Information processing method, information processing system, and information processing program

JP2026139834APending Publication Date: 2026-09-01NINTENDO CO LTD
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Patent Information

Application Number
JP2026098417
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2026-06-12
Publication Date
2026-09-01

AI Technical Summary

Benefits of technology

【0017】 本実施形態によれば、照準等の仮想オブジェクトについて、より適切な制御を提供でき る。

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Abstract

To improve the control of the aiming position. [Solution] Second mode determines the position of a virtual object based on the output of an inertial sensor. When the controller is in the reference position, the virtual object is in a predetermined position within the display range. Based on the correspondence in which they are located, the position of the virtual object is determined according to the controller's orientation. Determine. The first mode determines the position of the virtual object based on the output of the mouse sensor, etc. When the controller's first posture is met when switching from mode D to mode 2, the first condition is met. The reference posture is set to a posture in which the position of the virtual object corresponding to the first posture is within the display range. Update.
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Description

[Technical Field]

[0001] The present disclosure relates to information processing for games and the like. [Background Art]

[0002] Conventionally, it has been known to switch between operating an aiming position based on an operation of an operation unit and operating the same based on acquired coordinates on a display screen. It is also known that an acceleration sensor may be used to acquire coordinates used for operating the aiming position. It is also known that in this operation switching, the acquired coordinates, the movement of the controller, and the operation state of the operation unit can be taken into consideration. For example, see paragraphs

[0146] ,

[0151] , and

[0155] of Patent Document 1. It is also known that in this operation switching, the acquired coordinates, the movement of the controller, and the operation state of the operation unit can be taken into consideration. For example, see paragraphs

[0146] ,

[0151] , and

[0155] of Patent Document 1. It is known. For example, see paragraphs

[0146] ,

[0151] , and

[0155] of Patent Document 1. [Prior Art Documents] [Patent Documents]

[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2013-90941 [Summary of the Invention] [Problem to be Solved by the Invention]

[0004] The techniques as described above leave room for improvement in the control of the aiming position. [Means for Solving the Problem]

[0005] For example, configuration examples as described below are given.

[0006] (Configuration 1) Configuration 1 is an information processing method that uses a controller including at least one of a mouse sensor and a directional operation unit operated by a user, and an inertial sensor, the method comprising a first mode and a second mode. the method comprising a first mode and a second mode. A mode setting step to set one of several modes including D, and the first In this mode, the position of the virtual object is determined based on the output of the directional control unit or mouse sensor. The system determines the position of the virtual object based on the output of the inertial sensor in the second mode. The virtual object control step includes a virtual object control step, in which, In the second mode, when the controller is in the reference position, the virtual object is within the display range. Based on the correspondence in which they are positioned at predetermined locations, the virtual object is positioned according to the controller's orientation. Determine the position of the controller and the controller's orientation when switching from Mode 1 to Mode 2. When the first posture satisfies at least the first condition, the reference posture is determined according to the first posture. Update the orientation of the virtual object so that its position is within the display range.

[0007] (Configuration 2) Configuration 2 is the same as Configuration 1 above, where the first condition is the position of the virtual object according to the first pose. This may include cases where the location is outside the display range.

[0008] (Composition 3) Configuration 3 is the standard posture when the first posture satisfies the first condition in Configuration 1 or 2 above. You may revert to the first stance.

[0009] (Composition 4) Configuration 4 is a configuration in which, in any of the above configurations 1 to 3, the predetermined position is the central position of the display range. That's fine.

[0010] (Composition 5) Configuration 5 is used when, in any of the above configurations 1 to 4, the first posture does not satisfy the first condition. The position of the virtual object in the first mode is greater than when the first posture satisfies the first condition. move the virtual object at a low speed toward the position of the virtual object in the second mode . The moving may be performed.

[0011] (Configuration 6) In Configuration 6, in any one of Configurations 1 to 5 described above, when switching from the second mode to the first mode , if the position of the virtual object is outside the display range, the virtual object may be positioned within the display range. The positioning may be performed.

[0012] (Configuration 7) In Configuration 7, in Configuration 6 described above, the position of the virtual object within the display range may be determined in accordance with the position of the virtual object outside the display range when switching from the second mode to the first mode. The determination may be performed.

[0013] (Configuration 8) In Configuration 8, in any one of Configurations 1 to 7 described above, in the first mode and the second mode, the position of the virtual object is updated to a predetermined position in response to a button operation, and when the position of the virtual object is updated to the predetermined position, the reference posture may be updated to the posture of the controller at the time of the update. The updating may be performed.

[0014] (Configuration 9) In Configuration 9, in any one of Configurations 1 to 8 described above, switching from the first mode to the second mode may be performed when at least an output of an inertial sensor satisfies a second condition.

[0015] (Configuration 10) In Configuration 10, in any one of Configurations 1 to 9 described above, when in the first mode, the position of the virtual object may be determined based on an output of a mouse sensor.

[0016] (Configuration 11) In Configuration 11, in Configuration 10 described above, in the mode setting step, the first mode and the second mode Set one of several modes, including mode 3, and the virtual object In the control means step, in the third mode, the virtual object is generated based on the output of the direction control unit. Determine the position of the unit, and when switching from the first or third mode to the second mode... When the first posture satisfies at least the first condition, the reference posture is a virtual O corresponding to the first posture. The object's orientation may be updated so that its position is within the display range. [Effects of the Invention]

[0017] According to this embodiment, more appropriate control can be provided for virtual objects such as aiming reticles. ru. [Brief explanation of the drawing]

[0018] [Figure 1] This diagram shows an example of the main unit 2 with the right controller 3 and left controller 4 attached. [Figure 2] A six-view drawing showing an example of the right controller 3. [Figure 3] A six-view drawing showing an example of the left controller 4. [Figure 4] Block diagram showing an example of the internal configuration of the main unit 2. [Figure 5] Block diagram showing an example of the internal configuration of the main unit 2, the right controller 3, and the left controller 4. [Figure 6] This diagram shows an example of how the right controller 3 is held and operated with the right hand. [Figure 7] This diagram shows an example of how the right controller 3 is held and operated with the right hand. [Figure 8] Diagram to explain the controller's operating modes. [Figure 9] A diagram showing an example of the movement display of the aiming reticle. [Figure 10] A diagram showing an example of the movement display of the aiming reticle. [Figure 11] A diagram showing an example of the movement display of the aiming reticle. [Figure 12] A diagram illustrating the control of the aiming reticle when switching operating modes. [Figure 13] A diagram illustrating the control of the aiming reticle when switching operating modes. [Figure 14] This diagram shows examples of various data stored in DRAM69. [Figure 15] An example of an information processing flowchart [Figure 16] An example of an information processing flowchart [Figure 17] An example of an information processing flowchart [Figure 18] An example of an information processing flowchart [Modes for carrying out the invention]

[0019] One embodiment will be described below.

[0020] [Example of hardware configuration for an information processing system]

[0021] The following describes a game system, which is an example of the information processing system of this embodiment. An example of the game system 1 in this embodiment is an information processing device (when referred to as the "main unit"). This embodiment includes (2), a right controller 3, and a left controller 4. The main unit 2 has a detachable right controller 3 and a detachable left controller 4.

[0022] Figure 1 shows an example of the main unit 2 with the right controller 3 and left controller 4 attached. This is a diagram. As shown in Figure 1, the right controller 3 and the left controller 4 are They are attached to and integrated with the main unit 2. The main unit 2 is in the game system 1. It is a device that performs various processes (for example, game processing). The main unit 2 is a display It is equipped with I72. The right controller 3 and left controller 4 are for the user to input This is an input device equipped with an operating section, etc. In the following, the right controller 3 and the left controller The Controller 4 is sometimes referred to collectively as "the Controller."

[0023] Display 72 displays the image generated by the main unit 2. An example is a liquid crystal display (LCD). On the screen of display 72 is a touch panel. A touch panel is provided. For example, the touch panel may use a multi-touch input method (for example It is a capacitive type.

