Computer systems and programs
Patent Information
- Application Number
- JP2025058826
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-31
- Publication Date
- 2026-10-14
Smart Images

Figure 2026166091000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a computer system that executes an entertainment program.
Background Art
[0002] A technology that allows users to customize characters appearing in games is known. For example, Patent Document 1 discloses a technology for creating a character by selecting each body part such as hairstyle, eyes, nose, mouth, and body type from a list.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] According to the technology described in Patent Document 1, etc., users can customize the appearance of their game characters to their liking by arbitrarily setting each customizable element, which is a part of the body. If a large number of customizable elements and a wide variety of options are available for each customizable element, the number of combinations will increase exponentially, making it possible to create characters with a wide variety of appearances. On the other hand, as the number of customizable elements and the options for each customizable element increase, the character creation process becomes more time-consuming and laborious. Furthermore, if it takes a long time to customize the appearance to match the user's desired design, it can reduce the time available to enjoy the game. While game characters were given as an example of an object whose appearance can be customized by the user, similar problems arise when customizing other objects such as vehicles, possessions, and equipment. Moreover, similar problems arise not only in the game space but also for objects that appear in other virtual spaces such as the metaverse.
[0005] The problem that the present invention aims to solve is to provide a new technology for performing object customization. [Means for solving the problem]
[0006] The first invention for solving the above problems is a computer system comprising: capture image acquisition means (for example, capture image acquisition unit 233 in Figure 10) for acquiring a captured image of the execution screen of an entertainment program; model information acquisition means (for example, model information acquisition unit 239 in Figure 10) for acquiring model information of a subject model shown in the captured image; and customization control means (for example, customization control unit 245 in Figure 10) for controlling the customization of a given object, including setting customization elements of the object based on the model information.
[0007] According to the first invention, it becomes possible to perform customization, which includes obtaining model information of a subject model based on a captured image obtained by capturing the execution screen of an entertainment program in which the subject model is shown, and setting customization elements of a given object based on the model information.
[0008] Furthermore, the second invention is a computer system in which, in the above invention, the customization control means performs control to present to the user a list of customization candidates, including settings based on the model information.
[0009] According to the second invention, for example, an object with customization elements set based on model information can be presented to the user as a candidate for customization.
[0010] Furthermore, the third invention is a computer system that, in the above invention, further comprises an analysis means for analyzing the captured image (for example, the captured image analysis unit 235 in Figure 10), and the model information acquisition means acquires the model information based on the analysis results of the analysis means.
[0011] According to the third invention, model information of the subject model depicted in the captured image can be obtained by analyzing the captured image.
[0012] Furthermore, the fourth invention is a computer system that, in the above invention, further comprises analysis means for analyzing metadata related to the captured image (for example, the metadata analysis unit 237 in Figure 10), and the model information acquisition means acquires the model information based on the analysis results of the analysis means.
[0013] According to the fourth invention, model information of the subject model shown in the captured image can be obtained by analyzing metadata related to the captured image.
[0014] Furthermore, the fifth invention is a computer system in which, in the above invention, the model information acquisition means identifies the subject model based on the analysis results of the analysis means and acquires the model information.
[0015] According to the fifth invention, it is possible to identify the subject model depicted in a captured image from the analysis results of the captured image and metadata related to the captured image, and to obtain the model information.
[0016] Furthermore, the sixth invention is a computer system in which, in the above invention, the capture image acquisition means performs capture at a given timing during the execution of the entertainment program and acquires the captured image.
[0017] According to the sixth invention, a captured image of the execution screen of an entertainment program can be obtained at a given timing during its execution.
[0018] Furthermore, the seventh invention is a computer system in which, in the above invention, the subject model and the object are characters.
[0019] According to the seventh invention, customization elements of a character to be customized can be set based on the model information of the character shown in the captured image.
[0020] Furthermore, the eighth invention is a computer system in which, in the above invention, the model information includes appearance information of the subject model, and the customization control means sets customization elements relating to the appearance of the object based on the appearance information included in the model information.
[0021] According to the eighth invention, customization elements related to the appearance of an object can be set based on the appearance information of the subject model.
[0022] Further, in a ninth invention, in any one of the above inventions, the model information includes information of a model element corresponding to the customization element, and the customization control means is a computer system that sets the customization element corresponding to the model element so as to approximate the model element.
[0023] According to the ninth invention, it is possible to perform setting for causing the customization element to approximate the model element based on the information of the model element corresponding to the customization element.
[0024] Further, in a tenth invention, in any one of the above inventions, the computer system further comprises model element selection means (for example, the first information processing unit 241 and the second information processing unit 243 in FIG. 10) for selecting the model element of the subject model captured in the captured image.
[0025] According to the tenth invention, it is possible to select an element of the subject model captured in the captured image as a model element.
[0026] Further, in an eleventh invention, in any one of the above inventions, the computer system further comprises analysis means for analyzing meta information related to the captured image, and the model element selection means selects the model element based on an analysis result of the analysis means.
[0027] According to the eleventh invention, it is possible to select the model element captured in the captured image from the analysis result of the meta information related to the captured image.
[0028] Further, in a twelfth invention, in any one of the above inventions, the model information includes information of a model element corresponding to the customization element, and the customization control means performs information processing for generating modified information of the model information in which the precision or accuracy of the information of the model element is changed, based on a partial image of the subject model or a partial image of the model element captured in the captured image, and sets the customization element based on the modified information, which constitutes a computer system.
[0029] According to the twelfth invention, modified model information is generated by changing the accuracy or precision of the model element information based on a partial image of the subject model or a partial image of the model element, and this can be used to set customization elements.
[0030] Furthermore, the thirteenth invention is a computer system that further comprises, in the above invention, an analytical accuracy changing means for changing the analytical accuracy of the analytical means.
[0031] According to the 13th invention, the accuracy of the analysis of captured images and the accuracy of the analysis of metadata can be changed.
[0032] Furthermore, the fourteenth invention is a computer system in which, in the above invention, the customization control means performs control to display the customized state of the object, including settings based on the model information.
[0033] According to the 14th invention, it becomes possible to present the user with the customized state of an object.
[0034] Furthermore, the 15th invention is a computer system in which, in the above invention, the customization control means performs information processing to generate modified model information that changes the accuracy or precision of the model information based on a partial image of the subject model captured in the captured image, and sets the customization elements based on the modified information.
[0035] According to the 15th invention, modified model information is generated by changing the accuracy or precision of the model information based on a partial image of the subject model, and this can be used to set customization elements.
[0036] Furthermore, the sixteenth invention is a computer system that further comprises, in the above invention, object selection means for selecting the object to be customized (for example, the customization target selection unit 231 in Figure 10).
[0037] According to the 16th invention, for example, it becomes possible to select objects to be customized based on user actions. It is also possible to automatically select objects to be customized.
[0038] Furthermore, the 17th invention is a computer system in which, in the above invention, the subject model is associated with permission information regarding the permission to use the model information of the subject model, and the customization control means sets the customization elements based on the permission information.
[0039] According to the 17th invention, it becomes possible to enable customization using a subject model only when the use of model information is permitted.
[0040] Furthermore, the 18th invention is a computer system in which, in the above invention, permission information relating to whether or not the customization is permitted is associated with the object, and the customization control means controls the execution of the customization based on the permission information.
[0041] According to the 18th invention, it becomes possible to enable customization of an object only if the applicability information is set to allow customization.
[0042] Furthermore, the 19th invention is a computer system that further comprises, in the above invention, a usage notification control means (for example, a usage notification control unit 247 in Figure 10) that controls the notification of information to the owner user of the subject model that the subject model has been used for the customization.
[0043] According to the 19th invention, the owner of the subject model used for customization can be notified that it has been used.
[0044] Furthermore, the 20th invention is a computer system that further comprises a benefit granting control means (for example, a benefit granting control unit 249 in Figure 10) that performs control to grant a given benefit to the user who owns the subject model, in the above invention.
[0045] According to the 20th invention, benefits can be granted to the owner of the subject model used for customization.
[0046] The 21st invention is a program for causing a computer system to function as: a capture image acquisition means for acquiring a capture image of an execution screen of an entertainment program; a model information acquisition means for acquiring model information of a subject model shown in the capture image; and a customization control means for controlling the customization of a given object, including setting customization elements of the object based on the model information.
[0047] According to the 21st invention, a program that produces the same effects as the first invention can be realized. [Brief explanation of the drawing]
[0048] [Figure 1] A diagram showing an example of the overall structure of the game system. [Figure 2] A diagram showing an example of the device configuration of a terminal device. [Figure 3] An example of a character creation screen. [Figure 4] A diagram showing an example of appearance settings. [Figure 5] A diagram to explain character customization. [Figure 6] Another diagram to explain character customization. [Figure 7]A diagram illustrating the first information processing step. [Figure 8] A diagram illustrating the second information processing step. [Figure 9] A flowchart showing the flow of analysis and processing. [Figure 10] A block diagram showing an example of the functional configuration of a server system. [Figure 11] A diagram showing an example of the data structure of game settings data. [Figure 12] A diagram showing an example of the data structure for user management data. [Figure 13] A block diagram showing an example of the functional configuration of a terminal device. [Figure 14] A flowchart illustrating the processing flow performed by a server system. [Figure 15] A block diagram showing an example of the functional configuration of a terminal device in a modified example. [Figure 16] A diagram showing an example of the character creation screen in a modified example. [Figure 17] A diagram illustrating the presentation of customization options in modification. [Figure 18] A block diagram showing an example of the functional configuration of a terminal device in a modified example. [Modes for carrying out the invention]
[0049] Preferred embodiments of the present invention will be described below with reference to the drawings. However, the present invention is not limited by the embodiments described below, nor are the applicable forms of the present invention limited to the embodiments described below. Also, in the drawings, the same parts are denoted by the same reference numerals. Furthermore, an embodiment relating to a game will be described as an example of entertainment content.
