Information processing equipment, methods, programs and systems

By using a program to set and match information for three-dimensional objects and superimpose videos, the effort required to identify hidden objects is reduced, enhancing the entertainment value of treasure hunt events.

JP2026046771APending Publication Date: 2026-03-13THE POKEMON CO
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-03
Publication Date
2026-03-13

AI Technical Summary

Technical Problem

Existing treasure hunt events require significant effort from participants to identify hidden objects, as described in Patent Document 1, which uses a PDA to transmit information about the finder.

Method used

A program that operates on a computer to set information for three-dimensional objects, match captured images with stored data, and superimpose associated videos on the objects, reducing the effort required for identification.

Benefits of technology

This approach reduces the effort needed to discover objects while maintaining entertainment value in search-type events.

✦ Generated by Eureka AI based on patent content.

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Abstract

In exploration-based events, the goal is to reduce the effort required of the discoverer when they find an object, while maintaining entertainment value. [Solution] A program that causes a processor to execute the following steps: setting information relating to a character among a plurality of three-dimensional objects placed in a predetermined search area as the search target, wherein the search target may differ from the search targets set by other terminal devices; taking an image; determining whether the set information relating to the character matches the information relating to the character included in the captured image; if they match, superimposing and displaying a video associated with the character on the three-dimensional object being photographed; if they match, registering the information relating to the character that photographed the three-dimensional object as discovered; and making the information relating to the discovered character distinguishable from the information relating to the undiscovered character.
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Description

Technical Field

[0001] The present disclosure relates to an information processing apparatus, method, program, and system.

Background Art

[0002] There are events for searching for objects hidden in natural objects or artificially installed objects, etc. For example, Patent Document 1 describes a treasure hunt event in which participants compete to find treasures hidden in a predetermined area within a certain period of time.

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In Patent Document 1, a PDA (Personal Digital Assistance) contained in a treasure chest is used to transmit the name, identification information, and face photo of the treasure finder. Thus, in Patent Document 1, the effort of the finder when discovering the object to be searched is large.

[0005]

Means for Solving the Problems

[0006] A program for operating a computer comprising a processor and memory, the program causing the processor to perform the following steps: setting information relating to a character relating to at least one of a plurality of three-dimensional objects placed in a predetermined search area as a search target, wherein the search target may differ from a search target set by another terminal device; taking an image; determining whether the set information relating to a character relating to a three-dimensional object contained in the captured image matches; if they match, displaying a video associated with the character superimposed on the three-dimensional object being photographed; if they match, registering the information relating to the character that photographed the three-dimensional object as discovered; and displaying the information relating to the character registered as discovered in a way that makes it distinguishable from information relating to an undiscovered character. [Effects of the Invention]

[0007] According to this disclosure, in search-type events, it is possible to reduce the effort required of the finder when an object is discovered, while maintaining entertainment value. [Brief explanation of the drawing]

[0008] [Figure 1] This is a block diagram showing an example of the overall configuration of System 1. [Figure 2] This is a block diagram showing an example of the functional configuration of the terminal device 10. [Figure 3] This block shows a functional configuration example for server 20. [Figure 4] This diagram shows the data structure of a table. [Figure 5] This diagram shows the data structure of a table. [Figure 6] This diagram shows the data structure of a table. [Figure 7] This figure shows an example of the processing flow in System 1. [Figure 8] This figure shows an example of the processing flow in System 1. [Figure 9] This figure shows an example of the processing flow in System 1. [Figure 10] This figure shows an example of the screen in this disclosure. [Figure 11] This is a block diagram showing the basic hardware configuration of Computer 90. [Modes for carrying out the invention]

[0009] The embodiments of this disclosure will be described below with reference to the drawings. In all the drawings illustrating the embodiments, common components are denoted by the same reference numerals, and repeated explanations are omitted. The following embodiments are not intended to unduly limit the content of this disclosure as described in the claims. Not all components shown in the embodiments are necessarily essential components of this disclosure. Also, each drawing is a schematic diagram and is not necessarily a strict illustration.

[0010] Furthermore, in the following description, "processor" refers to one or more processors. At least one processor is typically a microprocessor such as a CPU (Central Processing Unit), but may be another type of processor such as a GPU (Graphics Processing Unit). At least one processor may be single-core or multi-core.

[0011] Furthermore, at least one processor may be a broad-sense processor, such as a hardware circuit that performs some or all of the processing (e.g., an FPGA (Field-Programmable Gate Array) or an ASIC (Application Specific Integrated Circuit)).

[0012] In the following description, the expression "xxx table" may be used to describe information from which an output can be obtained for an input. This information may be data of any structure or a learning model such as a neural network that generates an output for an input. Therefore, "xxx table" can be referred to as "xxx information".

[0013] In the following description, the configuration of each table is an example. One table may be divided into two or more tables, or all or part of two or more tables may be combined into one table.

[0014] In the following description, the "program" may be used as the subject to describe a process. Since the program is executed by a processor to perform a defined process while appropriately using a storage unit and / or an interface unit, etc., the subject of the process may be the processor (or a device such as a controller having the processor).

[0015] The program may be installed in a device such as a computer, or may be on, for example, a program distribution server or a computer-readable (e.g., non-transitory) recording medium. In the following description, two or more programs may be implemented as one program, or one program may be implemented as two or more programs.

[0016] In the following description, an identification number is used as identification information for various objects, but identification information of other types (e.g., an identifier including letters and symbols) may be adopted.

[0017] In the following description, when describing elements of the same type without distinction, reference signs (or common signs among the reference signs) may be used, and when describing elements of the same type while distinguishing them, the identification numbers (or reference signs) of the elements may be used.

[0018] Also, in the following description, the control lines and information lines indicate those considered necessary for the description, and not necessarily all the control lines and information lines are shown on the product. All components may be interconnected.

[0019] Each information processing device is composed of a computer having an arithmetic unit and a storage unit. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the terminal device 10 and the server 20, descriptions overlapping with the basic hardware configuration of the computer and the basic functional configuration of the computer described later will be omitted.

[0020] <Overview> The system according to this embodiment is, for example, a system used in a place where a large number of three-dimensional models are arranged. The system according to this embodiment has information on the shapes of a large number of three-dimensional models. The system provides, for example, a game in which players explore three-dimensional models in a stamp rally style in a space such as a town. Players use their own communication terminals to search for three-dimensional models in the space. The system sets three-dimensional models to be searched for, each associated with a plurality of terminals.

[0021] The three-dimensional models are, for example, related to characters. The three-dimensional models are installed at predetermined positions in the town, for example. The three-dimensional models may be movable after installation. Players search for three-dimensional models in the town. The system determines whether the correct three-dimensional model appears in the video captured by the camera attached to the communication terminal based on the information on the shape of the three-dimensional model stored in advance. When the correct three-dimensional model appears, the system stores that it is correct, creates a composite image with a predetermined image superimposed on the correct three-dimensional model, and presents the created composite image to the player. The composite image may also be referred to as an AR (Augmented Reality) video.

[0022] Players experience the discovery of characters in a town through a stamp rally-style game, by searching for multiple three-dimensional objects, each modeled after a different character, placed throughout the town. Players enjoy playing the character-finding game and gain a sense of accomplishment by completing it. The stamp rally-style game can involve players searching for characters in one town, or in multiple towns.

[0023] In this embodiment, a set of problems provided in a single game is referred to as a "mission." A mission includes at least one task, which is a problem. For example, a task is for the player to discover one three-dimensional object. The condition for clearing a task is, for example, that the shape of the three-dimensional object photographed by the player matches the shape set in the task. The image created by combining superimposed video is displayed as a reward to the player who clears the task. Once a player starts a mission, the mission continues until all tasks are cleared or predetermined completion requirements are met.

[0024] <1. System Configuration Diagram> Figure 1 is a block diagram showing an example of the overall configuration of System 1. System 1 shown in Figure 1 includes, for example, a terminal device 10 and a server 20. The terminal device 10 and the server 20 communicate with each other via, for example, a network 80.