[0024] Figure 2 is a hexagonal schematic diagram showing an example of the right controller 3. As shown in Figure 2, the right controller The Trolla 3 has a vertically elongated plate shape and is equipped with a housing 11, with front, rear, top, and bottom sections. It has a right part and a left part. In the right controller 3, the rear part is located opposite the front part, and the upper part The bottom is located on the opposite side, and the left side is located opposite the right side. The distance between the front and rear is the top and The distance from the top to the bottom is greater than the distance from the bottom to the top. The distance from the top to the bottom is greater than the distance from the right side to the left side. In other embodiments, the relative magnitudes of these distances may be different. In this embodiment, the direction connecting the bottom and the top is called the vertical direction, and perpendicular to the vertical direction The direction connecting the front and rear is called the front-to-back direction, and the direction perpendicular to the up-and-down direction and the front-to-back direction is also called the front-to-back direction. The direction connecting the right and left parts can also be called the left-right direction. Note that in Figure 2, the left part is in the foreground. The x, y, and z axes are shown in the front view facing the direction, and the coordinate system of the right controller 3 ("Right Controller This shows the "Laura coordinate system" (sometimes called the "Laura coordinate system"). In this coordinate system, from left to right The direction of movement is the positive z-axis direction. It is also perpendicular to the z-axis and moving from the bottom to the top. The direction is the positive x-axis direction, perpendicular to the z-axis and x-axis, and moving from rear to front. The direction is the positive y-axis direction. When the bottom faces the direction of gravity, the direction is the negative x-axis direction and the direction of gravity. The directions match. Note that the x, y, and z axes in the explanation related to the right controller 3 are special Unless otherwise specified, these are the x, y, and z axes in the right controller coordinate system. Furthermore, the front, bottom, and other parts do not need to be perfectly flat; they may have irregularities or slopes. For example, the bottom part includes the convex part 25 described later. The direction in which each part faces and the direction in which each part connects to each other are generally It indicates a general direction.

[0025] The right controller 3, when attached to the main unit 2, is located in a recess of the main unit 2 (not shown). It has a protrusion 25 that fits into the right controller. As shown in Figure 2, the protrusion 25 is the right controller The width from left to right is shorter than the width from left to right, and the width from front to back is shorter than the width from front to back, in the negative x-axis direction. It has a convex shape that protrudes. In this embodiment, the convex portion 25 is part of the bottom portion.

[0026] As will be explained later, the right controller 3 becomes vertically elongated when detached from the main unit 2. It is also possible to grip it in a specific orientation. The right controller 3 is gripped in a vertical orientation. It is shaped and sized to be held in one hand, especially the right hand. 3 can also be held in a horizontal orientation, and when held in a horizontal orientation It may be held with both hands (not shown).

[0027] The right controller 3 has an analog stick on the left side, which is an example of a directional input section (simply "S" It is equipped with a stick 22 (sometimes called a "tick"). The stick 22 is used for inputting directions. It can be used as a directional input unit. Good. The user can tilt the stick 22 in any direction, and the direction of tilt will be affected. Directional input is possible, and the magnitude can be input according to the tilt angle. Button input is possible by pressing down on stick 22. The directional input section is, for example, For example, a directional pad or slide pad may also be used. The directional input section is referred to as the directional control section. But that's fine.

[0028] The right controller 3 has a set of four buttons on the left side: A button 12, B button 13. The X button 14, Y button 15, the + (plus) button 16, and the Home button 17 The right controller 3 has R button 20 and ZR button 2 across the front and top. It is equipped with 1. Note that the R button 20 and ZR button 21 are located only on the front of the right controller 3. It may be provided on the upper part or only on the upper part. The right controller 3 is the protrusion 25 The top surface 25a is equipped with buttons 18 and 19.

[0029] The right controller 3 has an opening 23 for a mouse sensor on the top surface 25a of the protrusion 25. The aperture 23 of the mouse sensor guides light to the mouse sensor 24 located inside the right controller 3. This is the aperture of the light guide path. The mouse sensor 24 is an optical mouse sensor, and the light-emitting part and It may be equipped with a light-receiving unit. The light detected by the light-receiving unit may be visible light or light of an invisible wavelength. This is also acceptable. Note that the mouse sensor 24 has at least a light-receiving part, and does not need to have a light-emitting part. The mouse sensor 24 is placed with the top surface 25a of the convex portion 25 on its bottom facing the mounting surface. This acquires data that allows for the calculation of the movement of the right controller 3 on the mounting surface. Therefore, the right controller 3 can also be used as a mouse. The operation used is sometimes referred to as "mouse operation." Note that the mounting surface is not limited to flat surfaces, but can also be curved surfaces. It may be any other surface, such as the surface of the user's thigh.

[0030] Furthermore, in this embodiment, the right controller 3 has a protrusion 25, and the right controller 3 is The main body device 2 is equipped with a terminal 26 for wired communication. As an example, the top surface 25a of the protrusion 25 A terminal 26 is provided on the inner circumferential surface of the recess provided therein.

[0031] Figure 3 is a hexagonal schematic diagram showing an example of the left controller 4. It is the same type as the right controller 3. I will omit the explanation of the configuration. The left controller 4 has a stick 42 and a single button on the right side. The set of four buttons is: right direction button 32, down direction button 33, up direction button 34, left direction It features a direction button 35, a capture button 37, and a minus (-) button 36. Buttons 32-35 can be controlled by a single directional button. Note that on the right controller 3... Stick 22 is located behind buttons 12-15, whereas on the left controller 4... In Figure 3, the stick 42 is positioned in front of the buttons 32-35. The x, y, and z axes are illustrated in the front view facing the direction, and the coordinate system of the left controller 4 ("left controller") This shows the coordinate system (sometimes called the "La coordinate system"). In this coordinate system, the direction from right to left The direction is the positive z-axis direction. Also, the direction perpendicular to the z-axis and moving from the bottom to the top. The direction is in the positive x-axis direction, perpendicular to the z-axis and x-axis, and moving from rear to front. This is the positive y-axis direction. When the bottom faces the direction of gravity, the negative x-axis direction and the direction of gravity They match. Note that the x, y, and z axes in the explanation related to left controller 4 are not specified. Unless otherwise specified, these are the x, y, and z axes in the left controller coordinate system.

[0032] The left controller 4, when attached to the main unit 2, is located in a recess of the main unit 2 (not shown). It has a protrusion 45 that fits into (shi). The protrusion 45 is the same as the right controller 3, button It includes 38 and 39, an opening 43 for a mouse sensor, a mouse sensor 44, and a terminal 46.

[0033] When the left controller 4 is detached from the main unit 2, it functions similarly to the right controller 3. Furthermore, it can be held in either a vertical or horizontal orientation.

[0034] Figure 4 is a block diagram showing an example of the internal configuration of the main unit 2. The main unit 2 is a processor It is equipped with a processor 63. The processor 63 performs various information processing that is carried out in the main unit 2. This is the information processing unit that executes the data. The processor 63 is, for example, a combination of multiple processors or cores, typical In terms of structure, it consists of multiple CPUs (Central Processing Units) or cores. It may be done using CPU functions, GPU (Graphics Processing Unit) From an SoC (System-on-a-chip) that includes multiple functions such as nit functions It may be done. The processor 63 has a memory unit (specifically, a flash memory 68, etc.) Information stored in the internal storage medium, or an external storage medium such as one inserted in slot 51, etc. By executing a processing program (for example, a game program), various types of information processing are performed. The logic is executed. In this embodiment, the "processor" is defined as at least a CPU, G PU, ASIC (Application Specific Integrated Circuit), FPGA (Field Programmable Gate Ar It may also include ray, etc. In this embodiment, the computer is just one example. It includes at least one processor, and further includes a storage unit such as memory. It can be anything.