[0050] [Overall structure] Figure 1 shows an example of the overall configuration of the game system 1000 in this embodiment. As shown in Figure 1, the game system 1000 is a computer system that includes a server system 1100 and a terminal device 1500 owned by a user (a player of the game in this embodiment) 2, and these are connected to each other via a network N so that they can communicate data with one another.
[0051] Network N refers to a communication path capable of data communication. In other words, Network N includes not only LANs (Local Area Networks) using dedicated lines (dedicated cables) or Ethernet (registered trademark) for direct connections, but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method is either wired or wireless.
[0052] The server system 1100 is a computer system comprising a main unit 1101, a keyboard 1106, a touch panel 1108, and storage 1140. The main unit 1101 incorporates a control board 1150 on which various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153 are mounted. Note that part or all of the control board 1150 may be implemented using an ASIC (Application Specific Integrated Circuit), an FPGA (field-programmable gate array), or a SoC (System on a Chip).
[0053] This server system 1100 implements user management functions related to user registration of user 2, etc., by having the CPU 1151 and other components perform calculations based on predetermined programs and data, and game management functions that provide data necessary for playing the game on the terminal device 1500 and manage the execution control of the game on the terminal device 1500. In other words, the game in this embodiment is implemented as a type of client-server online game. User 2 accesses the server system 1100 with their terminal device 1500, logs in with the issued account (user ID), and enjoys the game in this embodiment.
[0054] Furthermore, the server system 1100 is not limited to the single configuration shown in Figure 1. It may also be configured with multiple blade servers, each handling different functions, connected to each other via an internal bus for data communication. Alternatively, it may be configured so that multiple independent servers located in different locations communicate via a network N, functioning as a single server system 1100.
[0055] The terminal device 1500 is a computer system that performs the function of a human-machine interface and can connect to the network N via a mobile phone base station, a wireless communication base station, etc., and communicate data with the server system 1100. This terminal device 1500 can take the form of, for example, a smartphone, a mobile phone, a portable game console, a home game console, a controller for a home game console, a commercial game console, a personal computer, a tablet computer, a wearable computer, etc.
[0056] Figure 2 shows an example of the device configuration of a smartphone, which is an example of a terminal device 1500. As shown in Figure 2, the terminal device 1500 includes a directional input key 1502, a home key 1504, a touch panel 1506 that functions as both an image display device and a contact position input device, a built-in battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data to a memory card 1540, which is a computer-readable storage medium. Other components, such as a power button and volume control buttons (not shown), are also provided.
[0057] The control board 1550 is equipped with various microprocessors such as a CPU 1551, GPU, and DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless communication base stations connected to network N, and an interface circuit 1557. The interface circuit 1557 includes a circuit for receiving signals from the directional input keys 1502 and home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting audio signals to the speaker 1510, an audio signal generation circuit for generating audio signals collected by the microphone 1512, a circuit for inputting image data of images captured by the camera 1520, and a signal input / output circuit for the memory card reader 1542. Each of these elements mounted on the control board 1550 is electrically connected via bus circuits, etc., enabling data reading and writing, and signal transmission and reception. Note that part or all of the control board 1550 may be configured with ASICs, FPGAs, or SoCs.
[0058] In this control board 1550, the IC memory 1552 stores the game client program and various setting data necessary to execute this game client program. The game client program and other data are downloaded from the server system 1100 at appropriate times. Alternatively, the data may be read from a separate storage medium such as a memory card 1540. The CPU 1551 and other components then execute the game client program and perform calculations, controlling various parts of the terminal device 1500 in response to user input on the touch panel 1506, directional input keys 1502, and home key 1504, thereby enabling user 2 to play the game.
[0059] [detail] The game of this embodiment is a combat simulation game featuring robot weapon characters, in which the user controls a user character in a game space set in a virtual three-dimensional space to play a competitive online game.
[0060] One of the online game features of this embodiment is a user character creation function. User 2 can create a character to use in the game by customizing a base character. Specifically, objects such as the main body of a robot weapon, the parts that make up the robot weapon body, and equipment are provided in advance. Before starting gameplay, the user selects parts to assemble the character, sets the appearance, and customizes the user character to their liking.
[0061] Figure 3 shows an example of a character creation screen. As shown in Figure 3, the creation screen includes a character display unit 11 that displays the appearance of the character Ct1 being created, a parts setting menu 13 for setting parts, an appearance setting menu 14 for setting appearance, and a saved data loading menu 15 for loading saved data. To continue customizing a user character that has been created or is in the process of being created, the user loads the saved data using the saved data loading menu 15 and then sets the parts and appearance.
[0062] In the parts settings menu 13, the user can perform operations related to the replacement of parts for each element of character Ct1, including body parts such as "head," "torso," "arms," and "legs," as well as equipment for each body part. For example, the user can change the basic component parts or standard equipped parts to other parts they own.
[0063] In the appearance settings menu 14, the user configures the appearance of character Ct1 by performing operations to set various pre-configured appearance setting items. Figure 4 shows some examples of appearance setting items that can be set in the appearance settings menu 14. As described above, in this embodiment, for example, the parts and equipment that make up the character (categories of parts that can be set in the parts setting menu 13) are considered elements of the character. An element can be further divided into parts. In the appearance settings menu 14, for example, the shape and position of each part that makes up the element can be set, and the color, pattern (for example, a pattern), brightness, presence or absence of a gradient and its type can be set.
[0064] For example, the head includes parts such as "eyes" and "mask." For the eyes, appearance settings such as "pupil pattern," "brightness," and "position" are available. When setting the eyes, the user selects a desired pattern from several available pupil patterns. Brightness is set by adjusting a predetermined reference value. Position is adjusted by moving it within a predetermined range as its relative position on the head. Similarly, for the mask, appearance settings such as "outline shape," "color," and "brightness" are available. When setting the mask, the user selects a desired shape from several available outline shapes. Colors are also set by selecting them from a color palette.
[0065] Focusing on the arm area, it includes parts such as the "shoulder," "upper arm," "elbow," "forearm," and "glove." For the shoulder, appearance settings such as "shape," "color," "pattern," and "gradient" are available. When setting the shoulder, the user selects their desired pattern from several available shoulder shape patterns. For "color," "pattern," and "gradient," users select a color from a color palette or choose a desired pattern from available patterns and gradients. Similarly, for the upper arm, appearance settings such as "length," "color," "pattern," and "gradient" are available. When setting the upper arm, the user adjusts the length to their preference and sets the "color," etc., in the same manner as described above.
[0066] The settings for each appearance setting item configured in the appearance setting menu 14 in the manner described above are saved in the appearance information 545 (see Figure 12) in association with the respective elements.
[0067] Returning to Figure 3, the creation screen includes a capture image loading menu 16 for loading captured images and customizing the appearance. In this embodiment, captured images (screenshots) of the game screen can be used to customize the appearance. The user selects a previously acquired captured image from the capture image loading menu 16 and instructs the system to perform customization based on the captured image.
[0068] Figures 5 and 6 illustrate customization based on captured images. For example, while playing a game, if a user encounters another user character in the game space and likes the coloring or the unique design of the parts, they may want to incorporate that appearance into their own user character. In such cases, user 2 takes a captured image (Figure 5(a) / Figure 6(a)) so that it can be used for customization later. Then, on the creation screen, user 2 selects the captured image from the captured image loading menu 16 (see Figure 3) and performs an execution command operation. Upon receiving the execution command operation, the server system 1100 controls the execution of customization of the user character being created (character Ct1 in the example of Figure 3) based on the selected captured image. Hereinafter, the user who performs the execution command operation on the creation screen will be referred to as the "execution command user," and the user character being created by the execution command user will be referred to as the "customization target character."
[0069] 1. Regarding the acquisition of captured images In the game of this embodiment, the user can capture a screenshot of a game scene at any time during gameplay by performing a predetermined screen capture operation. Upon receiving the screen capture operation, the server system 1100 generates and acquires a captured image of the game screen at that time. At the same time, the server system 1100 sets metadata 553 (see Figure 12) related to the captured game screen. For example, the date and time the captured image was acquired and information about the characters (subject characters) shown in the captured image are included in the metadata 553. The captured image data 550 then contains the captured image and the metadata 553.
[0070] For example, in the case of Figure 5(a), information about the character Cm1 and character C11 that will be the subject of the captured image is included in the metadata 553 based on the game situation at the time of the screen capture operation. The information about character Cm1 includes the character's identification ID (character ID), the account of the user who owns it, and information such as the character Cm1's relative position and orientation to the camera. Similarly, the information about character C11 includes the character ID, the account of the user who owns it, and information such as the character C11's relative position and orientation to the camera. In the case of Figure 6(b), information about the subject characters Cm2 and C21 is included in the metadata 553.
