acquired in step S120 in the operation content memory 24G, and then the process returns to the caller.
[0156] 30 shows a second subroutine of the warp portal control process executed by the content control device 20. In the subroutine shown in FIG. 30, step S32 is added before step S30 in comparison with the subroutine shown in FIG.
[0157] In step S32 shown in Figure 30, CPU 21 performs a destination change process to change the destination of the warp portal that virtual camera 19 placed at the head position of player avatar 15A has come into contact with. In the following description, the warp portal that virtual camera 19 has come into contact with will be described as "warp portal 18X." A subroutine for the destination change process will be described later. Then, the process proceeds to step S30.
[0158] FIG. 31 shows a first subroutine of the destination change process executed by the content control device 20.
[0159] In step S130 shown in FIG. 31, the CPU 21 determines whether or not a predetermined button operation has been performed by the player 15. Here, if the CPU 21 determines that a predetermined button operation has been performed (step S130: YES), the process proceeds to step S131. On the other hand, if the CPU 21 determines that a predetermined button operation has not been performed (step S130: NO), the process waits until a predetermined button operation is performed. As an example, the CPU 21 determines that a predetermined button operation has been performed when input information indicating that a predetermined button operation has been performed is stored in the operation content memory 24G. On the other hand, the CPU 21 determines that a predetermined button operation has not been performed when input information indicating that a predetermined button operation has been performed is not stored in the operation content memory 24G.
[0160] In step S131, the CPU 21 determines whether the button operated by the player 15 is the first button based on the input information stored in the operation content memory 24G. If the CPU 21 determines that the operated button is the first button (step S131: YES), the process proceeds to step S132. On the other hand, if the CPU 21 determines that the operated button is not the first button, i.e., the second button (step S131: NO), the process proceeds to step S133.
[0161] In step S132, CPU 21 sets the destination of warp portal 18X to the position of warp portal 18Y placed in virtual field V2. Specifically, CPU 21 overwrites warp portal 18Y with the destination warp portal corresponding to warp portal 18X stored in warp portal control memory 24E. Then, the process returns to the caller.
[0162] In step S133, CPU 21 sets the destination of warp portal 18X to the position of warp portal 18Z placed in virtual field V3. Specifically, CPU 21 overwrites warp portal 18Z with the destination warp portal corresponding to warp portal 18X stored in warp portal control memory 24E. Then, the process returns to the caller.
[0163] FIG. 32 shows a second subroutine of the destination change process executed by the content control device 20.
[0164] 32, the CPU 21 determines whether the vehicle speed of the vehicle 10 is 10 km / h or more when the virtual camera 19 installed at the head position of the player avatar 15A comes into contact with the warp portal 18X. If the CPU 21 determines that the vehicle speed is 10 km / h or more (step S140: YES), the process proceeds to step S141. On the other hand, if the CPU 21 determines that the vehicle speed is not 10 km / h or more (step S140: NO), the process proceeds to step S142. As an example, the CPU 21 identifies the vehicle speed from the detection result of the vehicle speed sensor included in the sensor information acquired from the sensor group 40.
[0165] In step S141, CPU 21 sets the destination of warp portal 18X to the position of warp portal 18Z arranged in virtual field V3, and then returns to the caller of the process.
[0166] In step S142, CPU 21 sets the destination of warp portal 18X to the position of warp portal 18Y arranged in virtual field V2, and then returns to the caller of the process.
[0167] FIG. 33 shows a third subroutine of the destination change process executed by the content control device 20.
[0168] 33, the CPU 21 determines whether the shift position of the vehicle 10 is in the D range or the R range when the virtual camera 19 installed at the head position of the player avatar 15A comes into contact with the warp portal 18X. If the CPU 21 determines that the shift position is in the D range or the R range (step S150: YES), the CPU 21 proceeds to step S151. On the other hand, if the CPU 21 determines that the shift position is not in the D range or the R range (step S150: NO), the CPU 21 returns to the calling process. As an example, the CPU 21 identifies the shift position from the detection result of the shift position sensor included in the sensor information acquired from the sensor group 40.