[0035] The main unit 2 uses flash memory 68 and DRAM (D) as examples of internal storage media. It features (dynamic Random Access Memory)69. Flash Memory 68 is primarily used to store various types of data stored in the main unit 2. It is memory. DRAM69 primarily stores various types of data used in information processing. It is a type of memory used for storing data. Processor 63 uses flash memory 68 And data is read from and written to storage media such as DRAM69 as appropriate. It performs various information processing tasks.

[0036] Furthermore, the main unit 2 has various configurations as shown in Figure 4. These will be briefly explained below. The recording medium slot interface (sometimes called "slot I / F") 52 is, Data on the storage medium (e.g., a dedicated memory card) inserted in the recording medium slot 51 Read and write operations are performed according to the instructions of processor 63. Second slot I / F54 reads and writes data to the storage medium installed in the second slot 53. The loading is performed according to the instructions of processor 63.

[0037] The network communication unit 66 communicates with external devices via the network (for example, wireless communication). It performs internet communication using signals. The controller communication unit 67 controls the right controller 3 and / or wireless communication with the left controller 4 (e.g., Bluetooth®) It performs communication in accordance with the standards.

[0038] The left terminal 50 is a terminal for wired communication between the processor 63 and the left controller 4. The right-side terminal 65 is a terminal for wired communication between the processor 63 and the right controller 3. The side terminal 64 is, for example, when the lower terminal 64 is attached to the cradle. This is a terminal that communicates with other devices (for example, a stationary monitor, etc.) via this terminal.

[0039] The touch panel controller 70 is a touch panel controller placed on the display surface of the display 72. Based on the signal from Nell 71, for example, data indicating the location where touch input occurred is generated. The output is sent to processor 63. The display 72 is generated by processor 63. Displays images and / or images obtained from external sources.

[0040] The codec circuit 74 outputs audio data to the speaker 73 and the audio input / output terminal 75. Input / output control.

[0041] The power control unit 61 receives power from the battery 62 to the main unit 2 based on a command from the processor 63. It controls the power supply to each part (that is, each part that receives power from the battery 62), and also, The power supply is started or stopped in response to the press of the power button 60.

[0042] Volume button 59 is a button used to control the volume output from speaker 73, etc. Furthermore, the cooling fan 58 is a fan that cools the inside of the main unit 2.

[0043] The main unit 2 includes a magnetic force sensor 55, an ambient light sensor 56, a temperature sensor 57, and an acceleration sensor 7. 6. It is equipped with various sensors such as an angular velocity sensor 77. The processor 63 receives data from these sensors. Based on this information, various processes can be executed.

[0044] Figure 5 shows an example of the internal configuration of the main unit 2, the right controller 3, and the left controller 4. This is a block diagram. Details of the internal configuration of the main unit 2 are shown in Figure 4. Therefore, it is omitted in Figure 5.

[0045] The left controller 4 includes a communication control unit 80 that communicates with the main unit 2. (See Figure 5) As shown, the communication control unit 80 is connected to each component, including terminal 88. 0 is when the left controller 4 is attached to the main unit 2, via terminal 88 to the main unit When wired communication is established with 2, and the left controller 4 is detached from the main unit 2, the main unit 2 Wireless communication between them (specifically, communication in accordance with the Bluetooth® standard) To do so.

[0046] The left controller 4 includes a memory 81 such as flash memory. Communication control unit 8 0 consists of a processor such as a microcontroller (also called a microcontroller), and memo Various processes are executed by running the firmware stored in unit 81.

[0047] The left controller 4 has 82 buttons (specifically buttons 32-34, etc.) and a stick. It is equipped with a stick 42. Each button 82 and stick 42 responds to the operation performed on it. The information concerned is output to the communication control unit 80.

[0048] The left controller 4 is equipped with an inertial sensor. Specifically, the left controller 4 is equipped with an inertial sensor The sensor includes an acceleration sensor 83 and an angular velocity sensor 84. The acceleration sensor 83 is The magnitude of acceleration along three predetermined axes (for example, the x, y, and z axes shown in Figure 3) is detected. Oh, even if the acceleration sensor 83 detects acceleration in one axis direction or two axes Good. The angular velocity sensor 84 detects the angular velocity around the three predetermined axes. The SA84 may detect angular velocity around one axis or two axes. The speed sensor may also be called a "gyro sensor." Accelerometer 83 and angular velocity sensor Each of the 84s is connected to the communication control unit 80. The acceleration sensor 83 and angular velocity sensor are also connected. The detection results from sensor 84 are repeatedly output to communication control unit 80 at appropriate intervals. Oh, the right controller 3 and the left controller 4 are inertial sensors, and the accelerometer and The system may be equipped with either one of the angular velocity sensors, or with the other sensor.

[0049] The left controller 4 is equipped with a mouse sensor 44. The mouse sensor 44 is mounted on a mounting surface. Data is acquired to calculate the movement of the placed left controller 4. Mouse sensor 4 The data acquired by step 4 is repeatedly output to the communication control unit 80 at appropriate intervals. .

[0050] The communication control unit 80 controls each input unit (specifically, each button 82, each stick 42, each sensor) From 83, 84, and 44), information about the input (specifically, the operation of buttons and sticks) The communication control unit 80 acquires information related to the operation and detection results from the sensor. Operation data including the information obtained, or information that has undergone predetermined processing, is sent to the main unit. Send to 2. Note that the operation data will be sent repeatedly at a predetermined rate of once per hour.

[0051] When the above operation data is transmitted to the main unit 2, the main unit 2 will control the left controller The input made to button 4 can be obtained. That is, the main unit 2 can obtain each button 82 Furthermore, operations on the stick 42 can be determined based on the operation data. Furthermore, the main unit 2 receives information regarding the movement and / or posture of the left controller 4, and the operation data Based on the data (specifically, the detection results of the acceleration sensor 83 and / or the angular velocity sensor 84) It can be calculated accordingly. In addition, the main unit 2 performs the following on the left controller 4. Information regarding mouse operation is converted into operation data (specifically, the detection results of the mouse sensor 44). It can be calculated based on this.

[0052] The left controller 4 includes an amplifier 85 and an oscillator 86. The amplifier 85 is a communication control The control signal received from unit 80 is amplified and a drive signal is generated. The oscillator 86 is amplified by amplifier 85 The left controller 4 vibrates by performing a vibration action in response to the drive signal generated by it.

[0053] The left controller 4 includes a power supply unit 87. The power supply unit 87 is powered by a battery and an electric It has a power control circuit. The power control circuit is connected to the battery and the left controller Power is supplied to each of the four parts (specifically, each part that receives power from the battery).

[0054] As shown in Figure 5, the right controller 3 is composed of a processor and the like, and is connected to the main unit 2. It includes a communication control unit 91 that performs communication. The right controller 3 is connected to the communication control unit 91. It includes a memory 94. The communication control unit 91 is connected to each component, including the terminal 92. The signal control unit 91 and memory 94 are connected to the communication control unit 80 and memory 81 of the left controller 4. It has similar functions. Therefore, the communication control unit 91 communicates via wired communication through terminal 92, It is possible to communicate with the main unit 2 using both wireless communication without using terminal 92, and the right... Controller 3 controls the communication that it makes with the main unit 2.

[0055] The right controller 3 is equipped with input sections, just like the left controller 4. Physically, each button has 95 (A button 12, B button 13, X button 14, Y button 15, etc.) ), Stick 22, Inertial sensor (Accelerometer 96 and Angular velocity sensor 97), Mouse It is equipped with a sensor 24. Each of these input sections is the same as the input sections of the left controller 4. It has the same functionality and operates similarly.

[0056] The right controller 3 comprises an amplifier 98, an oscillator 99, and a power supply unit 100. Amplifier 9 8. The vibrator 99 and power supply unit 100 are connected to the amplifier 85 of the left controller 4 and the vibration Child 86 has the same function as the power supply unit 87 and operates in the same manner.