[0071] Furthermore, the capture images are not limited to being acquired in response to the user's screen capture operation; they may also be acquired automatically at a given timing, such as when the game situation meets predetermined conditions. The conditions for acquiring the capture images can be set as appropriate, for example, when the user character faces an opponent and a battle begins, when the battle ends, when the user character's attack hits the opponent during a battle (highlight scenes of the game), or when the user character is facing the virtual camera. For example, if the system is set to acquire a capture image at the end of a battle, provided that the opponent has the same attributes as the user character, then capture images of characters with the same attributes (for example, other users' characters) can be stored. When the user creates a new character or further customizes an existing character, they can then select a capture image from among these capture images of characters with the same attributes to use for customization.
[0072] 2. Overview of Customization In this embodiment, the server system 1100 selects, for example, one user character from those captured in the captured image as a subject model and obtains the model information of the selected character (hereinafter also referred to as "subject model information"). The subject model information is obtained by analyzing the metadata related to the captured image in the analysis and processing process described later. The subject model information includes appearance information (setting values for each appearance setting item set by the user who owns the subject model) as explained with reference to Figure 4.
[0073] Here, the captured image is an image of the game screen at the time the user performed the screen capture operation, so it may be an image that captures the entire user character, or an image that only partially shows the user character. Also, as a captured image, a sharp image with the user character in focus may be selected, or a low-resolution image such as a blurry image of the user character may be selected. In this embodiment, since subject model information is obtained by analyzing metadata, model information including appearance information can be obtained regardless of such composition and image quality issues. Furthermore, as will be described later, in this embodiment, in addition to model information, other character information, information of the user who owns it, and the game status at the time of the screen capture operation (hereinafter also referred to as "capture time") are also obtained.
[0074] For example, the captured image in Figure 5(a) shows two characters, Cm1 and C11, both captured in their entirety. If character Cm1 is selected as the subject model from this captured image, subject model information, including the appearance information of character (subject model) Cm1, will be obtained (Figure 5(b)). In that case, the server system 1100 performs the customization of the character Ct1 to be customized by setting the customization elements of the character Ct1 to be customized based on the subject model information (e.g., appearance information) of the subject model Cm1.
[0075] On the other hand, Figure 6(a) shows an example of a captured image in which the entire character C21 in the background is visible, while only the upper body (more specifically, the upper body and the sword it is equipped with) of the character Cm2 in the foreground is visible. Even if only the upper body of character Cm2 is visible in this captured image and selected as the subject model, subject model information, including the appearance information of character (subject model) Cm2, can be obtained by analyzing the metadata (Figure 6(b)). In other words, information can also be obtained about the lower body, which is not visible in the captured image. In this example, the server system 1100 performs the customization of the character Ct1 to be customized by setting the customization elements of the character Ct1 to be customized based on the subject model information (e.g., appearance information) of the subject model Cm2.
[0076] 2-1. When the entire subject model is visible in the captured image. The general procedure for customization is as follows: When the server system 1100 selects a character Cm1, whose entire body is visible in the captured image as shown in the example in Figure 5, as the subject model, it performs a first information processing operation to generate modified information for the subject model, and then uses the modified information to perform the customization. In this embodiment, modified information is generated from the appearance information included in the subject model information and used for customization.
[0077] Specifically, in the first information processing step, the server system 1100 performs information processing to generate modified information of the subject model information (in this case, appearance information) by changing the accuracy or precision of the subject model information. This information processing is performed, for example, by selecting elements related to customization from among the elements (model elements) of the subject model and extracting the setting values of the external setting items related to the selected elements (hereinafter also referred to as "selected model elements"). As a result, only the appearance setting items of the selected model elements are used for customization, and control is realized to change the accuracy or precision of the subject model information (in this case, appearance information) and reflect it in the appearance of the character to be customized (for example, the character to be customized Ct1).
[0078] Figure 7 is a diagram illustrating the first information processing step in the example shown in Figure 5, where (a) shows the appearance information of the character Ct1 to be customized, and (b) shows the appearance information of the subject model Cm1. The appearance information of the character Ct1 to be customized in (a) includes items that are initially unset (blank), such as when the character is still being created.
[0079] For example, suppose we select three model elements from the elements of the subject model Cm1: "arms," "legs," and "equipment (rifle)." In that case, from the appearance information of the subject model Cm1 shown in Figure 7(b), we extract the setting value D31 for the appearance setting item of the selected model element "arms," the setting value D33 for the appearance setting item of the selected model element "legs," and the setting value D35 for the appearance setting item of the selected model element "equipment (rifle)," which are each enclosed in a thick border, and use them as modified information. Since not all of the appearance information of the subject model Cm1 is necessarily extracted, the obtained modified information can be said to be modified appearance information.
[0080] In this embodiment, a number of elements (number of selected elements) corresponding to the model evaluation value described later are selected as selected model elements. This allows for control such as reducing the number of selected elements as the model evaluation value decreases, thereby lowering the accuracy or precision of the subject model information (appearance information). As the model evaluation value increases, the number of selected elements increases, resulting in a lower degree of modification from the subject model information. In the latter case, the appearance of the subject model Cm1 is reflected in the appearance of the customized character Ct1 with high accuracy and precision.
[0081] Specifically, the server system 1100 uses the "arms," "legs," and "equipment (rifle)" elements of the customizable character Ct1 corresponding to the selected model elements as customizable elements, sets each customizable element based on the modification information (appearance setting items for each selected model element), and then executes the customization. That is, here, the generated modification information (here, the setting values D31, D33, D35 for each appearance setting item of the selected model elements "arms," "legs," and "equipment (rifle)" shown with hatching in Figure 7(a)) is set. As a result, as shown in Figure 5(d), the appearance of the arms, legs, and equipment (rifle) of the subject model Cm1 shown in Figure 5(b) is reflected in the arms, legs, and equipment (rifle) of the customizable character Ct1. The appearance of the head and torso is not reflected and remains the original appearance shown in Figure 5(c).
[0082] If customization is performed, the server system 1100 displays the customizable character Ct1 shown in Figure 5(d) on the terminal device 1500 and presents the execution result to user 2. This customizable character Ct1 can also be called a customization candidate. When user 2 performs a confirmation operation, the settings shown in Figure 7(a) (specifically, the hatching settings) are confirmed and the appearance information 545 of the customizable character Ct1 (see Figure 12) is updated (Figure 5(e)). If the confirmation operation is not performed and is canceled, the hatching settings shown in Figure 7(a) are canceled. In that case, the appearance information 545 of the customizable character Ct1 is not updated and returns to the appearance before customization is performed, as shown in Figure 5(c).
[0083] Here, we have described an example of generating modified information by extracting only the setting values of each appearance setting item of the selected model element from the appearance information of the subject model. In contrast, a modified configuration may be adopted in which the setting values of each appearance setting item of the selected model element remain unchanged, and the setting values of each appearance setting item of elements other than the selected model element are rewritten to different values to generate modified information. All of the appearance setting items of elements other than the selected model element may be rewritten, or only some of them may be rewritten. The values to be rewritten may be determined randomly, or they may be adjusted based on the setting values before rewriting. In addition, in this embodiment, in the process of analyzing the captured image (see step S501 in Figure 9), background objects (placed objects) shown in the captured image are identified. The setting values may be rewritten using the color of the placed object identified therein. For example, the "color" item among the appearance setting items to be rewritten may be set to the color of the recognized placed object.
[0084] In this modified example, for instance, the appearance information of the character to be customized is replaced with modified information, and then the customization is performed. As a result, among the elements of the character to be customized, the customization elements will reflect the appearance of the selected model elements of the subject model. On the other hand, elements other than the customization elements will be customized to have an appearance different from both the original character to be customized and the subject model.
[0085] 2-2. When a part of the subject model is visible in the captured image. When the server system 1100 selects a character Cm2, which is partially visible in the captured image as shown in the example in Figure 6, as the subject model, it performs a second information processing to generate modified information for the subject model and uses the modified information to perform customization. In this embodiment, modified information is generated from the appearance information included in the subject model information and used for customization.
[0086] Specifically, in the second information processing step, the server system 1100 performs information processing to generate modified information of the subject model, which is obtained by changing the accuracy or precision of the information of a predetermined model element among the elements (model elements) of the subject model. This information processing is performed, for example, by selecting an element that appears in the captured image from among the elements of the subject model as a selected model element, and then extracting an appearance setting item (hereinafter also referred to as "reflection target item") from among the appearance setting items related to the selected model element, in which the setting value will be reflected in the corresponding customization element. As a result, only the setting values of the reflection target items will be reflected in the appearance of the customization element, and control is achieved in which the accuracy or precision of the information of the selected model element (in this case, the setting value of each appearance setting item) is changed and reflected in the appearance of the customization target character (for example, customization target character Ct1).
[0087] Figure 8 is a diagram illustrating the second information processing step in the example shown in Figure 6, where (a) shows the appearance information of the character Ct1 to be customized, and (b) shows the appearance information of the subject model Cm2.
[0088] In the example shown in Figure 6, the character Cm2 shown in the captured image (a) is selected as the subject model, and the captured image shows the "head," "torso," "arms," and "equipment (sword)." However, the character Ct1 to be customized is equipped with a rifle. In this embodiment, for example, if the types of equipment are different, they are not selected as selected model elements, and the three elements "head," "torso," and "arms" are selected as selected model elements. In that case, in the appearance information of the subject model Cm2 shown in Figure 8(b), some or all of the appearance setting items D41, D43, and D45 of the three selected model elements "head," "torso," and "arms" are extracted as the items to be reflected, and these are used as modification information. In the example in Figure 8(b), as shown by the thick borders, the "color" of the "mask" is extracted as the item to be reflected from the "head" appearance setting item D41, the "shape" of the "chest" and the "shape" of the "waist" are extracted as the items to be reflected from the "torso" appearance setting item D43, and the "shape," "color," and "pattern" of the "shoulder," the "color" of the "upper arm," the "shape" and "color" of the "elbow," the "color" of the "forearm," and the "shape" and "color" of the "glove" are extracted as the items to be reflected from the "arm" appearance setting item D45.