[0025] Figure 1 shows an example where System 1 includes two terminal devices 10, but the number of terminal devices 10 included in System 1 is not limited to two. System 1 may include fewer than three terminal devices 10, or three or more.

[0026] In this embodiment, a collection of multiple devices may be treated as a single server. The method of allocating the multiple functions required to implement the server 20 according to this embodiment to one or more hardware can be appropriately determined in view of the processing capacity of each hardware and / or the specifications required for the server 20.

[0027] The terminal device 10 shown in Figure 1 is, for example, an information processing device used by a player in a game. The terminal device 10 may be, for example, a mobile device such as a smartphone or tablet, or a stationary PC (Personal Computer) or laptop PC. It may also be a wearable device such as an HMD (Head Mount Display) or a smartwatch. For example, a player may bring their own terminal device to the game and use it as terminal device 10.

[0028] The terminal device 10 includes a communication interface 12, an input device 13, an output device 14, a memory 15, storage 16, and a processor 19.

[0029] The communication interface 12 is an interface for inputting and outputting signals so that the terminal device 10 can communicate with a device within system 1, such as a server 20.

[0030] The input device 13 is a device for receiving input operations from the user (for example, a touch panel, touchpad, pointing device such as a mouse, keyboard, etc.).

[0031] The output device 14 is a device (such as a display or speaker) for presenting information to the user.

[0032] Memory 15 is for temporarily storing programs and data processed by programs, etc., and is a volatile memory such as DRAM (Dynamic Random Access Memory).

[0033] Storage 16 is for storing data, and can be, for example, flash memory or an HDD (Hard Disk Drive).

[0034] The processor 19 is hardware for executing the instruction set described in the program, and consists of an arithmetic unit, registers, peripheral circuits, etc.

[0035] Server 20 is, for example, an information processing device used by a business operator to manage games. Server 20 is implemented, for example, by a computer connected to network 80. As shown in Figure 1, Server 20 includes a communication IF 22, an I / O IF 23, memory 25, storage 26, and a processor 29.

[0036] Communication IF22 is an interface for inputting and outputting signals so that the server 20 can communicate with devices within system 1, such as terminal device 10.

[0037] Input / Output IF23 functions as an interface to an input device for receiving input operations from the user, and to an output device for presenting information to the user.

[0038] Memory 25 is for temporarily storing programs and data processed by programs, etc., and is a volatile memory such as DRAM.

[0039] Storage 26 is for storing data, and can be, for example, flash memory or an HDD.

[0040] The processor 29 is hardware for executing the instruction set described in the program, and consists of an arithmetic unit, registers, peripheral circuits, etc.

[0041] Each information processing device consists of a computer equipped with an arithmetic unit and a memory device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by said hardware configuration will be described later. For each of the terminal device 10 and the server 20, explanations that overlap with the basic hardware configuration and basic functional configuration of the computer described later will be omitted.

[0042] <2. Functional configuration of terminal devices> Figure 2 is a block diagram showing an example of the functional configuration of the terminal device 10. As shown in Figure 2, the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a camera 160, a location information sensor 150, a storage unit 180, and a control unit 190. Each block included in the terminal device 10 is electrically connected, for example, by a bus.

[0043] The communication unit 120 performs processing such as modulation and demodulation processing for the terminal device 10 to communicate with other devices. The communication unit 120 performs transmission processing on the signal generated by the control unit 190 and transmits it to an external source (for example, the server 20). The communication unit 120 performs reception processing on the signal received from an external source and outputs it to the control unit 190.

[0044] The input device 13 is a device for a user operating the terminal device 10 to input instructions or information. The input device 13 can be implemented, for example, by a touch-sensitive device 131 on which instructions are input by touching the operating surface. If the terminal device 10 is a PC, the input device 13 may be implemented by a reader, keyboard, mouse, etc. The input device 13 converts the instructions input by the user into electrical signals and outputs the electrical signals to the control unit 190. The input device 13 may also include, for example, a receiving port that accepts electrical signals input from an external input device.

[0045] The output device 14 is a device for presenting information to the user operating the terminal device 10. The output device 14 is implemented, for example, by a display 141. The display 141 displays data according to the control of the control unit 190. The display 141 is implemented, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display.

[0046] The audio processing unit 17 performs, for example, digital-to-analog conversion processing of the audio signal. The audio processing unit 17 converts the signal received from the microphone 171 into a digital signal and provides the converted signal to the control unit 190. The audio processing unit 17 also provides the audio signal to the speaker 172. The audio processing unit 17 is implemented, for example, by an audio processing processor. The microphone 171 receives an audio input and provides the audio signal corresponding to that audio input to the audio processing unit 17. The speaker 172 converts the audio signal received from the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.

[0047] Camera 160 is a device that receives light using a photodetector and outputs it as a shooting signal.

[0048] The location information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. A GPS module is a receiving device used in a satellite positioning system. In a satellite positioning system, signals are received from at least three or four satellites, and the current position of the terminal device 10, which is equipped with a GPS module, is detected based on the received signals. The location information sensor 150 may also detect the current position of the terminal device 10 from the position of the wireless base station to which the terminal device 10 is connected.

[0049] The storage unit 180 is implemented by, for example, memory 15 and storage 16, and stores data and programs used by the terminal device 10. The control unit 190 is realized when the processor 19 reads a program stored in the memory unit 180 and executes instructions contained in the program. The control unit 190 controls the operation of the terminal device 10. By operating according to the program, the control unit 190 performs the functions of an operation reception unit 191, a transmission / reception unit 192, and a presentation control unit 193.

[0050] The operation reception unit 191 processes instructions or information input from the input device 13. Specifically, for example, the operation reception unit 191 receives instructions or information input from a touch-sensitive device 131 or the like.

[0051] Furthermore, the operation reception unit 191 receives voice instructions input from the microphone 171. Specifically, for example, the operation reception unit 191 receives voice signals input from the microphone 171 and converted into digital signals by the voice processing unit 17. The operation reception unit 191 obtains instructions from the user by, for example, analyzing the received voice signals and extracting predetermined nouns.

[0052] The transmitting / receiving unit 192 performs processing to enable the terminal device 10 to send and receive data with an external device such as the server 20 in accordance with a communication protocol. Specifically, for example, the transmitting / receiving unit 192 sends information input by the user or instructions from the user to the server 20. The transmitting / receiving unit 192 also receives information provided by the server 20.

[0053] The presentation control unit 193 controls the output device 14 to present information provided by the server 20 to the user. Specifically, for example, the presentation control unit 193 displays information related to the text transmitted from the server 20 on the display 141. The presentation control unit 193 also outputs the information transmitted from the server 20 through the speaker 172.

[0054] The game control unit 194 controls all processes related to the progress of the game.

[0055] <3. Functional Configuration of the Server> Figure 3 shows an example of the functional configuration of server 20. As shown in Figure 3, server 20 functions as a communication unit 201, a storage unit 202, and a control unit 203.

[0056] The communications unit 201 performs processing to enable the server 20 to communicate with external devices.

[0057] The memory unit 202 includes, for example, a player table 2021, a task table 2022, a task table 2023, and so on. The tables stored in the memory unit 202 are not limited to these.

[0058] The Player Table 2021 is a table that stores information about players in the game. Further details will be provided later.

[0059] Mission Table 2022 is a table that stores information about missions in the game. Further details will be provided later.

[0060] Task Table 2023 is a table that stores information about tasks in the game. Further details will be provided later.

[0061] The control unit 203 is realized when the processor 29 reads a program stored in the memory unit 202 and executes instructions contained in the program. The program includes applications such as web browser applications. The program includes programming languages ​​such as JavaScript® that are executed on the web browser application stored in the terminal device 10. By operating according to the program, the control unit 203 performs the functions indicated as the receive control module 2031, the transmit control module 2032, the game control module 2033, and the presentation control module 2034.

[0062] The receive control module 2031 controls the process by which the server 20 receives signals from external devices according to a communication protocol.

[0063] The transmission control module 2032 controls the process by which the server 20 transmits signals to external devices according to a communication protocol.

[0064] The game control module 2033 controls all processes related to the progress of the game.