[0057] The right controller 3 includes a processing unit 90 and an NFC antenna 93. The processing unit 90 is The NFC antenna 93 is controlled in response to commands from the main unit 2 via the communication control unit 91. The NFC antenna 93 is for NFC (Near Field Communication). It performs short-range wireless communication based on the standards of ).

[0058] [Regarding the gripping configuration of the controller] Figure 6 shows the user holding the right controller 3 with their right hand and placing it on the mounting surface to use it as a mouse. This is a schematic diagram showing an example of the state in which the device is used, that is, the state in which the mouse is operated. From the user's perspective, the front of the right controller 3 faces forward, and the left side faces left. The palm of the user's right hand covers the upper side of the right controller 3. The user's right thumb is on the right controller It is located on the left side of button 3. The user's right thumb rests on, for example, button A 12. The user's right index finger is positioned on, for example, the R button 20, and the user's right middle finger is positioned on, for example, the Z button. It is located on the R button 21. The user presses the R button 2 with their right index or middle finger. The 0 and ZR buttons 21 are operable. The user operates them with their right thumb, positioned on the upper left. Each input section can be operated. Furthermore, the user can use the left controller 4 as a mouse with their left hand. When using it in the same manner, grasp the left controller 4 with your left hand and use it on the mounting surface. This is possible. At this time, the right side of the left controller 4 faces to the right.

[0059] Figure 7 shows an example of a user holding the right controller 3 in their right hand and operating it in mid-air. This is a schematic diagram. As shown in Figure 7, the right controller 3 is detached from the main unit 2. In this case, the longitudinal direction of the right controller 3 is the vertical or forward direction for the user. It can be held so that it faces backward and used in mid-air. The user, for example, with their right hand The thumb can be used to operate Stick 22 (sometimes referred to as "stick operation"). Furthermore, the user can perform a shaking operation ("shaking operation") with the right controller 3 that they are holding. It is possible to perform operations that change posture (sometimes called "posture change operations") (there is a possibility of a change in posture). The user uses the left controller 4, which has been detached from the main unit 2, with their left hand. It can be used in the same manner in other cases as well.

[0060] [Overview of the process in this embodiment] The outline of the process in this embodiment will be described in detail below with reference to Figures 8 to 13. The following explanation will use the case where the right controller 3 is used as an example. In the game, for example, a virtual object called a crosshair is displayed, and the crosshair moves in response to the player's actions. To move and fire a projectile in the direction of the aiming reticle in response to a predetermined operation (for example, a predetermined button press). This is possible. The same logic can be applied when left controller 4 is used. I will omit that explanation.

[0061] [About the controller's operating modes] Figure 8 is a diagram illustrating the controller's operating modes and the transitions between operating modes. As shown in Figure 8, the controller's operating mode (sometimes simply referred to as "mode") There are three modes for using a mouse: "mouse mode," "gyro mode," and "stick mode." .

[0062] In this embodiment, in mouse mode, the right controller 3 with a strength of a predetermined or greater strength Swinging operation (for example, a swinging operation of 0.2G or more; hereafter, it may simply be referred to as "swinging operation"). When the inertial sensor detects ), it transitions to gyro mode. When stick operation on stick 22 is detected, the device transitions to stick mode. In gyro mode, when mouse operation is detected on the right controller 3, it switches to mouse mode. Transition occurs. In gyro mode, when stick movement of stick 22 is detected, The system transitions to stick mode. In stick mode, the right control is pressed with a force greater than a predetermined value. - The swing operation of unit 3 (for example, a swing operation of 0.2G or more) is detected by the inertial sensor. Then, it transitions to gyro mode. In stick mode, the mouse is controlled by right controller 3. When an operation is detected, it switches to mouse mode. The conditions for switching between operation modes are as follows: This is not limited to other conditions, and other conditions may be applied or added.

[0063] Figure 9 illustrates the control of the aiming reticle 250 in mouse mode and stick mode. This is a diagram for that purpose. First, refer to Figure 9 to control the aiming reticle 250 in mouse mode. Let me explain. Mouse mode controls the aiming reticle 250 based on the output of the mouse sensor. This is the operating mode.

[0064] [Regarding aiming control in each operating mode] As shown in Figure 9(1)(b), the right controller 3 placed on the mounting surface is the right controller When a mouse operation is performed to move in the positive z-axis direction of the -r coordinate system, Figure 9(1)(a) As shown, the aiming reticle 250 (see position A) displayed on the display 72 is to the right, The mouse moves a distance corresponding to the mouse operation (see position B). Also, although not shown in the diagram, on the mounting surface... Similarly, if the right controller 3 is operated in a different direction, the display 72 will also show the result. The displayed target 250 moves in the direction and distance corresponding to the mouse operation.

[0065] However, in mouse mode, the center of the 250 reticle is on display 72. Even if it is restricted from moving outside the display area (sometimes simply called the "display area") Good. For example, as shown in Figure 9(2)(a), the center of the aiming reticle 250 is located at the right edge of the display area. In the position shown in Figure 9(2)(b), the right controller 3 placed on the mounting surface Even if the mouse is moved in the positive z-axis direction of the right controller coordinate system, the aiming reticle remains at 250. It is controlled so that it does not move any further to the right. This means that part of the aiming 250 is always It will be displayed on display 72.

[0066] Next, with reference to Figure 9, the control of the aiming reticle 250 in stick mode will be described. Stick mode controls the aiming reticle based on the output from the stick operation. This is the creation mode.

[0067] For example, as shown in Figure 9(1)(c), the stick 22 is in the right controller coordinate system. When an operation is performed that tilts in the positive x-axis direction, the reticle 2 displayed on display 72 50 (see position A) moves to the right by a distance corresponding to the stick operation (see position B). ). Also, although not shown in the diagram, if the stick is moved in another direction, the display will similarly... The target 250 displayed on I72 moves in the direction and distance corresponding to the stick operation. Also, in stick mode, just like in mouse mode, the 250 reticle is the 250 reticle. Movement may be restricted so that the center of 50 does not move outside the display area (Figure 9(2) (See (a)). Note that in mouse mode and stick mode, the aiming reticle moves 250 units. The limitations are not limited to this; for example, the entire aiming reticle 250 may be moved so that it is positioned within the display area. Movement may be restricted, or the size of the aiming sight 250 in the vertical or horizontal direction may be limited by a predetermined percentage (for example) Movement may be restricted so that 1 / 4 and 3 / 4 of the elements are located within the display area.

[0068] Figures 10 and 11 illustrate the control of the target 250 in gyro mode. This is a diagram. Gyro mode controls aiming based on the output of the inertial sensor. This is the operating mode. In gyro mode, the output of the inertial sensor indicates the right controller 3. The posture and the display position of the aiming reticle 250 are associated, and the aiming reticle is illuminated according to the posture of the right controller 3. The display position of the 250 is controlled. This will be explained in detail below.

[0069] In this embodiment, when the aiming reticle 250 is displayed in the center of the display 72, the right control The stance of the 3 is called the "reference stance." Also, the aiming reticle 250 is displayed in the center of the display 72. The correspondence in which the right controller 3 becomes the reference posture when aiming is called the "aiming posture correspondence." Then, based on the aiming attitude correspondence, the aiming 25 adjusts according to the attitude change of the right controller 3. The display position of 0 is controlled to move. As will be explained later using Figure 12, etc., the reference posture is reset. It may be done.