[0089] The selection of which appearance settings to include as reflection targets is determined based on the element evaluation value described later. This allows for control over the accuracy of the subject model information (appearance information), for example, by reducing the number of reflection targets extracted from the appearance settings when the element evaluation value is low. When the element evaluation value is high, the number of reflection targets increases, resulting in a lower degree of modification from the subject model information. In the latter case, the appearance of the selected model element will be reflected in the appearance of the corresponding customization element with high accuracy and precision.
[0090] Specifically, the server system 1100 uses the "head," "torso," and "arms" of the customizable character Ct1, which correspond to the selected model elements, as customizable elements, and performs customization by setting the customizable elements to approximate the selected model elements based on modification information (the items to be reflected for each selected model element). Setting the customizable elements here can be described as modifying the information of the selected model elements and applying it to the customizable elements, or it can be described as generating new customizable elements to approximate the selected model elements based on the information of the selected model elements. In other words, here, the generated modification information (here, the setting values of the items to be reflected extracted from the appearance setting items D41, D43, and D45 of each selected model element "head," "torso," and "arms") is set to the items to be reflected, which are hatched in Figure 8(a) among the appearance setting items of each customizable element "head," "torso," and "arm." As a result, as shown in Figure 6(d), the appearance of the head, torso, and arms of the subject model Cm2 shown in Figure 6(b) is reflected in the head, torso, and arms of the customizable character Ct1. In this example, only a portion of the appearance settings are targeted for reflection, so the appearance will be partially reflected. For example, only the mask color is reflected on the head, and the accuracy of this reflection is low. On the other hand, focusing on the arms, the length of the upper arms remains the same, but the distinctive shoulders, elbows, and glove shapes and colors are reflected, resulting in a relatively high level of accuracy in this reflection.
[0091] If customization is performed, the server system 1100 displays the customizable character Ct1 shown in Figure 6(d) on the terminal device 1500 and presents the execution result to user 2. This customizable character Ct1 can also be called a customization candidate. When user 2 performs a confirmation operation, the settings shown in Figure 8(a) (specifically, the hatching settings) are confirmed and the appearance information 545 of the customizable character Ct1 (see Figure 12) is updated (Figure 6(e)). If the confirmation operation is not performed and is canceled, the hatching settings shown in Figure 8(a) are canceled. In that case, the appearance information 545 of the customizable character Ct1 is not updated and returns to the appearance before customization is performed, as shown in Figure 6(c).
[0092] Furthermore, the second information processing method is not limited to generating modified information that extracts only the items to be reflected. It can also employ a modified configuration in which the settings of appearance setting items other than the items to be opposed are rewritten to generate modified information. In other words, for each selected model element, the settings of the items to be reflected among its appearance setting items may be left as they are, while the settings of the other appearance setting items may be rewritten to different values to generate modified information.
[0093] 3. Analysis and Processing To implement the customization outlined with reference to Figures 5 to 8 (setting of customization elements in this embodiment), the server system 1100 receives an execution instruction operation from the execution instruction user, analyzes the captured image selected during the operation, analyzes the metadata related to the captured image, and performs information processing based on the analysis results (analysis and processing).
[0094] Figure 9 is a flowchart showing the flow of the analysis and processing process. In the analysis and processing process, the server system 1100 first analyzes the captured image (step S501). Here, first, a known image recognition algorithm is used to extract characters from the captured image. For example, the contour lines of subjects are extracted from the captured image, and characters are recognized based on their external shape, color scheme, and other characteristics. For example, dictionary data is prepared for image recognition of characters that appear in the game, as well as the parts that make up the characters and the equipment parts. Then, using the dictionary data, characters are identified from the subjects in the captured image, and their elemental parts are also identified. Similarly, image recognition is performed on subjects other than characters and their parts to identify the objects placed in the captured image. If the captured image contains text indicating characters, the owner, the game situation, etc., the text is recognized and acquired.
[0095] Next, the server system 1100 considers all characters in the captured image as potential subject models, and for each potential subject model, it analyzes various image analysis items such as (1) its position in the image, (2) the display area of the potential subject model relative to the entire image, (3) whether the captured image is facing the front of the potential subject model (or whether the potential subject model's gaze is directed towards the virtual camera), (4) whether the potential subject model is in focus, and (5) whether the potential subject model is hidden by an object in the foreground, and then comprehensively evaluates the results of the analysis of each item.
[0096] Specifically, for example, evaluation points are calculated for each analysis item. For (1) position, evaluation points are calculated so that the closer to the center of the image, the higher the score. For (2) display area, evaluation points are calculated so that the larger the display area, the higher the score. For (3) to (5), evaluation points are calculated so that if an item is applicable, the score is higher than if it is not applicable. Once the evaluation points are calculated, their sum is calculated as the model evaluation value.
[0097] Next, the server system 1100 analyzes the metadata related to the captured image (step S503). In this embodiment, all user characters in the captured image are considered subject model candidates, and one of them is selected as the subject model. The captured image has metadata associated with it, such as the acquisition date and time, and information about the subject characters in the captured image. Therefore, the server system 1100 first determines, based on the metadata, which subject character in the metadata corresponds to the user character recognized as a result of image recognition in step S501. For example, it reads the relative position and orientation information of each subject character with respect to the camera from the metadata and compares it with the position and orientation of each character recognized by image recognition within the captured image to make a determination. Once the corresponding subject character has been determined for each user character in the captured image, the server system 1100 obtains information about each user character, information about the user who owns each user character, and information about the game situation at the time of capture, based on the character ID, the account of the owning user, the acquisition date and time, etc., in the metadata. Furthermore, it is also possible to include NPCs (Non-Player Characters) such as enemy characters and boss characters that appear in the captured images as potential subject models. In that case, information on the NPCs appearing in the captured images will also be acquired.
[0098] Character information includes basic information such as the character's type, character ID, character name, attributes, various ability scores, rarity, acquisition date and time by the owner, acquisition route, cost required for acquisition, ownership period, and frequency of use; part configuration data including the types of parts that make up the character, various ability scores for each part, and types of attached or decorative parts; model information of the character; status information of the character at the time of capture; and information regarding relationships with other characters. Model information includes appearance information 545, part configuration data 543 for each part that makes up the character (see Figure 12), object model data and standard texture data for each part, and motion data of the character. Status information includes various status information such as the character's position, posture, and parameter values indicating the character's state at the time of capture. Parameter values include, for example, experience points, various ability scores, skill types, skill levels, and stamina parameter values. This information can be obtained from the owned character information 540 related to the character owned by the user, the game status information 571 related to the user, the character object definition data 521 for the character, the part object definition data 523 for each part that makes up the character, and the appearance setting item definition data 527 (see Figure 11, etc.).
[0099] The information of the owner includes the user's username, attributes, personal information such as age, gender, and date of birth, information about the user's friends, such as other users with whom the user has had a certain relationship (e.g., chat or battle history), and billing information linked to the user. This information can be obtained from the user's user management data 530 (see Figure 12, etc.).
[0100] Game status information includes information indicating the game's progress at the time of capture. For example, this includes the date and time of capture, game world time, information on the game stage being played, scenario progress, information on the current phase (scene), various statuses of the game field, and game performance. This information can be obtained from the game status information 571 of play data 570 (see Figure 10, etc.).
[0101] Next, the server system 1100 adds evaluation points based on the metadata analyzed in step S503 to the model evaluation value of each subject model candidate calculated in step S501 (step S505). For example, points may be added if "the owning user is a friend of the execution commander," "the owning user is a user with a predetermined relationship to the execution commander," or "the subject model candidate related to the model evaluation value has the same attributes as the character to be customized," and evaluation points are added if these conditions are met. This can be achieved by defining the evaluation points to be added for each point-adding condition. If a character has a gender, predetermined evaluation points may be added if the subject model candidate is the same gender as the character to be customized. Evaluation points may also be added according to the time of day in the game world. Furthermore, if multiple camera items of different grades are available as camera items for taking capture images, evaluation points may be added according to the grade of the camera item used. In addition, predetermined evaluation points may be added if the scene of the captured image is a battle scene and the execution commander is in a superior position. Alternatively, the system may be configured to add predetermined evaluation points when the user giving the execution command is at a disadvantage, and the conditions for adding points may be set as appropriate.
[0102] The server system 1100 then selects the subject model candidate with the highest model evaluation value and uses it as the subject model (step S507). In the example in Figure 5(a), characters Cm1 and C11 are subject model candidates. If character Cm1 has a higher model evaluation value, then character Cm1 is selected as the subject model. In the example in Figure 6(a), characters Cm2 and C21 are subject model candidates, and if, for example, character Cm2 has a higher model evaluation value, then character Cm2 is selected as the subject model.
[0103] Furthermore, the configuration is not limited to reflecting the results of metadata analysis in the model evaluation value; it may also be configured to set conditions for preferentially selecting specific subject model candidates based on the metadata analysis results. If any subject model candidate satisfies the conditions, it may be selected as the subject model regardless of the model evaluation value. For example, the condition could be "the subject model candidates include a character with the same attributes as the character to be customized," and if a subject model candidate that satisfies this condition is included, that subject model candidate is selected as the subject model. This is because if a character with the same attributes as the character to be customized is visible in the captured image, it can be inferred that the user giving the execution command is trying to incorporate the appearance of that character. In addition, the condition could be "the users who own the subject model candidates include a friend of the user giving the execution command," and the subject model candidates owned by the relevant users may be selected as the subject models.