[0169] In step S151, the CPU 21 determines whether the shift position of the vehicle 10 is in the D range when the virtual camera 19 placed at the head position of the player avatar 15A comes into contact with the warp portal 18X. If the CPU 21 determines that the shift position is in the D range (step S151: YES), the process proceeds to step S152. On the other hand, if the CPU 21 determines that the shift position is not in the D range, i.e., in the R range (step S151: NO), the process proceeds to step S153.
[0170] In step S152, CPU 21 sets the destination of warp portal 18X to the position of warp portal 18Y arranged in virtual field V2, and then returns to the caller of the process.
[0171] In step S153, CPU 21 sets the destination of warp portal 18X to the position of warp portal 18Z arranged in virtual field V3, and then returns to the caller of the process.
[0172] FIG. 34 shows a fourth subroutine of the destination change process executed by the content control device 20.
[0173] 34, the CPU 21 determines whether or not a predetermined task assigned to the player 15 in the virtual field V1 has been completed. If the CPU 21 determines that the predetermined task has been completed (step S160: YES), the process proceeds to step S163. On the other hand, if the CPU 21 determines that the predetermined task has not been completed (step S160: NO), the process proceeds to step S161. The posture update memory 24F stores an end status as the status of the predetermined task, and the CPU 21 determines whether or not the predetermined task has been completed based on whether or not the movement trajectory of the vehicle avatar 10A satisfies the end status.
[0174] In step S161, the CPU 21 acquires the attitude of the vehicle 10 from the attitude update memory 24F. Then, the process proceeds to step S162.
[0175] In step S162, CPU 21 identifies the movement trajectory of vehicle avatar 10A based on the posture of vehicle 10 acquired in step S161, and stores a log of the movement trajectory in posture update memory 24F. Specifically, CPU 21 identifies the movement trajectory of vehicle avatar 10A in virtual field V1 from changes over time in the posture of vehicle avatar 10A. Then, the process returns to step S160.
[0176] In step S163, CPU 21 compares the target trajectory of vehicle avatar 10A in virtual field V1 stored in posture update memory 24F with the actual movement trajectory of vehicle avatar 10A stored in posture update memory 24F. Then, the process proceeds to step S164.
[0177] In step S164, the CPU 21 determines whether the matching rate between the target trajectory and the movement trajectory of the vehicle avatar 10A is 80% or more as a result of the comparison in step S163. If the CPU 21 determines that the matching rate is 80% or more (step S164: YES), the process proceeds to step S165. On the other hand, if the CPU 21 determines that the matching rate is not 80% or more (step S164: NO), the process proceeds to step S166. The CPU 21 derives the matching rate between the target trajectory and the movement trajectory by using a known method as appropriate.
[0178] In step S165, CPU 21 sets the destination of warp portal 18X to the position of warp portal 18Z arranged in virtual field V3, and then returns to the caller of the process.
[0179] In step S166, CPU 21 sets the destination of warp portal 18X to the position of warp portal 18Y arranged in virtual field V2, and then returns to the caller of the process.
[0180] 34, the game space can be used for a safe driving course to improve the driving skills of the player 15. In this case, the driving difficulty level increases in the order of virtual field V1, virtual field V2, and virtual field V3. With this configuration, if the matching rate between the target trajectory and the movement trajectory of the vehicle avatar 10A in the subroutine is 80% or more, the task in virtual field V1 is deemed to have been completed and the vehicle avatar 10A is moved to virtual field V3. If the matching rate is less than 80%, the task in virtual field V1 is deemed not to have been completed and the vehicle avatar 10A is moved to virtual field V2.