[0070] For example, as shown in Figure 10(1)(a), the aim is on the central position A of the display 72. The orientation of the right controller 3 when 250 is displayed (i.e., the reference orientation) is shown in Figure 10(1 Consider the case where the posture is as shown in (b) of ). In this case, for example, the right controller Posture 3 is the posture shown in Figure 10(2)(b) (that is, the posture shown in Figure 10(1)(b)). When the orientation is rotated clockwise in the positive z-axis direction, the target 250 is as shown in Figure 10(2) ( It is displayed at the position shown in (a) (that is, position B to the right of position A shown in (a) of Figure 10(1)) And, for example, the posture of the right controller 3 is the posture shown in Figure 11(b) (that is, Figure If the posture is further rotated to the right in the positive z-axis direction from the posture shown in 10(2)(b) The target 250 is at the position shown in Figure 11(a) (that is, the position shown in Figure 10(2)(a)). This results in position C) being further to the right of B. Therefore, as shown in Figure 11(b), the right controller As the 3 rotates, the target 250 is not displayed on the display 72, but the display It may be located outside the area. Furthermore, in this case, the target 250 is actually located outside the display area. You can either perform a movement operation, or simply perform a process to calculate the coordinates corresponding to the target 250. This is also acceptable. The same applies if the right controller 3 is in a different position, so a specific explanation is provided below. Omitted.

[0071] As described above, in gyro mode, ensure that the 250 reticle is positioned outside the display area. Unrestricted. In gyro mode, the aiming reticle 250 moves according to the orientation of the right controller 3. In this mode, similar to mouse mode, the aiming reticle 250 is restricted so that it does not move outside the display area. Then, the relationship between the orientation of the right controller 3 and the display position of the aiming reticle 250 changes significantly. This can make it difficult for the user to operate. Therefore, in gyro mode, the aiming reticle is set to 2. The control is designed not to restrict the number 50 from being located outside the display area.

[0072] [Regarding aiming control when switching operating modes] Figure 12 shows the transition from mouse mode or stick mode to gyro mode. This is a diagram illustrating the control of the 250. Figure 13 shows the mouse from gyro mode. This document describes the control of the aiming reticle 250 when transitioning to either mode or stick mode. This is a diagram. Note that the operation mode, which is mouse mode or stick mode, is referred to as "mouse / stick mode". It is sometimes referred to as "tick mode". Also, in Figures 12 and 13, the aiming reticle 250 The calculated aiming position for display is indicated by symbol 260. Also, it is displayed on display 72. The center position of the aiming reticle 250 is sometimes referred to as the "display aiming position," and the aiming position calculated above is the same as the aiming position. The term "position" is sometimes referred to as the "target aiming position."

[0073] First, refer to Figure 12 to see the transition from mouse / stick mode to gyro mode. This section explains the control of the aiming reticle 250 in mouse / stick mode (Figure 12( 1) See reference) Consider the case where a shaking operation is performed and the device transitions to gyro mode. In this case And, the target aiming position 2 corresponds to the attitude of the right controller 3 at the time of transitioning to gyro mode. If 60 is outside the display range (see Figure 12(2-1)), the reference orientation of the right controller 3 is set to J The attitude at the time of transitioning to color mode is updated, along with the target aiming position 260 and the displayed aiming point. Reset position 250 to the center of the display range (see Figure 12(3-1)). In this way, When transitioning to gyro mode, the aiming position corresponding to the attitude of controller 3 satisfies predetermined conditions. In some cases, for example, if it is outside the display range, the target 250 will be displayed within the display range, so target 2 This helps prevent users from becoming confused by losing track of 50. Another example is... When transitioning to gyro mode, if the target aiming position is within a predetermined area of ​​the display range, or currently When the targeting reticle is more than a predetermined distance away from the displayed targeting position, the targeting reticle 250 is moved to a position within the display range. For example, it may be displayed in a predetermined position. In this embodiment, the aiming reticle 250 is within the display range. Because it is displayed in the center (see Figure 12 (3-1)), it helps prevent the user from losing sight of the 250 reticle. In addition, in this embodiment, the aiming device 250 moves instantaneously (when moving at high speed). (This includes not only cases where movement occurs instantaneously without any intermediate steps), and the display is so that the user can feel comfortable. You can start the operation. Note that the position and movement speed of the target 250 after movement are not limited to the above. It is not determined.

[0074] In this embodiment, when transitioning to gyro mode, for example, the target aiming position is within the display range. When displaying the target 250 in the center of the display range depending on whether it is outdoors, the reference attitude is set to The orientation of controller 3 is updated when transitioning to color mode. This allows the user to This makes it easier to operate the 250 aiming reticle in gyro mode. The posture does not need to be updated, and when transitioning to gyro mode, controller 3 Other postures, such as a predetermined posture, may be updated as the reference posture.

[0075] When a shaking motion is performed in mouse / stick mode, and the system transitions to gyro mode: In this case, the target aiming position corresponds to the attitude of the right controller 3 at the time of transition to gyro mode. The case where location 260 is within the display range (see Figure 12(2-2)) will be explained. In this case, Move the aiming reticle 250 toward the target aiming position 260 (see Figure 12(3-2)). In this case, the movement speed of the target 250 is, for example, a speed that the user can see. When 250 is outside the display range, it instantly appears within the display range (Figure 12 (3-1 It may be at a lower speed than (see Figure 12 (2- 2) (see reference) and the position after the move (see Figure 12(3-2)) are moved while interpolating the position between them. It is also acceptable to move the crosshair 250 in this way, so that the user does not lose sight of the crosshair 250. This can suppress the following. Note that the aiming reticle 250 in (2-1) and (2-2) of Figure 12 is a mouse This inherits the 250 aiming range in stick mode. Also, (3) in Figure 12. The target aiming position 260 in (1) and (2-2) is the effective aiming position in gyro mode. This can also be considered as the initial position.

[0076] Next, referring to Figure 13, the transition from gyro mode to mouse / stick mode The control of the targeting 250 will be explained. As shown in Figure 13(1), in gyro mode... For example, when mouse or stick operation is performed, mouse / stick mode is activated. Let's consider the case of transitioning to this mode. In this case, the moment when transitioning to mouse / stick mode occurs. If the target aiming position 260 corresponding to the attitude of the right controller 3 is outside the display range (Figure 13(2 (See -1)) The target aiming position 260 and the display aiming position are defined as being within the display range. In this embodiment, the display aiming position is, for example, within the display range and of the target aiming position 260. This is considered the nearest location (see Figure 13 (3-1)).

[0077] For example, the display screen of display 72 is composed of 450 horizontal x 250 vertical dots, and the display range Let the bottom left corner of the enclosure be the origin o(0,0), and the x and y coordinates of the display range be from (0,0) to (450, Let's consider the case where the range is 250). In this embodiment, in this case, for example, the target aiming position If 260 is a coordinate outside the display range (600, 100), then the target aiming position 260 and the display beam... The sub-position is defined as the nearest coordinate (450, 100) within the display range, for example, target aiming position 26 If 0 is a coordinate outside the display range (100, 350), the target aiming position is 260 and the displayed aiming position is 260. The location is defined as the nearest coordinate (100, 250) within the display range, for example, the target aiming position 260 is If the coordinates are outside the display range (600, 350), the target aiming position 260 and the displayed aiming position will be The nearest coordinates within the display range are (450,250). In other words, the target aiming position is 260. The x and y coordinates of the displayed aiming position are, respectively, the closest x coordinate within the display range. It is converted to y-coordinates.

[0078] In this way, when switching to mouse / stick mode, the 250 reticle is displayed within the display range. This prevents users from becoming confused when the 250-point targeting indicator disappears. Also, the target 250 will be displayed at the nearest position within the display range, so until then it will be in gyro mode. Users who were previously using the system can continue operating without any sense of unease.

[0079] In this embodiment, mouse operation or stick operation in gyro mode. When this occurs and the mouse / stick mode is transitioned, The target aiming position 260 corresponding to the attitude of the right controller 3 at the time of transition is within the display range. In this case (see Figure 13(2-2)), the target aiming position 260 is considered the displayed aiming position (Figure 13( See 3-2).

[0080] [Details of the information processing in this embodiment] Next, the information processing of this embodiment will be described in detail with reference to Figures 14 to 18. Below, we will explain using the case where the right controller 3 is used as an example. Note that the left controller The same logic can be applied when using 'Ra4', so we will omit that explanation.