[0065] The presentation control module 2034 controls the process of presenting information to the user.

[0066] <4. Data structure> This section describes the data structure of the tables stored by server 20. Note that the data structure described is just one example, and does not exclude any data not listed. Furthermore, even data listed in the same table may be stored in separate memory areas within the storage unit 202.

[0067] Figure 4 shows the data structure of Player Table 2021. As shown in Figure 4, each record in Player Table 2021 includes, for example, the fields "User ID", "Name", "Age", "Gender", "Number of Plays", "Number of Clears", "Date of Visit", "Task ID", "Start Time", "End Time", "Assigned Task ID", and "Cleared Task ID". The fields included in Player Table 2021 are not limited to these. Player Table 2021 may also include the names of characters that the player likes. There may be multiple stamp rally-style games. For example, a game related to anime A and a game related to anime B may be running at the same time. In such cases, Player Table 2021 may include a field that stores an identifier that can identify the game.

[0068] The "Player ID" is an identifier used to uniquely identify a player in the game. Each time a new "Player ID" field is created, a record is created with the "Player ID" field as the key. Each player is assigned a Player ID.

[0069] "Name" indicates the player's name.

[0070] "Age" indicates the player's age.

[0071] "Gender" indicates the player's gender.

[0072] "Number of plays" indicates the number of times a player has played the game. In the example shown in Figure 4, it indicates that player001 has played the game 3 times.

[0073] "Number of clears" indicates the number of times a player has completed a mission out of the total number of play sessions. In the example shown in Figure 4, it indicates that player001 has cleared the game once.

[0074] A "flag" indicates an additional element that has been unlocked or is scheduled to be unlocked in a game by fulfilling certain conditions. This additional element might be, for example, a rare mission. The "flag" field may also store the conditions for unlocking the additional element, rather than the additional element itself. The unlocking conditions and the unlocked additional element are associated, for example, in a pre-configured table.

[0075] "Play Date" indicates the date the player played the game.

[0076] The "Mission ID" indicates the ID of the mission assigned to the player. In the example shown in Figure 4, a different mission is assigned to the player each time.

[0077] The "Group ID" is an identifier that uniquely identifies the group to which a player belongs. For example, players who play as part of the same group will be assigned the same Group ID.

[0078] "Start time" indicates the time the player began the mission.

[0079] The "End Time" indicates the time when the player completed the mission. If the player has not completed the mission, i.e., the mission is still ongoing, the "End Time" field will show a dash (-). In other words, in the example shown in Figure 4, the mission played on June 1, 2024, is still ongoing.

[0080] The "Assigned Task ID" indicates the ID of a task included in the assignment given to the player. The "Assigned Task ID" field may, for example, store multiple tasks. Alternatively, the "Assigned Task ID" field may store a single task.

[0081] The "Clear Task ID" indicates the ID of the task that the player has completed from among the tasks included in the mission assigned to the player. Completing all tasks included in a mission means the mission is completed. In the example shown in Figure 4, the player has completed the mission played on May 21, 2024. Note that in Figure 4, multiple missions may be assigned on a single day.

[0082] Figure 5 shows the data structure of the Task Table 2022. As shown in Figure 5, each record in the Task Table 2022 includes, for example, the fields "Task ID", "Assign Player ID", "Clear Player ID", "Rarity", and "Unlock Condition". The Task Table 2022 may also include a "Probability" field that stores the probability of a task being selected during gameplay.

[0083] The "Mission ID" is an identifier used to uniquely identify a mission in the game. A mission consists of at least one task. Players are assigned one mission per play session.

[0084] The "Task ID" indicates the ID of the task that makes up the task. The same task may be included in two or more tasks, or one task may be included in only one task.

[0085] "Assigned Player ID" indicates the ID of the player who has been assigned the task.

[0086] The "Clear Player ID" indicates the ID of the player who successfully completed the mission among the assigned player IDs.

[0087] "Unlock Conditions" indicate the conditions under which a mission is unlocked for the player as an additional element. These conditions may include, for example, the use of a specific item or the payment of points related to money. The payment of points related to money can also be referred to as "charging." Furthermore, for example, if "Unlock Conditions" is set to "None," it indicates that the mission is unlocked for the player unconditionally.

[0088] Figure 6 shows the data structure of the task table 2023. As shown in Figure 6, each record in the task table 2023 includes, for example, the fields "Task ID", "Character", "Shape Information", "Position", "Overlay Video ID", "Overlay Video", and "Probability". The task table 2023 may also include "Task Release Conditions" which store the conditions under which a task becomes available to the player. The task table 2023 may also include "Overlay Video Release Conditions" which store the conditions under which an overlay video becomes available for a task.

[0089] The "Task ID" is an identifier used to uniquely identify a task in the game. In this embodiment, the task is associated with a three-dimensional object.

[0090] The "Character" field indicates information about the character associated with a task. For example, the "Character" field stores the character's name. The three-dimensional object imitates the character. Multiple three-dimensional objects with different shapes may exist for the same character. In other words, multiple tasks may exist for the same character.

[0091] "Shape information" refers to information about the shape of a three-dimensional object associated with a task. Shape information is the correct answer for the task. Shape information may be two-dimensional image data or three-dimensional model data. Shape information may be the entire three-dimensional object or a part of the three-dimensional object, such as a face. Furthermore, the item "Shape information" may be the data itself or information for accessing data stored in a predetermined memory area.

[0092] "Location" refers to information about the position where the 3D object associated with the task is placed. For example, the location is expressed as the latitude and longitude of the point where the 3D object is placed. Alternatively, "Location" may be expressed as coordinates based on a predetermined reference point. The 3D object may be moved for reasons such as being difficult to find or attracting people. When the 3D object is moved, the game operator manually updates the "Location" item, for example. The 3D object may also be equipped with sensors to acquire location information, such as GPS sensors. In this case, the server 20 acquires the location information measured by the sensors. Based on the acquired location information, when the server 20 detects that the 3D object has moved, it updates the "Location" item with the location information of the 3D object after the move.

[0093] The "Superimposed Video ID" is an identifier used to uniquely identify the superimposed video associated with a task. In the example shown in Figure 6, it is shown that task001 may be assigned three different superimposed videos.

[0094] A "superimposed video" is a video associated with shape information. A superimposed video is a video that is superimposed on a three-dimensional object captured by the player. A superimposed video is a video that includes additional elements, movements, or both of these to the shape information. Specifically, for example, a superimposed video is a video in which a part of the character's body represented by the shape information, such as the eyes, ears, nose, mouth, or at least a combination of these, moves. Alternatively, for example, a superimposed video is a video in which a predetermined effect occurs on the character represented by the shape information. Note that a superimposed video is not limited to a video; it may also be a still image. A superimposed video may also include sound related to the character that the three-dimensional object imitates. Sound related to the character includes, for example, the character's voice, sound effects applied to the character, etc. Furthermore, the item "superimposed video" may be the data itself, or it may be information for accessing data stored in a predetermined memory area.

[0095] "Probability" indicates the probability that a superimposed video will be assigned to a task. Since multiple superimposed videos can be submitted for a single task, the sum of the "probabilities" for each superimposed video under a single task is not necessarily 100%. In other words, multiple superimposed videos may be assigned to a single task. The probability may change depending on whether certain requirements are met, such as the use of a specified item or the payment of points related to money.

[0096] <5. Operation> An example of the processing flow in System 1 is described below.

[0097] Figure 7 is a flowchart illustrating an example of the operation of terminal device 10 and server 20 when a player is given a task. In the example shown in Figure 7, the player plays a stamp rally-style game in which they prove they have actually visited several predetermined locations by taking pictures of three-dimensional objects placed at the corresponding locations.

[0098] In step S1001, the terminal device 10 receives an operation from the player to start the game. Specifically, for example, the game control unit 194 receives an operation from the player to log in to the game with the player ID on the game-specific application installed on the terminal device 10. If it is the first time using the game-specific application, the player will, for example, create an account and then log in. The game control unit 194 receives an operation from the player to start the game. If the player has played the game before, the game control unit 194 may reflect the previous play. Specifically, for example, the game control unit 194 receives an option from the player to play a previously played mission or a different mission from the previously played mission.