[0181] As described above, in the information processing system 100 according to the second embodiment, the warp portal 18Z corresponding to the warp portal 18X is arranged in the virtual field V3 corresponding to the virtual field V1 in the virtual space. The virtual field V3 corresponding to the virtual field V1 and the warp portal 18Z corresponding to the warp portal 18X can also be referred to as the "virtual field V3 accessible from the virtual field V1" and the "warp portal 18Z accessible from the warp portal 18X," respectively. The warp portal 18X is an example of a "first object" in the present disclosure, the warp portal 18Z is an example of a "third object" in the present disclosure, and the virtual field V3 is an example of a "third space" in the present disclosure.
[0182] When the virtual camera 19 placed at the head position of the player avatar 15A comes into contact with the warp portal 18X, the CPU 21 switches the destination of the vehicle avatar 10A and the player avatar 15A to the position of the warp portal 18Y or the position of the warp portal 18Z, depending on the content of a predetermined button operation input to the vehicle 10. This makes it possible for the information processing system 100 to provide a gaming experience in which the destination from the virtual field V1 changes depending on the content of a predetermined button operation by the player 15. The warp portal 18Y is an example of a "second object" in the present disclosure.
[0183] Furthermore, in the information processing system 100 according to the second embodiment, the CPU 21 switches the destination of the vehicle avatar 10A and the player avatar 15A between the position of the warp portal 18Y and the position of the warp portal 18Z depending on the state of the vehicle 10 when the virtual camera 19 installed at the head position of the player avatar 15A comes into contact with the warp portal 18X. The state of the vehicle 10 includes, for example, the vehicle speed and the gear position of the vehicle 10. This makes it possible to provide a gaming experience in which the destination of the vehicle 10 from the virtual field V1 changes depending on the state of the vehicle 10 when the virtual camera 19 comes into contact with the warp portal 18X.
[0184] Furthermore, in the information processing system 100 according to the second embodiment, the CPU 21 switches the destination of the vehicle avatar 10A and the player avatar 15A when the virtual camera 19 placed at the head position of the player avatar 15A comes into contact with the warp portal 18X to the position of the warp portal 18Y or the position of the warp portal 18Z, depending on the movement trajectory of the vehicle avatar 10A in the virtual field V1 until the virtual camera 19 comes into contact with the warp portal 18X. This makes it possible for the information processing system 100 to provide a gaming experience in which the destination of the vehicle avatar 10A from the virtual field V1 changes depending on the movement trajectory of the vehicle avatar 10A in the virtual field V1.
[0185] (others) Although the embodiments of the present disclosure have been described in detail above with reference to the accompanying drawings, the technical scope of the present disclosure is not limited to such examples. It is clear that a person skilled in the art of the present disclosure can conceive of various modifications or alterations within the scope of the technical idea described in the claims, and it is understood that these modifications or alterations also naturally fall within the technical scope of the present disclosure.
[0186] Furthermore, the effects described in the above embodiments are explanatory or exemplary and are not limited to those described in the above embodiments. In other words, the technology according to the present disclosure may achieve other effects that are obvious to a person skilled in the art of the present disclosure from the description in the above embodiments, in addition to or instead of the effects described in the above embodiments.
[0187] In the above embodiment, the vehicle 10 is a four-wheeled automobile, but is not limited to this. For example, the vehicle 10 may be a two-wheeled vehicle, a three-wheeled vehicle, or the like.
[0188] In the above embodiment, the player avatar 15A has the same appearance as the player 15, and the vehicle avatar 10A has the same appearance as the vehicle 10, but this is not limiting. The player avatar 15A may have a different appearance from the player 15, and the vehicle avatar 10A may have a different appearance from the vehicle 10.
[0189] Although the information processing system 100 according to the above embodiment is provided with a head-mounted display 70, the present invention is not limited to this. For example, the information processing system 100 may be provided with a flat display, a spherical display, or the like that is visible to the player 15, in the vehicle 10, without providing the head-mounted display 70.