[0081] [About the data used] Next, we will explain the various types of data stored in the DRAM 69. Figure 14 shows the main unit 2 This shows an example of data stored in DRAM69. As shown in Figure 14, DRAM 69 is provided with at least a program storage area 301 and a data storage area 302.

[0082] At least program 401 is stored in program storage area 301. Memory area 302 contains at least operation mode data 402 and mouse sensor data 403 This includes stick / button input data 404, inertial sensor data 405, and target aiming position. Data 406, display aiming position data 407, reference attitude data 408, and aiming attitude correspondence Relationship data 409, interpolation flag data 410, object data 411, and image data Data 412 and virtual camera control data 413 are stored.

[0083] Program 401 is a game program for executing game processing.

[0084] Operation mode data 402 indicates mouse mode, gyro mode, or stick mode. This data indicates which operating mode is currently in use, and represents the history of the operating mode up to a predetermined frame prior. This data includes [something].

[0085] Mouse sensor data 403 is data relating to the output of mouse sensor 24, and dy / Includes dz data. The dy / dz data is the output data of the mouse sensor 24, and the mouse When the opening 23 of the sensor 24 is blocked by the mounting surface, etc., One inch in the y-axis and z-axis directions of the right controller coordinate system (i.e., the yz plane; see Figure 2). This data shows the distance traveled per unit of Rham time (sometimes referred to as "dy / dz"). Furthermore, dy / dz is controlled by the communication control unit 91 or processor 63, etc., to the mouse sensor 2 It can also be calculated from the output data of step 4.

[0086] Stick / button input data 404 is for the stick 22 and each of the right controller 3. This data shows the operations performed on button 95.

[0087] Inertial sensor data 405 is data output from the inertial sensor of the right controller 3. For example, the acceleration in the xyz axis direction (see Figure 2) and xyz axis in the right controller coordinate system This is data that allows for the calculation of the angular velocity of the surrounding object. Using inertial sensor data, for example, the right corner It can calculate the posture and movement of the controller 3.

[0088] Target aiming position data 406 is obtained by converting the virtual space captured by the virtual camera into a planar coordinate system. Target aiming position in the converted screen coordinate system (Target aiming position 2 in Figures 12 and 13) This is data showing (see reference 60). The target aiming position is in dy / dz data in mouse mode. Movement is based on the operation of stick 22 in stick mode, and giant In Romode, movement is based on the attitude changes of the right controller 3.

[0089] The display aiming position data 407 is the display position of the aiming reticle 250 in the screen coordinate system described above. This data indicates the position (i.e., the displayed aiming position).

[0090] Reference attitude data 408 is to the right when the aiming reticle 250 is displayed in the center of the display 72. This data shows the reference posture, which is the posture of controller 3.

[0091] The aiming attitude correspondence data 409 shows the aiming reticle 250 in the center of the display 72. Sometimes, the aiming attitude correspondence, which is the correspondence that serves as the reference attitude shown by the reference attitude data 408, This is the data to be shown.

[0092] The complementary flag data 410 moves the aiming point 250 toward the target aiming position 260. This is flag data indicating whether or not to execute the process (see Figure 12(3-2)).

[0093] Object data 411 is data for a virtual object placed in a virtual space. For example, a bullet fired in the direction of the target 250, the player character, the opponent character, the ground This is data for virtual objects such as surfaces.

[0094] Image data 412 is an image of the virtual object, target 250, and an animated image. These are image data such as backgrounds and virtual effects. The image of the 250-point target is as described above. It is positioned in the screen coordinate system and displayed on display 72, etc. Furthermore, the aiming reticle 250 By arranging them in the screen coordinate system, instead of displaying them on display 72, etc., Even if you place it in a virtual space and capture it with a virtual camera, and then display it on a display 72, etc. Good. In other words, target 250 is object data 411, not image data 412. You may do so.

[0095] The virtual camera control data 413 is for a virtual camera that is placed in a virtual space and takes pictures of the virtual space. This is data used to control the system.

[0096] In addition, DRAM69 stores various types of data used for drawing and other processes as needed. It will be done.

[0097] [Example of detailed information processing] Next, the process according to this embodiment will be described with reference to the flowchart, etc. Figure 15 Figure 18 is an example of a flowchart showing the process according to this embodiment. This description will primarily focus on processes characteristic of this embodiment, and other descriptions such as drawing processes will be omitted. Omitted. Also, the following processes are executed at predetermined intervals (for example, every 1 / 60th of a second). It may be executed at intervals of 10 seconds.

[0098] When this game processing starts, in step S101 of Figure 15, the processor 63 Based on the operation mode data 402, determine whether the current process is performed in gyro mode. Determine if this is the case. If the determination in step S101 is YES, the process moves to step S102. If the answer is NO, the process proceeds to step S104.

[0099] In step S102, the processor 63, based on the operation mode data 402, Determine whether the previous process was performed in gyro mode. If the answer is YES, the process proceeds to step S103; if it is NO, the process proceeds to step S20. Proceed to the gyro mode transition process for 0.

[0100] In step S103, the processor 63 determines the current attitude in gyro mode. The target aiming position is controlled based on the aiming attitude correspondence. Specifically, the processor 63 controls the target aiming position. Based on the aiming attitude correspondence shown in data 409, calculations are performed based on the inertial sensor data 405. The target aiming position corresponding to the current attitude of the right controller 3 is calculated (see Figure 10, etc.). (See image). The process then proceeds to step S111 in Figure 16.

[0101] In step S200, the processor 63 executes gyro mode transition processing. Figure 17 shows an example of a flowchart for processing during gyro mode transitions.

[0102] In step S201 of Figure 17, the processor 63 receives the target aiming position data 406. Based on this, it is determined whether the target aiming position based on the current attitude is within the display range. If the result in step S201 is YES, the process moves to step S202; if it is NO, the process proceeds. Next, we move to step S203.

[0103] In S202, processor 63 turns ON the completion flag for completion flag data 410. Configure the settings. Then, the process moves to step S111 in Figure 16.

[0104] In step S203, the processor 63 determines the target indicated by the target aiming position data 406. The aiming position and the displayed aiming position indicated by the displayed aiming position data 407 are set to the center of the display range. (See (3-1) in Figure 12). The process then moves to step S204.

[0105] In step S204, the processor 63 calculates based on the inertial sensor data 405. The current attitude of the right controller 3 is set to the reference attitude indicated by the reference attitude data 408. (See (3-1) in Figure 12). In other words, the processor 63 sets the reference attitude to the current attitude. Update. Then, the process moves to step S111 in Figure 16.

[0106] In step S104 of Figure 15, the processor 63 based on the operation mode data 402 Next, determine whether the previous process was performed in gyro mode. Step S10 If the result in step 4 is YES, the process will proceed during the mouse / stick mode transition in step S300. The process proceeds, and if the result is NO, the process moves to step S105.

[0107] In step S300, the processor 63 performs mouse / stick mode transition processing. This is executed. Figure 18 is an example of a flowchart for mouse / stick mode transition processing. be.

[0108] In S301 in Figure 18, the processor 63 processes the completion flag of completion flag data 410. Set it to OFF. Then the process moves to step S302.

[0109] In step S302, the processor 63 based on the target aiming position data 406 Then, it is determined whether the target aiming position is within the display range. If the determination in step S302 is YE If the result is S, the process moves to step S303; if the result is NO, the process moves to step S304. .

[0110] In step S303, the processor 63 determines the display targeting position data 407 indicates Set the aiming position to the target aiming position indicated by the target aiming position data 406 (Figure 13 (3- (See 2). The process then proceeds to step S111 in Figure 16.

[0111] In step S304, the processor 63 determines the display indicated by the display aiming position data 407. The target aiming position and the target aiming position data 406 indicate the nearest position within the display range. Set the position (see (3-1) in Figure 12). Then the process proceeds to step S111 in Figure 16. Move.