[0099] Furthermore, the terminal device 10 may accept an operation from players who wish to play the game as a group to start the game as a group. Specifically, the game control unit 194 accepts from the players whether or not they want to play the same mission as a group.

[0100] In step S1002, the terminal device 10 sends a message to the server 20 indicating that the player has started the game. Specifically, for example, the transmitting / receiving unit 192 sends a message to the server 20 indicating that the player has logged in with their player ID and initiated the game. Also, if the terminal device 10 receives a message from the player indicating that the group has started the game, the transmitting / receiving unit 192 sends a message to the server 20 indicating that the group has started the game.

[0101] In step S1003, the server 20 assigns tasks to players based on predetermined rules. Specifically, the game control module 2033 randomly selects tasks from those stored in the task table 2022. If, for example, the probability of selecting each task is defined in the task table 2022 (not shown), the game control module 2033 assigns tasks according to that probability. By assigning tasks according to probability, the tasks assigned to players are distributed. Furthermore, by differentiating the information about the characters, it is possible to distribute players across different city areas and prevent congestion in specific locations. In addition, this makes it possible to change the tasks with each play, preventing players from getting bored with the game even if they play multiple times, and encouraging them to play again.

[0102] Furthermore, the game control module 2033 may vary the tasks assigned to players based on the number of players currently playing the tasks. For example, the game control module 2033 may vary the probability of assigning a task depending on the number of players currently playing the tasks. Specifically, for example, if the number of players assigned to a particular task is disproportionately higher than that of other tasks, the game control module 2033 may lower the probability of assigning that task to a new player from its base value. Also, for example, if the number of players assigned to a particular task is disproportionately lower than that of other tasks, the game control module 2033 may raise the probability of assigning that task to a new player from its base value. Also, for example, if the number of players assigned to a particular task is disproportionately higher than that of other tasks, the game control module 2033 may avoid that task and assign a different task to the new player. Also, for example, if the number of players assigned to a particular task is disproportionately lower than that of other tasks, the game control module 2033 may assign that task to a new player.

[0103] Next, the game control module 2033 assigns superimposed videos to tasks included in the assigned mission, for example. Specifically, for example, the game control module 2033 assigns superimposed videos to tasks included in the given mission, from among the superimposed videos associated with those tasks in the task table 2023, according to the probability defined in the task table 2023. The game control module 2033 may assign one superimposed video, or it may assign two or more superimposed videos. The game control module 2033 creates a new record under the player ID in the player table 2021 and stores the play date, mission ID, and assigned task ID.

[0104] Furthermore, if players wish to play the game as a group, the game control module 2033 assigns the same task to the group members, for example. The game control module 2033 stores the group ID in the corresponding record in the player table 2021.

[0105] Furthermore, for example, if certain additional elements are unlocked for the player, the game control module 2033 assigns the corresponding task to the player as an additional element.

[0106] Furthermore, for example, if the player has a preferred character, the game control module 2033 assigns the player a mission that includes tasks associated with that character. For example, in step S1001, the terminal device 10 receives an operation from the player to start the game and to specify a character. The game control module 2033 also retrieves the player's favorite character from predetermined information registered about the player. In step S1003, the game control module 2033 assigns the player a mission that includes tasks related to the character the player desires. Within the mission, there may be one or more tasks related to that character.

[0107] Furthermore, for example, the game control module 2033 may assign tasks to the player in response to predetermined events. For example, the game control module 2033 may assign tasks to the player based on the weather. Specifically, the game control module 2033 may, for example, take in weather information from an external source. If it is raining, or there is a high probability of rain, the game control module 2033 may assign the player tasks related to three-dimensional objects placed in locations less affected by rain. In other words, the game control module 2033 may, for example, assign the player tasks related to three-dimensional objects placed indoors. The game control module 2033 may also assign the player tasks that include tasks related to three-dimensional objects placed in locations less affected by rain.

[0108] The specified events are not limited to weather, but may include, for example, the following:

[0109] ·calendar ·season ·campaign • Designated events (e.g., game release, movie screening, etc.) The game control module 2033 assigns players tasks related to three-dimensional objects that are closely associated with calendars, seasons, campaigns, and specific events, for example.

[0110] Furthermore, for example, if the game control module 2033 receives a request from the player to reflect previous gameplay, it will assign the player a mission that references the mission the player has previously played. Specifically, for example, if the player wishes to play a mission they have played in the past, the game control module 2033 will assign the player the mission that was previously assigned to them. On the other hand, for example, if the player wishes to play a mission different from the one they have played in the past, the game control module 2033 will assign the player a mission that is different from the one previously assigned to them.

[0111] Furthermore, for example, if the game control module 2033 receives instructions from the player to reflect previous gameplay, it may assign the player a task that references tasks included in the missions the player has previously played. Specifically, for example, if the player wishes to play a task they have played in the past again, the game control module 2033 may assign the player a mission consisting only of the tasks the player has played in the past. Alternatively, the game control module 2033 may assign the player a mission that includes one or more tasks the player has played in the past, along with other tasks. On the other hand, for example, if the player wishes to play a task different from the tasks included in the missions they have played in the past, the game control module 2033 may assign the player a mission that does not include any tasks the player has played in the past.

[0112] Furthermore, for example, the game control module 2033 may assign tasks to players under certain restrictions. For example, the game control module 2033 may limit the tasks included in a task to tasks related to a pre-set character. Specifically, for example, suppose a player is required to find a certain character A at Tokyo Station. In this case, the game control module 2033 distributes the shape of a first pose and the shape of a second pose of character A to each player as a task representing going to Tokyo Station. Although the objective of going to Tokyo Station is the same, different tasks are assigned to each player. At Tokyo Station, there are three-dimensional objects representing the first pose of character A and three-dimensional objects representing the second pose of character A, and the player searches for the three-dimensional object corresponding to the task assigned to them.

[0113] In step S1004, the server 20 transmits the selected mission to the terminal device 10. Specifically, for example, the transmission control module 2032 transmits the selected mission, the tasks comprising the mission, the shape information of the tasks, and the superimposed video of the tasks to the terminal device 10.

[0114] In step S1005, the terminal device 10 displays the transmitted mission to the player. Specifically, the game control unit 194 sets the tasks included in the mission selected by the server 20 as search targets. In other words, the game control unit 194 sets information related to a character relating to a three-dimensional object as search targets. The presentation control unit 193 displays the tasks constituting the mission and the shape information of those tasks on the display 141. The shape information may be displayed with one element of the shape information hidden. For example, the shape information may be displayed with the color of the shape information hidden, i.e., in silhouette form. The character silhouette is presented as a clue to clear the task. The presentation control unit 193 displays, for example, an interface on the display 141 for receiving a mission start instruction from the player.

[0115] In step S1006, the terminal device 10 transmits to the server 20 that the player has started the mission. Specifically, for example, the game control unit 194 receives an operation from the player to start the mission. The transmitting / receiving unit 192 transmits to the server 20 that the player has started the mission.

[0116] In step S1007, the server 20 stores that the player has started a mission. Specifically, for example, the game control module 2033 updates the player's play count in the player table 2021. Furthermore, the game control module 2033 stores the start time of the play in the player table 2021.

[0117] Figure 8 is a flowchart illustrating an example of the operation of terminal device 10 and server 20 when a task is cleared.

[0118] The player, for example, refers to a task's silhouette and explores the city. Based on the silhouette, the player estimates the character and searches for a three-dimensional object that resembles that character. When the player finds a three-dimensional object related to the task, they photograph the found object using the terminal device 10.

[0119] In step S1101, the terminal device 10 photographs the three-dimensional object. Specifically, for example, the game control unit 194, through an operation by the player who has discovered the three-dimensional object, uses the camera 160 to photograph the object in video. At this time, it is desirable for the player to photograph the three-dimensional object from multiple angles so that the entire structure of the object can be seen. In this embodiment, photography includes simply displaying the video based on the photography signal output from the camera 160 on the display 141 so that the user can view it, regardless of whether or not it is stored in the memory unit 180. Hereafter, unless otherwise specified, the video will be displayed on the display 141 but not stored in the memory unit 180. The game control unit 194 may also photograph the three-dimensional object as a still image using the camera 160. At this time, for example, the game control unit 194 guides the player to photograph still images from multiple angles within a predetermined time.