[0190] Although the information processing system 100 according to the above embodiment is provided with the headphones 80, the present invention is not limited to this. For example, the information processing system 100 may not be provided with the headphones 80, and the vehicle 10 may be provided with a speaker or the like that allows the player 15 to hear sounds.
[0191] In the above embodiment, a game space in which a plurality of virtual fields are arranged vertically is shown, but the configuration of the game space is not limited to this. For example, the game space may be one in which a plurality of virtual fields are arranged horizontally, or one in which a plurality of virtual fields are arranged in a combination of vertical and horizontal directions.
[0192] In the above embodiment, three-level virtual fields (e.g., virtual fields V1, V2, and V3) are used as examples of the multiple virtual fields, but the levels of the virtual fields are not particularly limited. For example, the multiple virtual fields may be two-level virtual fields or four or more levels of virtual fields.
[0193] In the above embodiment, the playfield P and the virtual fields V1, V2, and V3 have the same dimensions, but this is not limiting. As long as the above-described warp portal rules are followed, a virtual field narrower or wider than the playfield P may be formed. If a virtual field wider than the playfield P is formed, the vehicle avatar 10A needs to move a greater distance than the distance the vehicle 10 moves in real space.
[0194] In the above embodiment, while the player avatar 15A is present in one of the multiple virtual fields, it is desirable not to render the other virtual fields in the game space, in order to prevent the player 15 from feeling uncomfortable when the other virtual fields are visible from the one virtual field.
[0195] In the above embodiment, an image showing the state of the destination virtual field V2 is displayed on the entrance surface 42A of the warp portal 18A. In this case, the image is not limited to an image captured by the copy camera 19A as in the above embodiment. For example, the image may be an image showing the state of the virtual field V2 that has been stored in advance in the storage 24.
[0196] In the above embodiment, an image showing the portion of vehicle avatar 10A that has come into contact with warp portal 18A is displayed on entrance surface 42A of warp portal 18A. In this case, the image is not limited to an image captured by copy camera 19A as in the above embodiment. For example, the image may be an image showing a portion of vehicle avatar 10A that has been stored in storage 24 in advance.
[0197] In the above embodiment, in step S140 shown in Fig. 32, it is determined whether the vehicle speed of the vehicle 10 is 10 km / h or more, but the threshold value used in this determination is not limited to 10 km / h. For example, the threshold value in step S140 may be faster or slower than 10 km / h.
[0198] In the above embodiment, in step S150 shown in Fig. 33, the orientation of vehicle 10 when virtual camera 19 contacts warp portal 18X is determined using the shift position of vehicle 10, but this is not limiting. For example, in step S150, the orientation of vehicle 10 when virtual camera 19 contacts warp portal 18X may be determined using the vehicle speed of vehicle 10.
[0199] In the above embodiment, in step S164 shown in Fig. 34, it is determined whether the matching rate between the target trajectory and the movement trajectory of the vehicle avatar 10A is 80% or more, but the threshold used in this determination is not limited to 80%. For example, the threshold in step S164 may be greater or less than 80%.
[0200] In the above embodiment, one of the opposing sides of each warp portal is defined as the entrance side and the other as the exit side, but this is not limiting. For example, the warp portal may dynamically change so that one of the opposing sides becomes the entrance side and the other becomes the exit side depending on the direction from which vehicle avatar 10A enters.
[0201] The processes described in the above embodiments can also be realized by dedicated hardware circuits, in which case they may be executed by a single piece of hardware or by multiple pieces of hardware.
[0202] In each of the above embodiments, the term "processor" refers to a processor in a broad sense, and includes general-purpose processors (e.g., CPU: Central Processing Unit, etc.) and dedicated processors (e.g., GPU: Graphics Processing Unit, ASIC: Application Specific Integrated Circuit, FPGA: Field Programmable Gate Array, programmable logic device, etc.).