[0112] In step S105 of Figure 15, the processor 63 switches between mouse mode and stick mode. In this mode, mouse sensor output or stick output (i.e., stick / button input) The target aiming position is controlled based on force data 404) (see Figure 9). Subsequently, the processing is shown in Figure 1. Proceed to step 6, S111.

[0113] In step S111 of Figure 16, the processor 63 has been found to have the reset button pressed. It determines whether or not it is true. Specifically, the processor 63 determines whether or not it is true. Based on 04, it is determined whether, for example, the ZR button 21 of the right controller 3 has been pressed. The reset button may differ depending on the operating mode. In step S111 If the result is YES, the process moves to step S112; if it is NO, the process moves to step S1 Move on to 14.

[0114] In step S112, the processor 63, similar to step S203 in Figure 17, The target aiming position and the display aiming position are set to the center of the display range. Then, the process proceeds to step S. Move on to 113.

[0115] In step S113, the processor 63, similar to step S204 in Figure 17, The current posture is set as the reference posture. Then, the process moves to step S114.

[0116] In step S114, the processor 63 performs the completion flag data 410 indicated by the completion flag Determine whether lag is ON or not. If the determination in step S114 is YES, the process is The process proceeds to step S115, and if the answer is NO, the process moves to step S119.

[0117] In step S115, the processor 63 displays the target aiming position data 406 and Based on the aiming position data 407, whether the difference between the target aiming position and the display aiming position is greater than a predetermined value (for example, 10 dots) is determined. If the determination in step S115 is YES, the process proceeds to step S116; if the determination is NO, the process proceeds to step S118. Note that even when the tar- get aiming position is outside the display range, the process may proceed to step S118.

[0118] In step S116, the processor 63 moves the display indicated by the display aiming position data 407 aiming position toward the target aiming position indicated by the target aiming position data 406 by a predetermined distance (for example, 10 dots) to perform complementary update (see (3-2) in FIG. 12). Thereafter, the process proceeds to step S117.

[0119] In step S118, the processor 63 processes the complementary flag in the complementary flag data 410 to be set to OFF. Thereafter, the process proceeds to step S119.

[0120] In step S119, the processor 63 updates the display aiming position indicated by the display aiming position data 407 to the target aiming position indicated by the target aiming position data 406. Thereafter, the process proceeds to step S117.

[0121] In step S117, the processor 63 displays the aiming 250 at the display aiming position indicated by the display aiming position data 407 aiming position. Thereafter, the process returns to step S101 in FIG. 15.

[0122] According to the present embodiment, in the mouse / stick mode and the gyro mode, in response to a but- ton operation, the aiming position is reset, and when the reset is performed in any mode, the reference posture is reset (see S111 to S113 in FIG. 16). In the mouse / stick mode, When a user performs a reset via a button operation, it is likely that the user is in an easily operable posture state and / or a gripping state of the controller, and there is a possibility that the state will not change significantly and transition to gyro mode. For this reason, by resetting the aiming position and also resetting the reference posture, when transitioning to the gyro mode thereafter, there is a possibility that the user can start the posture changing operation smoothly.

[0123] Further, in the present embodiment, since the posture of the controller when transitioning to gyro mode satisfies the condition for transitioning to gyro mode, the posture is deviated from the reference posture, and there is a possibility that the aiming position has moved greatly from the center of the display range. For example, when the condition for transitioning to gyro mode is at least any one of a swinging operation, a predetermined angle condition, an angular velocity condition, and an acceleration condition, such a situation is likely to occur. According to the present embodiment even in such a case, since the aim 250 is displayed within the display range, the user can be prevented from losing sight of the aim.

[0124] Further, in the present embodiment, for example, after a posture changing operation is performed in the air in gyro mode, a mouse operation is performed on a work surface such as a desk or the user's thigh, and then a posture changing operation is performed in the air again in gyro mode, there is a possibility that the posture of the controller in the first and second gyro modes differs greatly. According to the present embodiment, since control is performed to reset the aiming position and the reference posture (see (2-1), (3-1), etc. in FIG. 12), in cases such as when repeatedly switching between operation in gyro mode and operation in mouse mode, the user can be prevented from losing sight of the aim. ​​​​

[0125] [Differentiation] Depending on the operation mode, the display characteristics of the virtual object, the target 250, such as its color and shape, will change. It is permissible to do so. In such cases, the targeting can be considered substantially the same.

[0126] The virtual objects that can be controlled are not limited. For example, cursors such as arrow shapes, etc. The interface, the player object that the user interacts with, and other virtual objects are controlled. That's fine.

[0127] In mouse / stick mode, similar to gyro mode (see Figure 11), the aiming reticle is It may be possible to move it outside the display area.

[0128] The above-described embodiment has a mouse mode, a gyro mode, and a stick mode. I gave an example, but in other examples, it may not be necessary to have a mouse mode, or it may be a different type of mouse. It does not need to have a tick mode.

[0129] Furthermore, in the above embodiment, the attitude of the controller during gyro mode transitions is corresponding to... When the condition is met that the target aiming position is outside the display range, the reference attitude is set to the controller Examples of updating to the current posture are given (see Figures 12 and 17). However, for example, the reference posture Based on this, the range of the controller's attitude in which the target aiming position falls outside the display range is calculated in advance. This is also good. And, the controller's attitude during the gyro mode transition is within the above range calculated in advance. If the condition of being included is met, even if the reference pose is updated to the controller's current pose good.

[0130] Furthermore, in the above embodiment, the attitude of the controller during gyro mode transitions is corresponding to... When the target aiming position is outside the display range, the aim is displayed in the center of the display range and the reference posture is updated (see FIGS. 12 and 17). The target aiming position corresponds to the center of the aim position, so in this example, even in a case where part of the aim is to be displayed within the display range, if the target aiming position (that is, the position corresponding to the center of the aim) is outside the display range, the aim is displayed in the center of the display range and the reference posture is updated. Therefore, when gyro mode transition is performed, in a case where the entire aim is outside the display range and no part of the aim is displayed at all, control may be performed such that the aim is displayed in the center of the display range and the reference posture is updated. Furthermore, when gyro mode transition is performed, in a case where the entire aim is located within a predetermined edge region of the display range ( for example, an edge region having a width that accommodates all or part of the aim) and a region outside the display range, control may be performed such that the aim is displayed in the center of the display range and the reference posture is updated. The phrase "a virtual object (e.g., an aim) is located in a certain range" can encompass both a case where the entire virtual object is located within the certain range and a case where a part of the virtual object is located within the certain range. When gyro mode transition is performed, in a case where the virtual object is to be located in the edge region of the display range, control may be performed such that the virtual object is placed at the center of the display range and the reference posture is updated. When gyro mode transition is performed, in a case where the virtual object is not located in a predetermined range including, for example, the center of the display range, control may be performed such that the virtual object is displayed in the center of the display range and the reference posture is updated. This is also acceptable.

[0131] When the target aiming position corresponding to the posture of the controller at the time of gyro mode transition is outside the display range, In such cases, the control is set to display the aiming reticle so that its center is the closest position within the display range. That's good too.

[0132] Furthermore, when transitioning to gyro mode, if the target aiming position is within the display range, the interpolation is performed. Without performing a new (see Figure 12 (2-2) and (3-2)), the aiming can be instantly set to the target aiming position. You may move it to [location].

[0133] Furthermore, the various data in the above-described embodiment are just examples, and in each process, other data may be used. Data that has been converted into other forms may be used as appropriate.

[0134] Furthermore, a game system is an example of an information processing system, and an information processing system is a game. It may be a system that does not run. Also, the main unit is a general-purpose personal computer. —That's fine.