[0120] Furthermore, the player may identify which task the 3D object being photographed is associated with by reading the QR code (registered trademark) attached to the base of the 3D object with the terminal device 10 before photographing the object. In this case, task completion is confirmed twice, by both the QR code (registered trademark) and the video recording.

[0121] In step S1102, the terminal device 10 verifies the three-dimensional object. Specifically, for example, the game control unit 194 determines whether the shape of the three-dimensional object captured in the video matches the shape information of the task transmitted in step S1004. If they match, the process proceeds to step S1102. If they do not match, the process ends. In other words, other players can view a composite image created by superimposing a video onto an image of the three-dimensional object, but because they are assigned a different task, even if they photograph the three-dimensional object, it will not complete their task, nor will they be able to view the composite image. Therefore, a desire to view the composite image of this three-dimensional object in the next play session arises, which can be a factor in increasing repeat players. Also, since a player cannot complete a task by photographing a three-dimensional object related to a task not assigned to them, they have no motivation to photograph such a three-dimensional object. This ensures that server 20 assigns players tasks that differ for each player, thereby effectively distributing players and preventing congestion in specific locations. The determination of a match allows for a certain degree of difference. For example, the game control unit 194 considers a shape information match rate of 90% or higher to be a match.

[0122] When the shape information of a three-dimensional object is two-dimensional, for example, the shape information is one piece of information of the three-dimensional object taken once from angle 1. Alternatively, when the shape information of a three-dimensional object is two-dimensional, for example, the shape information is two or more pieces of information of the three-dimensional object taken once from each of two or more angles. The shape information is compared with the shape of the three-dimensional object taken from approximately the same angle as the shape information by a terminal device 10 equipped with a camera 160, which is an optical camera. Matching with two or more pieces of information helps prevent the task from being completed by a method other than the intended method of taking a picture during gameplay. In other words, if the shape information is one piece of information, not only the shape of the three-dimensional object taken may be judged as a match, but also the shape of a pre-taken still image taken. By matching with two or more pieces of information, it is possible to suppress matches based on the shape of a pre-taken still image taken.

[0123] If the shape information of a three-dimensional object is three-dimensional, for example, the shape information is one piece of information converted into one piece of two-dimensional information from one angle through rendering. Alternatively, if the shape information of a three-dimensional object is three-dimensional, for example, the shape information is information converted into two or more pieces of two-dimensional information from two or more angles through rendering. The shape information is compared with the shape information of the three-dimensional object captured from approximately the same angle by a terminal device 10 equipped with a camera 160, which is an optical camera. The requirement of two or more angles helps prevent the task from being completed by methods other than the intended method of capturing images during gameplay. Alternatively, if the shape information of a three-dimensional object is three-dimensional, for example, the shape information is compared with the shape of the three-dimensional object captured by a terminal device 10 equipped with a camera 160, which is a depth sensor camera, while remaining as three-dimensional information.

[0124] In step S1103, the terminal device 10 displays the superimposed video. Specifically, for example, the game control unit 194 superimposes the superimposed video of the task transmitted in step S1004 onto the three-dimensional object being filmed in the video and displays it. When the superimposed video is superimposed onto the image of the three-dimensional object, the game control unit 194 determines that the task has been cleared and stores this information in the storage unit 180. In step S1102, if the game control unit 194 determines that the shape of the filmed three-dimensional object matches the shape information of the task stored in the storage unit 180, the game control unit 194 may also determine that the task has been cleared and store this information in the storage unit 180. Since the superimposed video is received in step S1004, the terminal device 10 does not necessarily need to be connected to the internet in step S1103.

[0125] The game control unit 194 may, for example, store a composite image in the memory unit 180, which is created by superimposing a video onto an image of a three-dimensional object. Specifically, for example, when the game control unit 194 superimposes a video onto an image of a three-dimensional object, it starts recording the composite image. The game control unit 194 stops recording when, for example, the three-dimensional object moves out of the field of view of the camera 160. The game control unit 194 stores the images captured while the recording process is being performed in the memory unit 180. As a result, when the task is cleared, the composite image is stored in the memory unit 180, allowing the player to preserve memories.

[0126] Furthermore, the game control unit 194 does not store the composite image in the storage unit 180 at a time when the superimposed video is superimposed on the image of the three-dimensional object. For example, if the game control unit 194 determines that the shape of the three-dimensional object matches the shape information of the task, it may start recording a predetermined period before the timing of the determination, that is, before the superimposed video is superimposed. This ensures that the moment the superimposed video is superimposed is also recorded, thereby improving the entertainment value.

[0127] The game control unit 194 may also suggest posting the video being filmed in which the superimposed video is superimposed. Specifically, for example, the game control unit 194 may present a pop-up for posting the video to a social networking service using the social networking service app installed on the terminal device 10.

[0128] Furthermore, the game control unit 194 may switch the displayed superimposed video in response to the player's actions. Specifically, for example, if the game control unit 194 determines that the player has stroked the ear of a three-dimensional object modeled after a character, the game control unit 194 switches to a superimposed video showing the ear moving. Alternatively, if the game control unit 194 determines that the player has stroked the ear of a three-dimensional object modeled after a character, the game control unit 194 plays a sound that the character would make if it were happy on the terminal device 10.

[0129] Contact detection can be achieved, for example, using image analysis technology. Specifically, the game control unit 194 determines whether the player's hand is touching the 3D object while the player is recording the 3D object in video. Alternatively, contact detection may be achieved, for example, using a touch sensor attached to the 3D object. Specifically, when the sensor detects that the player has touched the object, the sensor transmits information related to the detection to the terminal device 10, for example, using short-range wireless communication.

[0130] In step S1104, the terminal device 10 sends a message to the server 20 indicating that the player has cleared the task. Specifically, for example, the transmitting / receiving unit 192 sends to the server 20 the ID of the cleared task, information about the video taken by the player, and information about the location where the video was taken. The information about the video taken by the player includes, for example, the video itself, the player ID of the person who took the video, the time the video was taken, and the model of the terminal device that took the video.

[0131] Furthermore, in step S1104, the terminal device 10 displays the shape information in a state where all elements are clearly visible. Specifically, for example, if the shape information was displayed as a silhouette in step S1005, the game control unit 194 displays the shape information in a state where all elements, including the color of the shape information, are clearly visible. In other words, the silhouette of the shape information is revealed.

[0132] Note that the order of steps S1103 and S1104 can be reversed.

[0133] In step S1105, the server 20 remembers that the player has completed the task. Specifically, for example, the game control module 2033 stores the completed task ID in the player table 2021. In other words, information about discovered characters is stored in the player table 2021. The game control module 2033 also stores information about videos taken by the player and information about the location where the videos were taken (not shown). Thus, the game control module 2033 accumulates information about completion. This information includes the number of times the task has been completed, the time it took to complete the task, etc. This information about completion can be used, for example, when deciding on the placement of three-dimensional objects or when setting the probability of assigning tasks.

[0134] If a player completes the final task of a mission, for example, the game control module 2033 updates the completion count in the player table 2021 and stores the completion time. Furthermore, the game control module 2033 stores the clearing player ID in the mission table 2022.

[0135] Figure 9 is a flowchart illustrating an example of the operation of terminal device 10 and server 20 when a task is changed.

[0136] In step S1201, the server 20 extracts tasks related to the event. Specifically, for example, the server 20 stores information about town events such as festivals. The event information includes, for example, the location of the event, the start time of the event, and the end time of the event. When a predetermined time has passed until the start time of the event, the game control module 2033 refers to the task table 2023 and extracts tasks related to three-dimensional objects located near the event location (hereinafter referred to as Task A). Near the event location means, for example, within 30 meters of the event location.