[0104] Furthermore, while this example describes selecting one subject model from the characters shown in the captured image, it is also possible to configure the system to select multiple subject models. For example, a predetermined number of subject models could be selected in order of highest evaluation value. The number of models to be selected can be set as appropriate, for example, to a maximum of three.
[0105] Next, the server system 1100 branches the processing depending on whether it selected a character whose entire body is visible in the captured image or a character whose part is visible. If it selected a character whose entire body is visible (step S509: YES), the server system 1100 determines the number of selected model elements (number of selected elements) based on the model evaluation value of the subject model (step S511). Here, for example, the number of selected elements is determined such that the number decreases as the model evaluation value decreases (the number increases as the model evaluation value increases).
[0106] Next, the server system 1100 calculates an element evaluation value for each element by analyzing partial images for each element of the subject model (step S513). The analysis can be performed in the same manner as the analysis of various image analysis items in step S501. For example, the server system 1100 obtains evaluation points for each element for various image analysis items such as (1) its position in the image, (2) the display area of the element relative to the entire image, (3) whether the captured image captures the front of the element, (4) whether the element is in focus, and (5) whether the element is hidden by an object in the foreground, and calculates the sum of these points as the evaluation value (element evaluation value) for that element.
[0107] Next, the server system 1100 adds evaluation points based on metadata to the obtained element evaluation values (step S515). The addition of points can be done in the same manner as in step S505. However, in that case, it is advisable to define the evaluation points by including criteria such as "the element related to the element evaluation value has the same attributes as the corresponding customization element of the character being customized."
[0108] Next, the server system 1100 performs the first information processing (step S517; see Figures 5 and 7). In this embodiment, the server system 1100 selects elements from the elements of the subject model in descending order of their element evaluation values as selected model elements, and extracts external setting items related to the selected model elements from the subject model information.
[0109] Furthermore, when selecting model elements in the first information processing step, conditions may be used to prioritize the selection of specific elements based on the results of the metadata analysis, similar to when selecting the subject model. For example, the condition could be that "the subject model elements include elements with the same attributes as the corresponding elements of the character to be customized." If an element satisfying this condition is found, that element is selected as the model element, regardless of its evaluation value. This is because it can be inferred that the user giving the execution command is acquiring the captured image with the aim of incorporating the appearance of such elements.
[0110] On the other hand, if a subject model is selected in which only a portion is visible in the captured image (step S509: NO), the server system 1100 analyzes the partial image of the subject model visible in the captured image (step S519). Here, for example, the system calculates the element evaluation value for each element by analyzing the partial image for each model element visible in the captured image. The analysis can be performed in the same manner as in step S513.
[0111] Next, the server system 1100 adds evaluation points based on metadata to the obtained element evaluation values (step S521). The addition of points can be done in the same manner as in step S515.
[0112] Next, the server system 1100 performs a second information processing operation (step S523; see Figures 6 and 8). Here, the server system 1100 selects all model elements shown in the captured image as selected model elements. Then, the server system 1100 sequentially processes the selected model elements and performs the following operations for each selected model element.
[0113] Specifically, first, the evaluation rank of the element evaluation value of the selected model element to be processed is determined. For example, the rank of the element evaluation value may be determined in three stages: "low," "medium," and "high." The rank may also be determined in two stages, or in four or more stages. Then, based on the determined rank, the items to be reflected that satisfy the evaluation rank conditions are extracted from the appearance setting items of the selected model element to be processed. In this embodiment, as shown in Figure 4, evaluation rank conditions are pre-assigned to all appearance setting items that can be set in the appearance setting menu 14. More specifically, the evaluation rank conditions are set so that the higher the evaluation rank, the more appearance setting items are extracted as items to be reflected. For example, focusing on the "eyes" of the head in Figure 4, if the determined evaluation rank is "high," all three example appearance setting items, "pupil pattern," "brightness," and "position," are extracted as items to be reflected. In contrast, if the evaluation rank is "low," none of them are extracted as items to be reflected.
[0114] Furthermore, in selecting the model elements in the second information processing step, it is also possible to configure the system to select only a portion of the model elements captured in the image as the selected model elements. For example, the number of elements to be selected may be determined in the same manner as in step S511, and some of them may be selected in order of their element evaluation values.
[0115] Alternatively, the system can be configured to set conditions for prioritizing the selection of specific elements. For example, by including a condition such as "the model elements shown in the captured image must contain elements with the same attributes as the corresponding elements of the character being customized," elements that meet the condition can be selected as selected model elements. Furthermore, even if an element is not shown in the captured image, if it contains elements with the same attributes as the corresponding elements of the character being customized, it can be selected as a selected model element. In this case, the appearance of the model elements not shown in the captured image can be reflected in the appearance of the corresponding customized elements.
[0116] Furthermore, the selection of the subject model in step S507 may be configured to accept and select based on the user's selection operation. Similarly, the selection of selected model elements in the first information processing in step S517 and the second information processing in step S523 may also be configured to accept and select based on the user's selection operation.
[0117] Furthermore, when selecting a subject model in step S507, the system may be configured to refer to usage permission information set by the user. In this case, for example, when creating a user character, the system accepts an operation to set whether or not to allow other users to use the model information. The usage permission information received is then associated with the user character and set. In step S507, the server system 1100 selects the subject model candidate as the subject model, provided that the usage permission information for the subject model candidate is set to allow use.
[0118] Furthermore, the setting operation for whether or not to allow other users to use the element may be configured to accept requests for each element. In that case, the permission information regarding the accepted permission is set in association with the element of the user character. In that case, the server system 1100 refers to the permission information when selecting the selected model element in the first information processing in step S517 and the second information processing in step S523, and selects the selected model element from among the elements for which the permission information allows use.
[0119] Furthermore, when performing customization, the system may be configured to refer to permission information regarding the permission or denial of customization associated with the object to be customized (in this embodiment, the user character). For example, permission information regarding whether or not customization is permitted can be set in association with the user character according to the user's level, point acquisition status, etc. Alternatively, the permission information may be configured to be set in response to a setting operation by the user. Then, only when the permission information allows customization, the system accepts an execution command operation by displaying the capture image loading menu 16 as selectable on the creation screen in Figure 3.
[0120] 4. Presentation of customization results After customization is performed and the confirmation operation is completed, the display of the user character being created in the character display section 11 of the creation screen (see Figure 3) is updated to the customized state (customized state).
[0121] The confirmation operation is accepted, for example, by displaying a confirmation screen on the execution command user's terminal device 1500. The server system 1100 displays the customized character in its customized state on the confirmation screen and accepts the user's choice to confirm or cancel the customization. If the server system 1100 accepts the confirmation operation, it updates the appearance information 545 of the customized character.
[0122] 5. Examples of customization variations In this embodiment, "setting the appearance settings of the customization element using the appearance information of the subject model" is performed as the customization of the customization element. Alternatively, the configuration may include "replacing the parts of the customization element with parts of the same type as the selected model element to set the parts of the customization element" as part of the customization of the customization element.
[0123] In that case, conditions may be set to prioritize the selection of specific elements, such as "the subject model's elements include parts that the character being customized is not wearing," and if an element that satisfies this condition is included, that element may be selected as the selected model element. In addition, conditions may be set such as "the subject model's elements include parts that the user giving the execution command does not own" or "the subject model's elements include parts that the user giving the execution command has registered as something they want," and if an element that satisfies this condition is included, that element may be selected as the selected model element. This is because if an element that satisfies the example conditions is visible in the captured image, it can be inferred that the user giving the execution command is trying to incorporate the appearance of that part. When the relevant element is selected as the selected model element, customization can be achieved by replacing the part of the corresponding customization element with the part of the selected model element.
[0124] For example, in the example in Figure 6, character Cm2 is shown equipped with a sword as part of its equipment, and character Cm2 is selected as the subject model, but the character to be customized, Ct1, is equipped with a rifle. In such a case, it is possible to select the equipment element (the sword part) as the selected model element and perform customization by replacing the equipment of the character to be customized, Ct1, from the original rifle part to the sword part equipped by subject model Cm2.
[0125] However, the configuration is not limited to actually replacing parts and configuring them; it may also be a configuration that presents the parts of the subject model to the user giving the execution command. For example, if the user giving the execution command does not own the parts of the selected model element, the configuration may be such that information about the parts is displayed on the user's terminal device 1500. The information displayed here should include the type and capabilities of the part, as well as where and how to obtain it.
[0126] [Functional Configuration] 1. Server System Figure 10 is a block diagram showing an example of the functional configuration of the server system 1100. As shown in Figure 10, the server system 1100 of this embodiment includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, an audio output unit 392s, a communication unit 394s, and a server storage unit 500s.
[0127] The operation input unit 100s is for inputting various operations for system management and maintenance, and can be implemented using, for example, a keyboard, mouse, or touch panel. In Figure 1, the keyboard 1106 and touch panel 1108 correspond to this.