[0203] Furthermore, the operations of the processor in each of the above embodiments may not only be performed by a single processor, but may also be performed by multiple processors located in physically separate locations working together. Alternatively, the operations performed by specific multiple processors in each of the above embodiments may be partially or completely integrated into a single processor. Furthermore, the order of the operations of the processor is not limited to the order described in each of the above embodiments, and may be changed as appropriate.
[0204] In the above embodiment, various processes executed by the CPU 21 after reading software (programs) may be executed by various processors other than a CPU. Examples of such processors include programmable logic devices (PLDs) such as field-programmable gate arrays (FPGAs), whose circuit configuration can be changed after fabrication, and application-specific integrated circuits (ASICs), which are dedicated electrical circuits that are processors with circuit configurations specifically designed to execute specific processes. Furthermore, various processes may be executed by one of these various processors, or by a combination of two or more processors of the same or different types (e.g., multiple FPGAs, or a combination of a CPU and an FPGA). Furthermore, the hardware structure of these various processors is, more specifically, an electrical circuit that combines circuit elements such as semiconductor devices.
[0205] In the above embodiment, the information processing program 24A is pre-stored (installed) in the storage 24, but this is not limiting. The information processing program 24A may be provided in a form recorded on a recording medium such as a CD-ROM (Compact Disk Read Only Memory), a DVD-ROM (Digital Versatile Disk Read Only Memory), or a USB (Universal Serial Bus) memory. The information processing program 24A may also be downloaded from an external device via a network. The technology disclosed herein may also be applied to programs and program products.
[0206] (Addendum) (1) a processor; The processor: a moving body avatar that is an avatar that imitates a moving body that a player is riding in a real space is moved in a virtual space in synchronization with the movement of the moving body in the real space; when an avatar riding on the moving avatar and a player avatar simulating the player comes into contact with a first object arranged in a first space in the virtual space, moving the moving avatar and the player avatar to a position of a second object arranged in a second space in the virtual space corresponding to the first space and corresponding to the first object; Information processing system.
[0207] (2) the relative coordinates of the first object from the reference coordinates in the first space are the same as the relative coordinates of the second object from the reference coordinates in the second space; a common definition is established between the first object and the second object, with one of the opposing surfaces being an entrance side and the other being an exit side; the processor causes the moving avatar and the player avatar, who have entered from an entrance side face of one of the first object or the second object, to exit from an exit side face of the other of the first object or the second object. The information processing system according to (1).
[0208] (3) when a viewing frustum of a virtual camera installed at a head position of the player avatar comes into contact with the first object, the processor displays an image showing a state of the second space as a destination on a surface of the first object on an entrance side. (2) An information processing system according to the present invention.
[0209] (4) the processor displays an image showing a part of the moving avatar that is in contact with the first object on a surface of the first object on an entrance side, from the time when the moving avatar comes into contact with the first object until the player avatar comes into contact with the first object; An information processing system according to (2) or (3).
[0210] (5) a third object corresponding to the first object is provided and is disposed in a third space corresponding to the first space in the virtual space; when the player avatar comes into contact with the first object, the processor switches the movement destination of the moving body avatar and the player avatar to the position of the second object or the position of the third object according to a predetermined button operation input to the moving body; An information processing system according to any one of (1) to (4).
[0211] (6) a third object corresponding to the first object is provided and is disposed in a third space corresponding to the first space in the virtual space; the processor switches the movement destination of the moving object avatar and the player avatar to the position of the second object or the position of the third object depending on the state of the moving object when the player avatar comes into contact with the first object. An information processing system according to any one of (1) to (5).