[0137] In step S1202, the server 20 switches the extracted task A to another task for players who have not completed the extracted task A. Specifically, for example, the game control module 2033 searches the player table 2021 for players who have been assigned task A but have not completed it, based on the task ID of task A. The game control module 2033 changes the task A assigned to the searched player to another task (hereinafter referred to as task B). Task B is, for example, a task related to a three-dimensional object placed at a location more than a predetermined distance away from the event location. Task B is also, for example, a task that has not yet been assigned to a player on that date. Task B may also be a task for switching. The game control module 2033 may also select task B based on the number of players currently playing the task. For example, the game control module 2033 does not make a task that is included in the tasks currently assigned to a certain number of other players task B. The game control module 2033 may also allow the player to select a character and set tasks related to the selected character.

[0138] Furthermore, the game control module 2033 may assign a task that is unusually rare as Task B. Specifically, for example, if the probability of being assigned is set for each mission, the game control module 2033 will assign a task included in a mission with a low probability as Task B.

[0139] In step S1203, the server 20 transmits task B to the terminal device 10. Specifically, for example, the transmission control module 2032 transmits the shape information of task B and the superimposed video of task B to the terminal device 10.

[0140] In step S1204, the terminal device 10 displays a new task to the player. Specifically, for example, the game control unit 194 excludes task A and the shape information of task A from the display 141. The game control unit 194 then presents task B and the shape information of task B to the player. The shape information may be presented to the player with some of the information hidden. For example, the shape information may be presented to the player with the color of the information hidden, i.e., in silhouette form.

[0141] Furthermore, in step S1204, if the player completes task B, server 20 may grant the player a reward. The reward may be, for example, an opportunity to view a rare superimposed video, or an item that is a condition for unlocking additional elements.

[0142] In step S1205, the server 20 determines a time-related condition. Specifically, for example, the game control module 2033 determines whether a predetermined time has elapsed since the end time of the event extracted in step S1201. If a predetermined time has elapsed since the end time of the event, the game control module 2033 proceeds to step S1206.

[0143] In step S1206, the server 20 switches the assigned task B to task A for players who have not completed task B. Specifically, for example, the game control module 2033 searches for players who have not completed task B based on the task ID of task B. The game control module 2033 changes the task B assigned to the found player to task A.

[0144] In step S1207, the server 20 transmits task A to the terminal device 10. Specifically, for example, the transmission control module 2032 transmits the shape information of task A and the superimposed video of task A to the terminal device 10.

[0145] In step S1208, the terminal device 10 displays task A to the player. Specifically, for example, the game control unit 194 excludes task B and the shape information of task B from the display 141. The game control unit 194 presents task A and the shape information of task A to the player. The shape information may be presented to the player with part of the information hidden. For example, the shape information may be presented to the player with the color of the information hidden, i.e., in silhouette form.

[0146] If Task A is not returned to Task B, Server 20 does not need to perform the processes from Step S1206 to Step S1208.

[0147] Furthermore, the explanation for Figure 9 described a case where tasks are reset in response to an event. However, task resets are not limited to those caused by events. For example, the game control module 2033 may reset tasks according to the progress of the players' tasks. Specifically, for example, if there is a task that has been completed by a significantly larger number of players compared to other tasks, the game control module 2033 may change that task to another task for players who have not completed it. Also, for example, if there is a task that has been completed by a significantly smaller number of players compared to other tasks, the game control module 2033 may change that task to another task for players who have not completed it. In addition, the game control module 2033 may reset tasks according to changes in weather, temperature, etc. Specifically, for example, if it starts raining, the game control module 2033 may change a task related to an outdoor 3D object to a task related to an indoor 3D object. Furthermore, for example, if the temperature exceeds a predetermined value, the game control module 2033 may change the tasks related to three-dimensional objects placed outdoors to tasks related to three-dimensional objects placed indoors.

[0148] <6. Screen Example> An example of the screen shown in this disclosure is explained below.

[0149] Figure 10 is a schematic diagram showing an example of the display screen of the display 141 of the terminal device 10. Figure 10 illustrates the case where the game status is displayed while the player is playing a mission.

[0150] Text 3001 is text that indicates the mission the player is currently playing. For example, the mission may be indicated by its mission ID or by its mission name.

[0151] Text 3002 is text indicating the time related to the game. For example, the time indicated may be the elapsed time during the game, or, if there is a time limit for the game, the remaining time.

[0152] Text 3003 is text that describes a task. For example, a task may be identified by its task ID or by its task name.

[0153] Illustrations 3004-1 and 3004-2 illustrate shape information associated with a task. For example, the illustration 3004 for a completed task is displayed with all of its shape information clearly visible, as in illustration 3004-1. On the other hand, the illustration 3004 for an uncompleted task is displayed with part of its shape information hidden, as in illustration 3004-2, that is, as a silhouette with the color of the shape information hidden. The character's silhouette is presented as a clue to complete the task. The player searches for the character's three-dimensional object using the shape information as a clue. This makes it possible for the player to distinguish between discovered and undiscovered characters on display 141.

[0154] <7. Summary> As described above, in the above embodiment, the terminal device 10 sets information about a character relating to at least one of the multiple three-dimensional objects placed in a predetermined search area as the search target, and the search target may differ from the search targets set by other terminal devices 10. The terminal device 10 takes an image. The terminal device 10 determines whether the set information about the character matches the information about the character relating to the three-dimensional object included in the captured image. If they match, the terminal device 10 displays the video associated with the character superimposed on the three-dimensional object being photographed. If they match, the terminal device 10 registers the information about the character that photographed the three-dimensional object as discovered. The terminal device 10 displays the information about the character registered as discovered in a way that makes it distinguishable from the information about undiscovered characters. This allows the player to easily and intuitively grasp the progress of the game on their terminal device while saving the effort required to verify the correct answer in the search game.

[0155] Furthermore, in conventional stamp rallies, the stamp to be stamped at the destination is the same for all players. In conventional stamp rallies, players would, for example, refer to clues written on a sheet where stamps can be stamped to find the stamp, and then stamp the found stamp on the sheet. Since there is basically only one (one type) stamp to be stamped at the destination, players may gather at the location where the target stamp is installed, which can cause congestion. In this embodiment, even if the destination is the same, it is possible to set different tasks for each player. In other words, even if a predetermined character is assigned to the same destination, it is possible to distribute tasks by preparing multiple three-dimensional objects of that character with different shapes, such as poses. More specifically, for example, multiple three-dimensional objects of the same character but with different poses can be placed side by side within the same station or facility. Terminal device 10, for example, sets the shape of a three-dimensional object with a different pose from other terminal devices 10 as a task for one character placed in a predetermined search area. This ensures that the three-dimensional objects to be discovered are distributed among the players, preventing players from concentrating in one location within the same station or facility.

[0156] Therefore, in exploration-type events, it is possible to reduce the effort required of the discoverer when they find an object while maintaining entertainment value.

[0157] Furthermore, as described above, in the above embodiment, images are captured from multiple angles. This prevents the task from being completed by methods other than the intended method of capturing images during gameplay.

[0158] <8. Variation> A modified example of the above embodiment will be described.

[0159] <8.1. Variation 1>

[0160] In the above embodiment, the terminal device 10 acquires information regarding the player, missions, tasks, and superimposed video in step S1004 after the game starts; that is, the terminal device 10 does not pre-store information regarding missions, tasks, and superimposed video. However, the terminal device 10 may pre-store information regarding the player, missions, tasks, and superimposed video before the game starts. Specifically, the control unit 190 may download and store the player table 2021, mission table 2022, and task table 2023 from the server 20 to the terminal device 10 by the player operating the game-specific application installed on the terminal device 10 before playing (for example, when at home). The control unit 190 may not download all the information in the player table 2021, mission table 2022, and task table 2023, but may only download and store the necessary information to the terminal device 10.