[0128] The server processing unit 200s can be implemented using, for example, a processor such as a CPU, GPU, ASIC, or FPGA, or electronic components such as IC memory, and controls data input and output with each part of the device, including the operation input unit 100s and the server storage unit 500s. It then performs various calculations based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the terminal device 1500, etc., and comprehensively controls the operation of the server system 1100. In Figure 1, the control board 1150 and its CPU 1151 correspond to this.
[0129] This server processing unit 200s includes a user management unit 210, a game management unit 230, a timing unit 280s, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.
[0130] The User Management Unit 210 handles user registration processes and manages the data of each user linked to an account. For example, it can perform processes such as assigning a unique account to each user, managing registration information for each account, and managing usage history, including login and logout history. Of course, it can also include management processes for other data linked to accounts as appropriate.
[0131] The game management unit 230 performs various processes related to the execution management of the game. Since the game in this embodiment is a client-server type online game, the game management unit 230 communicates with the terminal device 1500 and controls the provision of data necessary for gameplay. The game management unit 230 also includes a customization target selection unit 231, a capture image acquisition unit 233, a capture image analysis unit 235, a metadata analysis unit 237, a model information acquisition unit 239, a first information processing unit 241, a second information processing unit 243, a customization control unit 245, a usage notification control unit 247, and a reward granting control unit 249.
[0132] The customization target selection unit 231 selects the object to be customized. In this embodiment, when an execution command operation is made from the creation screen (see Figure 3), the customization target selection unit 231 selects the user character being created on the creation screen as the customization target (customization target character).
[0133] The capture image acquisition unit 233 detects the user's image capture operation during gameplay, generates and acquires a captured image of the game screen at that time, and generates metadata. Then, it saves the capture image data, including the captured image and metadata.
[0134] The captured image analysis unit 235 analyzes the captured image acquired by the captured image acquisition unit 233. The metadata analysis unit 237 analyzes the metadata 553 related to the captured image acquired by the captured image acquisition unit 233.
[0135] The model information acquisition unit 239 acquires subject model information based on the analysis results from the captured image analysis unit 235 and the analysis results from the metadata analysis unit 237. In this embodiment, the model information acquisition unit 239 selects a subject model from among the user characters in the captured image based on the analysis results from the captured image analysis unit 235, identifies the subject model from the metadata 553 analyzed by the metadata analysis unit 237, and acquires subject model information including the appearance information of the subject model.
[0136] The first information processing unit 241 is a functional unit that executes the first information processing, and performs information processing to generate modified information of the subject model information, which has been modified in terms of accuracy or precision of the subject model information. In this embodiment, the first information processing unit 241 selects model elements (selected model elements) related to customization based on the analysis results of the capture image analysis unit 235 and the analysis results of the metadata analysis unit 237, and generates modified information of the subject model information by extracting each appearance setting item of the selected model elements from the subject model information.
[0137] The second information processing unit 243 is a functional unit that executes the second information processing, and performs information processing to generate modified information of the subject model information, which is obtained by changing the accuracy or precision of the information of the selected model element. In this embodiment, the second information processing unit 243 selects the model element (selected model element) related to customization based on the analysis results of the capture image analysis unit 235 and the analysis results of the metadata analysis unit 237, and generates modified information of the subject model information by extracting the items to be reflected from the appearance setting items of the selected model element.
[0138] The customization control unit 245 controls the customization of an object, including setting customization elements of the object to be customized based on the model information of the subject model. In this embodiment, the customization control unit 245 controls the execution of customization by setting the elements of the character to be customized selected by the customization target selection unit 231 as customization elements, and setting the appearance information of those elements based on modification information generated by the first information processing unit 241 or the second information processing unit 243.
[0139] The usage notification control unit 247 controls the system to notify the user who owns the user character that was used as the subject model when the customization is performed by the customization control unit 245, that the user character has been used to customize another user's user character.
[0140] The reward granting control unit 249 controls the granting of a given reward to the user who owns the user character that was used as the subject model when the customization was performed by the customization control unit 245.
[0141] The timing unit 280s uses the system clock to determine the current date and time, time limits, and other time information.
[0142] The image generation unit 290s generates images related to the system management of the server system 1100 and outputs them to the image display unit 390s.
[0143] The sound generation unit 292s generates or decodes audio data such as operation sounds related to the system management of the server system 1100 and outputs it to the sound output unit 392s.
[0144] The communication control unit 294s performs communication connection and data processing for data communication with an external device (e.g., terminal device 1500) via the communication unit 394s, thereby realizing data exchange with the external device.
[0145] The image display unit 390s displays various screens for system management and other purposes based on the image signals input from the image generation unit 290s. This can be achieved using image display devices such as flat panel displays, projectors, and head-mounted displays. In Figure 1, the touch panel 1108 is an example of this.
[0146] The sound output unit 392s emits the audio signal input from the sound generation unit 292s. In Figure 1, this corresponds to the speaker (not shown) provided by the main unit 1101 and the touch panel 1108.
[0147] The communication unit 394s connects to the network N to enable communication. This can be achieved, for example, by a wireless communication device, modem, TA (terminal adapter), jacks and control circuits for wired communication cables, etc. In Figure 1, the communication device 1153 corresponds to this.
[0148] The server storage unit 500s pre-stores programs for operating the server system 1100 and realizing the various functions of the server system 1100, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. For example, this can be achieved using IC memory such as RAM or ROM, magnetic disks such as hard disks, or optical disks such as CD-ROMs or DVDs. In Figure 1, the IC memory 1152 and storage 1140 correspond to this.
[0149] In this embodiment, the server storage unit 500s stores the server program 501, the game client program 503 for distribution, game setting data 510, user management data 530, and play data 570. In addition, other necessary data such as timers, counters, various tables, thresholds, and flags are stored as appropriate.
[0150] The server program 501 is a program that causes the server processing unit 200s to function as the user management unit 210 and the game management unit 230. Programs that cause the image generation unit 290s, sound generation unit 292s, and communication control unit 294s can also be included as appropriate.
[0151] The game client program 503 for distribution is the original version of the game client program 502 (see Figure 13) that is downloaded to the terminal device 1500.
[0152] The game configuration data 510 stores various configuration data related to the game. For example, as shown in Figure 11, the game configuration data 510 includes game scenario data 511, game space definition data 513, and game object definition data 520. Of course, other data may also be included as appropriate.
[0153] The game space definition data 513 stores definition data for the game space. For example, it stores the initial state of field objects and placed objects, as well as various data necessary to display and control the operation of those objects.
[0154] The game object definition data 520 stores definition data for various objects that appear in the game. For example, the game object definition data 520 includes character object definition data 521, part object definition data 523, placement object definition data 525, and appearance setting item definition data 527.
[0155] Character object definition data 521 is prepared for each type of character. One character object definition data 521 includes the type of character, attributes, standard parts configuration, motion data used for action control including special moves and signature poses, information on where and how to obtain the character, and information on its relationship with other characters.
[0156] Part object definition data 523 is prepared for each type of part and defines the standard parts that make up the character related to each character object definition data 521, as well as various parts that can be replaced as parts of that character. One part object definition data 523 includes the type of part, attributes, acquisition location and method, object model data, standard texture data, etc.
[0157] Placement object definition data 525 is prepared for each type of placement object to be placed as a background. One placement object definition data 525 includes the type of placement object, attributes, object model data, standard texture data, etc.
[0158] The appearance setting item definition data 527 defines the configurable settings for each appearance setting item that can be set in the appearance setting menu 14 (see Figure 3) on the creation screen. For example, focusing on the "head" shown in Figure 4, it includes data such as the pupil patterns that can be set for the "eyes" and the contour shape patterns that can be set for the "mask".
[0159] Returning to Figure 10, the user management data 530 is prepared for each user who has completed the prescribed registration procedure and stores the user's registration information and various data associated with that user. One user management data 530, for example as shown in Figure 12, is associated with the user's account 531 and stores personal information including username, attributes, age and gender, information on friends and other users with a predetermined relationship, billing information, play history such as the date and time and duration of the user's game play, game save data, notification recipient information for when notifying the user, etc. In this embodiment, the user management data 530 also includes owned character information 540 and captured image data 550. Of course, other data may also be included as appropriate.
[0160] Owned character information 540 is prepared for each user character owned by the user. One owned character information 540 stores basic information 541, including, for example, character type, character ID, character name, and attributes, as well as part configuration data 543 related to the part configuration and appearance information 545. Appearance information 545 stores the setting values of various appearance setting items that were set for each part of each element in the appearance setting menu 14 when the user character was created. In addition, if the owned character information 540 is configured to accept setting operations on whether or not to allow other users to use the model information, it also includes permission information regarding the accepted permission. Permission information regarding customization is also included as appropriate.
[0161] The captured image data 550 includes image data 551 of the captured image generated and acquired in response to a screen capture operation performed by the user during gameplay, and metadata 553. The metadata 553 includes, for example, the date and time the captured image was acquired, the character ID of the subject character shown in the captured image, the account of the owning user, and information on the subject character's relative position and orientation to the camera.
[0162] Returning to Figure 10, play data 570 is prepared for each user participating in the game and is updated as the user is playing the game to describe the latest status of the game. One piece of play data 570, for example, stores game status information 571 that shows the progress of the game at that time.
[0163] Game status information 571 stores various information to describe and identify the latest game status, as well as gameplay history data (logs). For example, as basic information, game status information 571 stores play time (play start time and elapsed time since that time), game world time, cumulative play time, user level, experience points, age, gender, information on the user character being used, money held, items held, and billing information.
[0164] Furthermore, the game status information 571 stores information related to game progress, such as information about the game stage being played, the progress of the scenario, information about the current phase being played, and game results.