[0135] A system that allows the user to operate by holding the right controller and the left controller in one hand. This is also acceptable. In this case, for example, any controller can be operated in three modes. It's fine if it can be created, or if it's fine if it can be operated in three modes with just one controller, or two You can divide the modes of operation between the controllers. For example, the right controller can be used for the mouse. You can also use the left controller for both gyro and stick controls. Also, for example, the right controller is used for mouse and gyro controls, and the left controller Then, it would be fine to have mouse operation and stick operation. In other words, the division of roles between modes is: This includes cases where any controller supports certain modes. When the task is shared, in the case of a controller that cannot perform aiming operations in a given mode: Even if there is a device input corresponding to the predetermined mode, the transition to the predetermined mode will not occur. It's not necessary. For example, on the right controller, aiming can be controlled using both mouse and gyro controls. In cases where the controls are functional but the stick controls are not, even if the stick controls are functional The right controller does not need to switch to stick mode. Note that it is used for aiming. Devices that are not used may be used for other game processing. For example, in the above example, the right controller The Trolla stick may be used to move a virtual camera or player object.

[0136] The controller in this embodiment is an example, and its shape is not limited, for example. The controller does not need to be detachable from the main unit. Both controllers are mouse-type. It is not necessary to have a sensor. It is also acceptable if only one of the two controllers has a mouse sensor. i. Neither of the two controllers needs to have a stick. Only one of the controllers may have a stick. The controllers do not necessarily have to be a pair. In this case, one of the controllers does not need to have a mouse sensor or stick. A single controller may have two or more sticks. In this case, for example, The aiming reticle is controlled according to the movement of one of the sticks, and the game transitions to stick mode. On the other hand, the aiming reticle is not controlled in response to the operation of the other stick, and the game switches to stick mode. It is not necessary. In this case, the other stick controls the virtual camera and player object. It may also be used for moving objects.

[0137] The above processing is not limited to game processing. For example, drafting applications It may also be applied to video editing applications and operating systems. For example, this may be applied to the menu operation of an operating system. When applicable to logic, it may also apply to in-game menu operations.

[0138] At least part of the series of processes described above is performed via the network between the terminal device and the network. In an information processing system including a reliable server-side device, the server-side device executes It is also possible to do so. Furthermore, the server is composed of multiple information processing devices, and processing is carried out by multiple information The processing unit may perform the task in a divided manner.

[0139] The embodiments and modifications described above have been explained in all respects. This is merely an example and is not intended to limit its scope. Furthermore, this embodiment and modification It goes without saying that various improvements and modifications can be made to the given form. [Explanation of Symbols]

[0140] 1. Information Processing System 2. Main unit 3, 4 Controllers 22, 42 sticks 24, 44 Mouse Sensors 63 processors 68, 69, 81, 94 Memory 72 displays 76, 77, 83, 84, 96, 97 Inertial Sensors Buttons 82 and 95 250 Aiming (Displayed Aiming Position) 260 Target aiming position

Claims

1. A mouse sensor and at least one of the directional control unit operated by the user, and an inertial sensor and An information processing method using a controller equipped with, Mode selects one of several modes, including Mode 1 and Mode 2. The setup steps, In the first mode, virtual based on the output of the direction control unit or the mouse sensor Determine the object's position, In the second mode, the position of the virtual object is determined based on the output of the inertial sensor. The process includes a virtual object control step that determines the following: In the virtual object control step, In the second mode, when the controller is in the reference position, the virtual object Based on the correspondence in which the unit is positioned at a predetermined location within the display range, the orientation of the controller is determined. Accordingly, the position of the virtual object is determined, The orientation of the controller when switching from the first mode to the second mode. When a certain first posture satisfies at least the first condition, the reference posture is set to the first posture. An information processing method that updates the orientation of the virtual object so that its position is within the display range. Law.

2. The first condition is that the position of the virtual object according to the first posture is outside the display range. The information processing method according to claim 1, which includes the condition that...

3. When the first posture satisfies the first condition, the reference posture is updated to the first posture. The information processing method according to claim 2.

4. The information processing method according to claim 3, wherein the predetermined position is the central position of the display range.

5. If the first posture does not satisfy the first condition, then the first posture satisfies the first condition. From the position of the virtual object in the first mode to the second mode Move the virtual object at a slow speed toward the position of the virtual object in [location]. The information processing method described in claim 1.

6. When switching from the second mode to the first mode, the position of the virtual object When the virtual object is outside the display range, please position the virtual object within the display range. The information processing method described in item 1.

7. The table of the virtual object when switching from the second mode to the first mode The position of the virtual object within the display range is determined according to the position outside the display range. The information processing method according to claim 6.

8. In the first mode and the second mode, the virtual object is operated according to the button operation. The position of the unit is updated to the predetermined position, When the position of the virtual object is updated to the predetermined position, the reference orientation is changed The information processing method according to claim 1, which updates the controller's orientation to that of the newly installed controller.

9. At least when the output of the inertial sensor satisfies the second condition, the mode changes from the first mode to the previous mode. The information processing method according to claim 1, which switches to the second mode.

10. In the first mode, the position of the virtual object is determined based on the output of the mouse sensor. The information processing method according to claim 1, which determines the location.

11. The mode setting step includes a combination of the first mode, the second mode, and the third mode. Set one of the number modes, In the virtual object control means step, In the third mode, the position of the virtual object is determined based on the output of the direction control unit. Decide on the location, When switching from the first mode or the third mode to the second mode, When the first posture satisfies at least the first condition, the reference posture is set to the first posture. Claim 10 The information processing method described above.

12. A mouse sensor and at least one of the directional control unit operated by the user, and an inertial sensor and An information processing system comprising a controller equipped with an information processing unit, Mode selects one of several modes, including Mode 1 and Mode 2. The setting method, In the first mode, virtual based on the output of the direction control unit or the mouse sensor Determine the object's position, In the second mode, the position of the virtual object is determined based on the output of the inertial sensor. It includes virtual object control means for determining, The virtual object control means is In the second mode, when the controller is in the reference position, the virtual object Based on the correspondence in which the unit is positioned at a predetermined location within the display range, the orientation of the controller is determined. Accordingly, the position of the virtual object is determined, The orientation of the controller when switching from the first mode to the second mode. When a certain first posture satisfies at least the first condition, the reference posture is set to the first posture. The information processing system updates the orientation of the virtual object so that its position is within the display range. Stem.

13. The first condition is that the position of the virtual object according to the first posture is outside the display range. The information processing system according to claim 12, which includes being the same as the above.

14. When the first posture satisfies the first condition, the reference posture is updated to the first posture. The information processing system according to claim 13.

15. The predetermined position is the central position of the display range, as described in claim 14 of the information processing system Tem.

16. A mouse sensor and at least one of the directional control unit operated by the user, and an inertial sensor and A processor in an information processing system comprising a controller equipped with an information processing unit, This allows you to set one of several modes, including Mode 1 and Mode 2. Code setup steps, In the first mode, virtual based on the output of the direction control unit or the mouse sensor Determine the object's position, In the second mode, the position of the virtual object is determined based on the output of the inertial sensor. The virtual object control step is executed to determine the following: In the virtual object control step, In the second mode, when the controller is in the reference position, the virtual object Based on the correspondence in which the unit is positioned at a predetermined location within the display range, the orientation of the controller is determined. Accordingly, the position of the virtual object is determined, The orientation of the controller when switching from the first mode to the second mode. When a certain first posture satisfies at least the first condition, the reference posture is set to the first posture. Information processing that updates the orientation of the virtual object so that its position is within the display range. program.

17. The first condition is that the position of the virtual object according to the first posture is outside the display range. The information processing program according to claim 16, which includes being the same as the above.

18. When the first posture satisfies the first condition, the reference posture is updated to the first posture. The information processing program according to claim 17.

19. The predetermined position is the central position of the display range, as described in claim 18. Grams.

20. The aforementioned information processing program is a program that causes the processor to execute game processing. The information processing program according to claim 16.

Citation Information

Patent Citations

  • Information processing program, information processing device, information processing system and information processing method

    JP2013090941A