[0161] In this case, the game control unit 194 selects missions, tasks, and superimposed videos based on predetermined rules, and assigns the selected missions, tasks, and superimposed videos to the terminal device 10. The presentation control unit 193 displays the assigned missions and the tasks included in those missions on the display 141. The player refers to the tasks displayed on the terminal device 10 and searches for the three-dimensional object. Each time the player plays, the game control unit 194 stores information about that play in the player table 2021, mission table 2022, and task table 2023 in the terminal device 10. The transmission / reception unit 192 may, for example, upload the player table 2021, mission table 2022, and task table 2023 in the terminal device 10 to the server 20 at a predetermined timing. <8.2. Variation 2>

[0162] In the above embodiment, the transmission control module 2032 was described as transmitting the selected task, the shape information of the task, and the superimposed video of the task to the terminal device 10 in step S1004 shown in Figure 7. However, the transmission control module 2032 may transmit the superimposed video to the terminal device 10 after confirming in step S1102 that the shape of the three-dimensional object captured in the video matches the shape information of the task. This reduces the data communication charges to the terminal device 10 at the start of the game and distributes the data load related to transmission.

[0163] <8.3. Variation 3> In the above embodiment, in step S1103, the terminal device 10 may store a video in which the player and the superimposed video are displayed together.

[0164] First, for example, before step S1103 shown in Figure 8, the player registers their own face with the terminal device 10. Specifically, the terminal device 10 accepts an operation from the player to take a picture of the player's face at the start of the game or during gameplay. If the game control unit 194 determines that the captured face is clear enough to recognize the player, the game control unit 194 registers the face. If the game control unit 194 determines that the captured face is not clear enough to recognize the player, the game control unit 194 prompts the player to take another picture of their face.

[0165] Next, for example, in step S1102, the player takes a picture of itself and the 3D object after the verification of the 3D object has been completed. Specifically, the terminal device 10 receives an operation from the player to record a video of the 3D object and the player.

[0166] Next, for example, the terminal device 10 verifies the player's face. Specifically, the game control unit 194 determines whether the registered player's face matches the player's face shown in the recorded video. If the game control unit 194 determines that the faces match, it superimposes the superimposed image onto the three-dimensional object shown in the video. In response to a recording instruction input from the player, the game control unit 194 stores the superimposed video and the video showing the player in the terminal device 10. This allows the player to visually preserve memories of their interaction with the character.

[0167] The game control unit 194 may also suggest posting a video showing the superimposed video and the player. Specifically, for example, the game control unit 194 may present a pop-up in the social networking service app installed on the terminal device 10 for posting the video to a social networking service.

[0168] <8.4. Variation 4> In the above embodiment, the assignment by the game control module 2033 is on a task basis, and the example described is when a rare task is released as an additional element to a player who meets predetermined conditions. The additional elements to be released are not limited to tasks. Tasks or superimposed videos may also be released as additional elements to a player who meets predetermined conditions.

[0169] For example, assignments by the game control module 2033 may be on a task basis rather than a mission basis. The game control module 2033 assigns unlocked tasks to players who have met the conditions for unlocking additional element tasks. Furthermore, the game control module 2033 assigns unlocked superimposed videos to tasks assigned to players who have met the conditions for unlocking additional element superimposed videos. This prevents players from getting bored with the game and encourages them to play further.

[0170] The conditions for unlocking tasks and superimposed videos may be stored as, for example, the use of a specific item or the payment of points related to money. The payment of points related to money may also be referred to as, for example, charging.

[0171] <8.5. Modification Example - 5> Players may reserve a play session through terminal device 10 a certain time before their visit to the park. Specifically, terminal device 10 accepts the player's request to reserve a play session. When making a reservation, players may also register their own face using terminal device 10. Terminal device 10 transmits reservation information to server 20.

[0172] When making a reservation to play, terminal device 10 may accept an operation from players who wish to play the game as a group to reserve a group play session. Specifically, the game control unit 194 accepts from the players whether or not they want to play the same mission as a group.

[0173] Furthermore, when a player makes a reservation to play, if the player has played the game before, the game control unit 194 may reflect the previous play. Specifically, for example, the game control unit 194 may ask the player whether to play a mission they have played before or a mission different from the one they have played before.

[0174] <8.6. Variation 6> In the above embodiment, the case in which the character's silhouette is presented as a clue to clearing the task was described as an example. However, non-graphical information may also be presented on Figure 10 as a clue. Specifically, the presentation control unit 193 displays text information, such as the character's name, on the display 141 as a clue. Furthermore, the presentation control unit 193 displays text information, such as the location of a three-dimensional object related to the character, together with the character's name, on the display 141 as a clue. The location of a three-dimensional object related to the character may be represented as an area with spatial extent, such as "Shibuya" or "Namba," or as a point without spatial extent, such as "Hachiko Statue" or "Dotonbori."

[0175] The display control unit 193 may display non-graphical information as clues on the display 141 in addition to the character silhouette. The display control unit 193 may also display the non-graphical information on the display 141 in stages, for example, as play time progresses. For example, after a certain amount of time has elapsed since the display control unit 193 displayed the character silhouette at the start of play, the display control unit 193 displays the character's name.

[0176] Furthermore, to enhance the appeal, the text information may be decorated. For example, the names of ghost characters may be displayed in an eerie font. Also, for example, during summer play, character names may be displayed in refreshing colors.

[0177] Furthermore, the display control unit 193 may play back audio information, such as the character's cry, as a clue. If the character is human or speaks human language, the display control unit 193 may play back audio information, such as the character's lines, as a clue. The display control unit 193 may also display an icon on the display 141 for playing back the character's cry or lines so that the player can listen to the character's cry or lines again.

[0178] Furthermore, the display control unit 193 may display clues on the display 141 that suggest the specific location where the three-dimensional object is installed. For example, if the player is unable to complete a mission or task, the display control unit 193 will display clues on the display 141 that suggest the location where the three-dimensional object is installed. The display control unit 193 may display the clues in stages as time progresses. For example, after a certain amount of time has passed since the display control unit 193 displayed the character's silhouette at the start of play, the display control unit 193 will display the location where the three-dimensional object is installed using text information such as "under the bridge" or "in the bushes."

[0179] The player may also select any of the available forms for presenting the clues through the terminal device 10.

[0180] As described above, in the above embodiment, the terminal device 10 displays information about the character as a clue for searching for the target. Also, as described above, in the above embodiment, in the step of displaying clues, the terminal device 10 displays the shape of a three-dimensional object as a clue. Also, as described above, in the above embodiment, in the step of displaying clues, the terminal device 10 displays the name of the character as a clue. Also, as described above, in the above embodiment, in the step of displaying clues, the terminal device 10 displays the name of the character and the position to which the character is associated as clues. This allows for the presentation of task clues to the player in various forms according to the player's preferences, thereby attracting a wide range of players.

[0181] <9. Basic Computer Hardware Configuration> Figure 11 is a block diagram showing the basic hardware configuration of computer 90. Computer 90 comprises at least a processor 901, main memory 902, auxiliary memory 903, and a communication interface IF991. These are electrically connected to each other by a communication bus 921.

[0182] The processor 901 is hardware for executing the instruction set written in a program. The processor 901 consists of an arithmetic unit, registers, peripheral circuits, etc.

[0183] Main memory 902 is used to temporarily store programs and data processed by programs, etc. For example, it is a volatile memory such as DRAM (Dynamic Random Access Memory).

[0184] Auxiliary storage device 903 refers to a storage device for saving data and programs. Examples include flash memory, HDD (Hard Disc Drive), magneto-optical disk, CD-ROM, DVD-ROM, and semiconductor memory.

[0185] The IF991 communication interface is an interface for inputting and outputting signals for communication with other computers via a network using wired or wireless communication standards.

[0186] A network consists of various mobile communication systems, such as the internet, LANs, and wireless base stations. For example, a network includes 3G, 4G, and 5G mobile communication systems, LTE (Long Term Evolution), and wireless networks that can connect to the internet via designated access points (e.g., Wi-Fi®). When connecting wirelessly, communication protocols include, for example, Z-Wave®, ZigBee®, and Bluetooth®. When connecting via a wired connection, the network also includes connections made directly via USB (Universal Serial Bus) cables, etc.