[0165] Furthermore, the game status information 571 stores various status information such as parameter values indicating the user character's position, posture, and state within the game space, as well as other information related to the user character.
[0166] Furthermore, game status information 571 includes information on the opponent's user character, various status information and actions of NPCs. In addition, game status information 557 stores information on various statuses of the game field, play log data, item usage history data during gameplay, and chat content exchanged between users during the game.
[0167] 2. Terminal device Figure 13 is a block diagram showing an example of the functional configuration of the terminal device 1500. As shown in Figure 13, the terminal device 1500 includes an operation input unit 100, a terminal processing unit 200, an image display unit 390, an audio output unit 392, a communication unit 394, and a terminal storage unit 500.
[0168] The operation input unit 100 is for the user to input various operations and can be implemented using, for example, a button switch, joystick, touchpad, trackball, accelerometer, angular velocity sensor, CCD module, etc. In Figure 2, the directional input keys 1502, home key 1504, and touch panel 1506 are examples of this.
[0169] The terminal processing unit 200 can be implemented using, for example, a processor such as a CPU, GPU, ASIC, or FPGA, or electronic components such as IC memory, and controls data input and output with each part of the device, including the operation input unit 100 and the terminal storage unit 500. It then performs various calculations based on predetermined programs and data, operation input signals from the operation input unit 100, data received from the server system 1100, etc., and comprehensively controls the operation of the terminal device 1500. In Figure 2, the control board 1550 and its CPU 1551 correspond to this. In this embodiment, the terminal processing unit 200 includes a user terminal calculation unit 270, a timing unit 280, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.
[0170] The user terminal processing unit 270 performs various calculations to enable the terminal device 1500 to function as a terminal for the user to play games. For example, the user terminal processing unit 270 includes an operation signal transmission control unit 271 and a screen display control unit 273.
[0171] The operation signal transmission control unit 271 performs processing to transmit various data and request information to the server system 1100 in response to operation inputs to the operation input unit 100.
[0172] The screen display control unit 273 controls the display of various screens, such as the game screen and advertising windows, based on various data received from the server system 1100. For example, if the online game of this embodiment is implemented as a web game, it can be implemented using web technologies that actively control screen display using HTML, Java (registered trademark), and CSS (Cascading Style Sheets) along with a web browser, or using plugins such as Adobe (registered trademark) Flash. Of course, other methods are also acceptable. Furthermore, in the configuration of this embodiment, the game space image (e.g., 3DCG) that forms the basis of the game screen is generated by the server system 1100, but it is also possible to configure the game space image to be generated by the terminal device 1500. In that case, the screen display control unit 273 will control the objects placed in the virtual three-dimensional space for generating the 3DCG.
[0173] The image generation unit 290 works in conjunction with the screen display control unit 273 to generate an image signal for displaying one game screen per frame (e.g., 1 / 60th of a second) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. This can be implemented, for example, by a processor such as a GPU or digital signal processor (DSP), a program such as a video signal IC or video codec, and a drawing frame IC memory such as a frame buffer.
[0174] The sound generation unit 292 is implemented by, for example, a digital signal processor (DSP), a processor such as a speech synthesis IC, and an audio codec for playing audio files, and generates audio signals for the game's background music, sound effects, and various operation sounds, and outputs them to the sound output unit 392.
[0175] The communication control unit 294 performs communication connection and data processing for data communication with an external device (e.g., a server system 1100) via the communication unit 394, thereby realizing data exchange with the external device.
[0176] The image display unit 390 displays various screens, such as game screens, based on image signals input from the image generation unit 290. This can be achieved using image display devices such as flat panel displays and head-mounted displays. In Figure 2, the touch panel 1506 is an example of this.
[0177] The sound output unit 392 emits background music, sound effects, and other sounds related to the game based on the audio signal input from the sound generation unit 292. In Figure 2, the speaker 1510 corresponds to this unit.
[0178] The communication unit 394 connects to the network N to enable communication. This can be achieved, for example, by a wireless communication device, modem, TA, jacks and control circuits for wired communication cables, etc. In Figure 2, the wireless communication module 1553 corresponds to this.
[0179] The terminal storage unit 500 pre-stores programs for operating the terminal device 1500 and realizing the functions of the terminal device 1500, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. For example, this can be realized by IC memory such as RAM or ROM, magnetic disks such as hard disks, or optical disks such as CD-ROMs or DVDs. In Figure 2, the IC memory 1552 and the memory card 1540 correspond to this.
[0180] Furthermore, the terminal storage unit 500 stores a game client program 502. The game client program 502 is a program that causes the terminal processing unit 200 to function as a user terminal processing unit 270. This game client program 502 may be a dedicated client program according to the technical method for realizing online games, or it may be composed of a web browser program and a plugin that realizes interactive image display. In this embodiment, it is a copy of the distribution game client program 503 (see Figure 10) provided from the server system 1100.
[0181] [Process Flow] Figure 14 is a flowchart showing the processing flow related to character customization, which is executed in response to execution instructions from the creation screen (see Figure 3). The processing described here is achieved when the server processing unit 200s reads and executes the server program 501.
[0182] As shown in Figure 14, when the server system 1100 detects an execution instruction operation on the terminal device 1500 (Step S1: YES), it selects a character to be customized based on the execution instruction operation (Step S3) and selects a capture image to be used for customization (Step S4). Then, the server system 1100 performs the analysis and processing process described with reference to Figure 9 (Step S5). Here, the server system 1100 analyzes the capture image selected in Step S4 and the metadata related to the capture image to obtain subject model information and generates modification information for the obtained subject model information (appearance information in this embodiment). Then, the server system 1100 performs the customization of the character to be customized based on the modification information obtained as a result of the analysis and processing process (Step S7).
[0183] If customization is performed, the server system 1100 controls the system to notify the user who owns the user character selected as the subject model in the analysis and processing process in step S5 and used for customization in step S7 that the user character has been used to customize another user character (step S9). For example, if the user is logged in, a message to that effect is displayed on their terminal device 1500. If the user is logged out, the display is controlled to occur at the next login. Alternatively, the system may be configured to accept a setting operation in advance regarding whether or not to receive this notification. In that case, the server system 1100 controls the notification only if the owner user has set it to receive the notification.
[0184] Furthermore, the server system 1100, in conjunction with the notification control in step S9, performs control to grant a given reward to the owner user (step S11). The content of the reward is not particularly limited. For example, it can include a reward that improves various ability values of the user character used as the subject model, or a reward that improves various ability values of the parts of the elements selected as selected model elements (elements whose appearance is actually reflected on the customized character). In addition, various objects such as characters, parts, and items that can be used in the game, or various tickets such as lottery tickets can also be granted as rewards. Other rewards may include unlocking new game stages or maps, or activating various game events such as playing mini-games.
[0185] Furthermore, for each user, usage data is managed, including the number of times their user character was used as a subject model, the frequency of use, and the duration for which the customized user character was used in the game. When awarding rewards, rewards may be given according to the user's usage data. For example, this would allow for more generous rewards to be given to users with higher usage rates.
[0186] As described above, according to this embodiment, the model information of the subject model shown in the captured image is obtained, and the customization elements of the user character being created are set based on the subject model information, thereby enabling the customization of the user character. To this end, for example, when a user encounters a user character with a desirable appearance or an eye-catching appearance while playing a game, they can perform a screen capture operation to obtain a captured image of the scene containing the user character they are interested in. Then, by selecting the captured image from the character creation screen and performing an execution command operation, the user can perform customization that reflects the appearance of the user character shown in the captured image onto their own user character.
[0187] It should be noted that the applicable embodiments of the present invention are not limited to those described above, and components can be added, omitted, or modified as appropriate.
[0188] [Example 1] The game content illustrated in the above embodiment is merely an example, and the present invention can be applied to games with other content. The number of users (players) participating in the game, the number of player characters controlled by each user (player), the game genre, etc., are not limited.
[0189] [Differentiation 2] In the above embodiment, a server system 1100 of a client-server type game system 1000 was given as an example of a computer system to which the present invention is applied, but it is not limited to this. For example, it may be implemented in a computer system in which multiple terminal devices 1500 are connected peer-to-peer. In that case, one of the terminal devices 1500 will be responsible for the functions of the server system 1100 of the above embodiment. Alternatively, the functions of the game management unit 230 may be shared among multiple terminal devices 1500. Furthermore, a single terminal device 1500 may be the main component that implements all functions.
[0190] For example, Figure 15 shows an example of the functional configuration of the terminal device 1500A that performs the functions of the server system 1100 in the above embodiment. In Figure 15, components similar to those in the above embodiment are denoted by the same reference numerals. In this case, the server system 1100 mainly performs user registration and management of that information, and provides that information in response to requests from the terminal device 1500A.
[0191] As shown in Figure 15, in this modified example, the terminal device 1500A has a game management unit 230 in the terminal processing unit 200, and the screen display control unit 273 is omitted. In other words, the terminal device 1500A in this modified example does not acquire data for displaying images such as game screens from the server system 1100, but rather its own game management unit 230 performs processing related to game management to control the execution of the game and generates images such as game screens. The terminal storage unit 500 of this terminal device 1500A stores a game program 504 that, when executed by the terminal device 1500A, which is a computer system, causes the terminal processing unit 200 to function as a user terminal calculation unit 270 and a game management unit 230. In addition, game setting data 510, user management data 530 related to the user of the terminal device 1500A, and play data 570 are stored in the terminal storage unit 500.