[0212] (7) a third object corresponding to the first object is provided and is disposed in a third space corresponding to the first space in the virtual space; the processor switches a movement destination of the moving avatar and the player avatar when the player avatar comes into contact with the first object between a position of the second object and a position of the third object, depending on a movement trajectory of the moving avatar in the first space until the player avatar comes into contact with the first object; An information processing system according to any one of (1) to (6). [Explanation of symbols]
[0213] 10 Vehicles (moving objects) 10A Vehicle Avatar (Mobile Avatar) 15 players 15A Player Avatar 18A, 18X Warp Portal (First Object) 42A Entrance face (the face of the first object on the entrance side) 18B, 18Y Warp Portal (Second Object) 18Z Warp Portal (Third Object) 19 Virtual Camera 20 Content control device (computer) 21 CPU (processor) 24A Information Processing Program (Information Processing Program) 100 Information Processing Systems V1 Virtual Field (First Space) V2 Virtual Field (Second Space) V3 Virtual Field (Third Space)
Claims
1. a processor; The processor: a moving body avatar that is an avatar that imitates a moving body that a player is riding in a real space is moved in a virtual space in synchronization with the movement of the moving body in the real space; when an avatar riding on the moving avatar and a player avatar simulating the player comes into contact with a first object arranged in a first space in the virtual space, moving the moving avatar and the player avatar to a position of a second object arranged in a second space in the virtual space corresponding to the first space and corresponding to the first object; Information processing system.
2. a relative coordinate of the first object from a reference coordinate in the first space and a relative coordinate of the second object from a reference coordinate in the second space are the same; a common definition is established between the first object and the second object, with one of the opposing surfaces being an entrance side and the other being an exit side; the processor causes the moving avatar and the player avatar, having entered from an entrance side face of one of the first object or the second object, to exit from an exit side face of the other of the first object or the second object. The information processing system according to claim 1 .
3. when a viewing frustum of a virtual camera installed at a head position of the player avatar comes into contact with the first object, the processor displays an image showing a state of the second space as a destination on a surface of the first object on an entrance side. The information processing system according to claim 2 .
4. the processor displays an image showing a part of the moving avatar that is in contact with the first object on a surface of the first object on an entrance side, during a period from when the moving avatar comes into contact with the first object until when the player avatar comes into contact with the first object; The information processing system according to claim 2 .
5. a third object corresponding to the first object is provided and is disposed in a third space of the virtual space corresponding to the first space; when the player avatar comes into contact with the first object, the processor switches the movement destination of the moving body avatar and the player avatar to the position of the second object or the position of the third object according to a predetermined button operation input to the moving body; The information processing system according to claim 1 .
6. a third object corresponding to the first object is provided and is disposed in a third space of the virtual space corresponding to the first space; the processor switches the movement destination of the moving object avatar and the player avatar to the position of the second object or the position of the third object depending on the state of the moving object when the player avatar comes into contact with the first object; The information processing system according to claim 1 .
7. a third object corresponding to the first object is provided and is disposed in a third space of the virtual space corresponding to the first space; the processor switches a destination of the moving avatar and the player avatar when the player avatar comes into contact with the first object between a position of the second object and a position of the third object, depending on a movement trajectory of the moving avatar in the first space until the player avatar comes into contact with the first object; The information processing system according to claim 1 .
8. a moving body avatar that is an avatar that imitates a moving body that a player is riding in a real space is moved in a virtual space in synchronization with the movement of the moving body in the real space; when an avatar riding on the moving avatar and a player avatar simulating the player comes into contact with a first object arranged in a first space in the virtual space, moving the moving avatar and the player avatar to a position of a second object arranged in a second space in the virtual space corresponding to the first space and corresponding to the first object; An information processing method in which processing is performed by a computer.
9. a moving body avatar that is an avatar that imitates a moving body that a player is riding in a real space is moved in a virtual space in synchronization with the movement of the moving body in the real space; when an avatar riding on the moving avatar and a player avatar simulating the player comes into contact with a first object arranged in a first space in the virtual space, moving the moving avatar and the player avatar to a position of a second object arranged in a second space in the virtual space corresponding to the first space and corresponding to the first object; An information processing program that causes a computer to execute a process.
Citation Information
Patent Citations
Entertainment system
JP2022025325A