[0187] Furthermore, by distributing all or part of each hardware configuration across multiple computers 90 and connecting them to each other via a network, a computer 90 can be virtually realized. Thus, the concept of computer 90 includes not only a computer 90 housed in a single enclosure or case, but also a virtualized computer system.

[0188] <Basic Functional Configuration of Computer 90> The functional configuration of the computer realized by the basic hardware configuration of computer 90 (Figure 11) is described below. The computer comprises at least one functional unit: a control unit, a memory unit, and a communication unit.

[0189] Furthermore, the functional units of computer 90 can also be realized by distributing all or part of each functional unit across multiple computers 90 interconnected via a network. The concept of computer 90 includes not only a single computer 90 but also a virtualized computer system.

[0190] The control unit is realized when the processor 901 reads various programs stored in the auxiliary storage device 903, loads them into the main memory device 902, and executes processing according to those programs. The control unit can realize various functional units that perform information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.

[0191] The memory unit is implemented by the main memory 902 and the auxiliary memory 903. The memory unit stores data, various programs, and various databases. The processor 901 can also reserve memory areas corresponding to the memory unit in the main memory 902 or the auxiliary memory 903 according to the program. The control unit can also cause the processor 901 to perform operations such as adding, updating, and deleting data stored in the memory unit according to the various programs.

[0192] A database, specifically a relational database, is used to manage and link together tabular data sets called masters, which are structurally defined by rows and columns. In a database, tables are called tables, masters are called masters, the columns of tables are called columns, and the rows of tables are called records. In a relational database, relationships can be established and linked between tables and masters.

[0193] Typically, each table and master has a primary key column to uniquely identify records, but setting a primary key column is not mandatory. The control unit can instruct the processor 901 to add, delete, or update records in specific tables and masters stored in the memory unit, according to various programs.

[0194] Furthermore, by storing data, various programs, and various databases in the memory unit, the information processing device and information processing system related to this disclosure can be considered to have been manufactured.

[0195] Furthermore, the databases and masters in this disclosure may include any data structures (lists, dictionaries, associative arrays, objects, etc.) in which information is structurally defined. Data structures also include data that can be considered as data structures by combining data with functions, classes, methods, etc., written in any programming language.

[0196] The communication unit is implemented by the communication IF991. The communication unit provides the functionality to communicate with other computers 90 via the network. The communication unit can receive information transmitted from other computers 90 and input it to the control unit. The control unit can cause the processor 901 to perform information processing on the received information according to various programs. The communication unit can also transmit information output from the control unit to other computers 90.

[0197] Furthermore, each of the above-mentioned configurations, functions, processing units, processing means, etc., may be implemented in hardware, either partially or entirely, by designing them as integrated circuits, for example. The present invention can also be implemented by software program code that realizes the functions of the embodiment. In this case, a storage medium on which the program code is recorded is provided to a computer, and the processor of that computer reads the program code stored in the storage medium. In this case, the program code read from the storage medium itself realizes the functions of the embodiment described above, and the program code itself and the storage medium on which it is stored constitute the present invention. Examples of storage media used to supply such program code include flexible disks, CD-ROMs, DVD-ROMs, hard disks, SSDs, optical disks, magneto-optical disks, CD-Rs, magnetic tapes, non-volatile memory cards, ROMs, and the like.

[0198] Furthermore, the program code that implements the functions described in this embodiment can be implemented in a wide range of programming or scripting languages, such as assembler, C / C++, Perl, Shell, PHP, and Java (registered trademark).

[0199] Furthermore, the program code for the software that implements the functions of the embodiment may be distributed via a network and stored in a storage means such as a computer's hard disk or memory, or in a storage medium such as a CD-RW or CD-R, and the computer's processor may read and execute the program code stored in the storage means or storage medium.

[0200] The functions realized by the components described herein may be implemented in a circuit or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), CPUs (a Central Processing Unit), conventional circuits, and / or combinations thereof, programmed to realize the functions described herein. A processor is considered to be a circuit or processing circuitry, including transistors and other circuits. A processor may be a programmed processor that executes a program stored in memory.

[0201] In this specification, circuitry, unit, and means are hardware programmed to perform or execute the functions described herein. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to perform or execute the functions described herein.

[0202] If the hardware is a processor that is considered to be a type of circuitry, then the circuitry, means, or unit is a combination of hardware and software used to constitute the hardware and / or processor.

[0203] While several embodiments of this disclosure have been described above, these embodiments can be implemented in a variety of other forms, and various omissions, substitutions, and modifications are permitted without departing from the spirit of the invention. These embodiments and their variations are included in the scope and spirit of the invention, as well as in the claims and their equivalents.

[0204] (Note) The details described in each of the above embodiments are noted below.

[0205] (Note 1) A program for operating a computer comprising a processor and memory, the program causing the processor to perform the following steps: setting information relating to a character relating to at least one of a plurality of three-dimensional objects placed in a predetermined search area as a search target, wherein the search target may differ from a search target set by another terminal device; taking an image; determining whether the set information relating to a character relating to a three-dimensional object contained in the captured image matches; if they match, displaying a video associated with the character superimposed on the three-dimensional object being photographed; if they match, registering the information relating to the character that photographed the three-dimensional object as discovered; and displaying the information relating to the character registered as discovered in a way that makes it distinguishable from information relating to an undiscovered character. (Note 2) The program described in (Appendix 1) causes the processor to perform a step of displaying information about a character as a clue for searching for the target. (Note 3) The program described in (Appendix 2) displays the shape of a three-dimensional object as a clue in the step of displaying clues. (Note 4) The program described in (Appendix 2) displays the character's name as a clue in the step of displaying clues. (Note 5) The program described in (Appendix 2) displays the character's name and the location to which the character is associated as clues in the step of displaying clues. (Note 6) A program described in any of (Appendix 1) to (Appendix 5) that captures images from multiple angles during the shooting step. (Note 7) A method to be performed on a computer comprising a processor and memory, wherein the processor performs all steps performed in any of the inventions described in (Appendix 1) to (Appendix 6). (Note 8) An information processing apparatus comprising a control unit and a storage unit, wherein the control unit performs all steps performed in any of the inventions described in (Appendix 1) to (Appendix 6). (Note 9) A system comprising means for performing all steps performed in any of the inventions described in (Appendix 1) to (Appendix 6). [Explanation of symbols]

[0206] 1... System 10…Terminal device 12…Communication IF 13…Input device 14…Output device 15…Memory 16…Storage 19… Processor 20... Server 22...Communication IF 23…Input / Output Interface 25…Memory 2 hours… storage 29… Processor 80…Network

Claims

1. A program for operating a computer comprising a processor and memory, wherein the program is configured to operate the processor, A step of setting information relating to a character of at least one of a plurality of three-dimensional objects placed in a predetermined search area as the search target, wherein the search target may differ from the search targets set by other terminal devices. The steps to take an image, A step of determining whether the information regarding the character that has been set matches the information regarding the character relating to the three-dimensional object included in the captured image, If a match is found, the video associated with the character is superimposed and displayed on the three-dimensional object being filmed. If a match is found, the step is to register the information about the character that photographed the three-dimensional object as discovered, The steps include: displaying information about characters registered as discovered in a way that makes it distinguishable from information about undiscovered characters; A program that executes the command.

2. The program according to claim 1, wherein the processor is instructed to perform the step of displaying information about the character as a clue for searching for the target of the search.

3. The program according to claim 2, wherein in the step of displaying the clue, the shape of the three-dimensional object is displayed as the clue.

4. The program according to claim 2, wherein in the step of displaying the clue, the name of the character is displayed as the clue.

5. The program according to claim 2, wherein in the step of displaying the clue, the program displays the name of the character and the position to which the character is associated as the clue.

6. The program according to claim 1, wherein in the step of taking images, images are taken from multiple angles.

7. A method to be performed on a computer comprising a processor and memory, wherein the processor performs all steps performed in any of the inventions according to claims 1 to 6.

8. An information processing apparatus comprising a control unit and a storage unit, wherein the control unit performs all steps performed in the invention according to any one of claims 1 to 6.

9. A system comprising means for performing all steps performed in the invention according to any one of claims 1 to 6.