[0192] Furthermore, the processing flow of the terminal device 1500A in this modified example is basically the same as the flowchart shown in Figure 14, and can be interpreted as the game management unit 230 of the terminal device 1500A executing each step.
[0193] According to this modified example, the same effects and advantages as those of the above embodiment can be obtained. Note that the terminal device 1500 may not perform all of the functions of the game management unit 230, but rather perform only some of them.
[0194] [Difference 3] In the above embodiment, an example was described in which, when a captured image is selected from the captured image loading menu 16 (see Figure 3) on the character creation screen, customization is performed based on the selected captured image. Alternatively, when a captured image is selected, the system may be configured to present the user with customization options based on that captured image. For example, in the editing screen where various items such as parts and colors are set, the system may be configured to display setting values related to the subject model, thereby presenting the user with customization options.
[0195] Figure 16 shows an example of the character creation screen in this modified example. The creation screen shown in Figure 16 includes a character display unit 20 that displays the appearance of the user character (customizable character) Ct3 being created, and editing menus 30 (31, 32, 33, 34, 35) for each element of the head, torso, arms, legs, and equipment, and an import menu 40. Here, an example is shown in which setting operations such as parts and colors to be attached to each part of the base character (robot weapon body) are accepted on an element-by-element basis. That is, the element-specific editing menus 30 accept setting operations related to the corresponding element. For example, in the torso editing menu 32, the parts and colors to be attached to the torso are set, and the appearance of the torso of the customizable character Ct3 is customized (see Figure 17(b)).
[0196] The import menu 40 is a menu for presenting customization options to the user based on captured images. The user selects a previously acquired captured image from the import menu 40 and instructs the system to present options based on the captured image. Upon receiving this instruction, the server system 1100 analyzes the selected captured image and obtains subject model information. The server system 1100 then presents the setting values in the element-specific editing menu 30, making them available for customization of the target character (character Ct3 in the example in Figure 3). Figure 17 is a diagram illustrating the presentation of customization options in this modified example.
[0197] In this modified example, the server system 1100 first selects the subject model Cm3 from the captured image and acquires subject model information, including its parts configuration information and appearance information (Figure 17(a)). The acquisition of subject model information here is performed in the same manner as in the above embodiment. After acquiring the subject model information, the server system 1100 controls the display of the element-specific editing menu 30 (see Figure 16) based on the subject model information and controls the presentation of the settings of the subject model information to the user (Figure 17(b)). Figure 17(b) shows an example of the presentation in the editing menu 32 for the torso.
[0198] Here, if you select the torso editing menu 32 on the creation screen in Figure 16, the torso editing screen shown in Figure 17(b) will be displayed, and you will be able to set the parts, colors, etc. for each part that makes up the torso, such as the "chest," "torso," and "waist." If you select the editing menus 31, 33, 34, or 35 for other elements, a similar editing screen will be displayed, and you will be able to set the necessary settings for each part.
[0199] Then, when displaying the editing screens for each element, if the server system 1100 has already received an instruction to present customization candidates from the import menu 40 and has acquired subject model information, it sets the settings of each setting item to the corresponding settings in the subject model information and displays them. For parts that the user does not own, the location and method of acquisition may be displayed. For example, focusing on the "chest" area in Figure 17(b), the settings for that part, color, chest circumference, etc., are the settings in the subject model information. The user can use the settings in the subject model information as is, or they can adjust the settings before using them. Note that the configuration is not limited to setting the settings of each setting item to the corresponding settings in the subject model information and displaying them; in the case of parts, the parts in the subject model information may be highlighted, or in the case of colors, the position of the setting value in the subject model information on the color bar may be displayed in an identifiable manner.
[0200] Even if you come across a character with an appearance you like during gameplay, the process of adjusting various settings to approximate that appearance is often difficult, especially if you don't own the necessary parts, as it requires the effort of finding a way to acquire them. With this modified version, by obtaining a capture image of that character and selecting it from the import menu 40, it becomes possible to use the settings values for various settings related to that character from the element-specific editing menu 30.
[0201] Furthermore, prior to presenting the customization options, the system may perform analysis and processing in the same manner as in the above embodiment to modify the accuracy or precision of the subject model information before presenting it. That is, the system may extract setting values related to the selected model elements from the subject model information, or extract some of the setting values of the selected model elements, and present only the extracted setting values. In that case, only some of the setting values from the subject model information can be used.
[0202] Furthermore, similar to the above embodiment, permission information may be referenced when selecting a subject model. Only when permission is granted can the subject model be selected and presented as a customization candidate. Alternatively, permission information regarding customization may be referenced when presenting customization candidates, and customization candidates may only be presented if customization is permitted.
[0203] [Differentiation Example 4] In the above embodiment, an example was described in which captured images obtained through screen capture operations are analyzed and used for customization. However, the target of analysis is not limited to images; it may also be a video. For example, the system may accept a selection operation for a game play video during the execution command operation. In that case, image recognition is performed on the selected video, and the characters appearing in the video are selected as the subject model. For example, images representing highlight scenes may be prepared as dictionary data, and captured images of scenes that match the dictionary data are obtained from the video. Then, the subject model may be selected from the characters appearing in the acquired captured images. Alternatively, the character that appears for the longest time in the video may be selected as the subject model, or the element that appears for the longest time may be selected as the selected model element. If the video has camera work that follows a specific character or element, that character may be selected as the subject model, or that element may be selected as the selected model element.
[0204] [Difference 5] The accuracy of the analysis of captured images and metadata performed during customization may be configured to improve with each subsequent customization. For example, a variable analysis skill may be assigned to the user. For instance, the skill level of the analysis skill may be updated and set based on the number of times the user has performed customization by issuing an execution command from the captured image loading menu 16 (see Figure 3) on the creation screen, the type of character and parts configuration targeted for customization, the type of elements targeted for customization, and the degree of modification (i.e., the accuracy or precision of the customization) performed in the first or second information processing during the customization.
[0205] Furthermore, when the server system 1100 performs analysis of captured images or metadata, it changes the analysis accuracy according to the skill level of the user giving the execution command, as a means of changing the analysis accuracy. For example, when analyzing captured images, the types and number of image analysis items that can be analyzed may be changed according to the skill level of the user's analysis skills, and then the captured images may be analyzed. Similarly, when analyzing metadata, the types and number of information that can be obtained may be changed according to the skill level of the user's analysis skills, and then the metadata may be analyzed.
[0206] [Modification 6] When further customizing an existing character, the owned character information 540 (see Figure 12) for that character may be rewritten and updated, or a new owned character information 540 may be generated. In the latter case, it is advisable to include the date and time of customization as version information in the owned character information 540. However, in the latter configuration, there will be multiple owned character information 540 with the same basic information 541. Therefore, when analyzing the metadata performed during customization, it is possible that multiple owned character information 540 may be identified from the character ID indicated by the metadata. In such cases, the image recognition results of the character shown in the captured image may be compared with the parts configuration data 543 and appearance information 545 of each of the identified owned character information 540 to infer which version of the character it is, and one owned character information 540 may be selected.
[0207] [Difference 7] The server system 1100 may be configured to manage the execution of multiple games (for example, a first game and a second game). The first game and the second game can be a series of games featuring the same type of characters. In this case, an example of the functional configuration of the server system 1100B is shown in Figure 18. In Figure 18, the server storage unit 500s stores game setting data 510a and play data 570a as game data for the first game (first game data) 580a, and game setting data 510b and play data 570b as game data for the second game (second game data) 580b. The game management unit 230 then refers to the first game data 580a and executes various processes related to the execution management of the first game. The game management unit 230 also refers to the second game data 580b and executes various processes related to the execution management of the second game.
[0208] In this modified version, if a captured image generated in response to a screen capture operation by a user while the first game is running is selected when performing character customization in the second game, the subject model information is obtained and used by analyzing the metadata of the first game data 580a based on the metadata of the captured image, and then the customization is performed. On the other hand, if a captured image generated in response to a screen capture operation by a user while the second game is running is selected when performing character customization in the first game, the subject model information is obtained and used by analyzing the metadata of the second game data 580b based on the metadata of the captured image, and then the customization is performed. This makes it possible for a user to reflect the appearance of a character created in one game onto the appearance of a character used in the other game.
[0209] Furthermore, either or both of the first and second games may be presented not as games, but as entertainment content that allows users to enjoy participating in events in a virtual space such as the metaverse.
[0210] [Differentiation 8] In the above embodiment, the example of customizing a character used in a game using a captured image of the game screen was used, but the same method can be applied to the customization of objects used in other entertainment content (e.g., vehicles, weapons, etc.), not just games. For example, it can be applied to the customization of avatars used in virtual spaces such as the metaverse. Avatar elements include, for example, the outline of the avatar's face, facial features such as eyes, nose, and mouth, skin color, hairstyle, body shape, clothing such as shirts, pants, and skirts worn by the avatar, shoes, hats, and accessories. The customization procedure is the same as in the above embodiment: a captured image of the execution screen of entertainment content in the metaverse is obtained in response to the user's screen capture operation. Then, when the user selects the captured image and performs an execution command operation while creating an avatar, the customization of the avatar being created is performed using the model information of other users' avatars, etc., shown in the captured image as the subject model. [Explanation of Symbols]
[0211] 1000...Game System 1100, 1100B… Server System 100s... Operation input section 200s... Server Processing Unit 210...User Management Department 230...Game Management Department 231...Selection section for customization 233... Capture image acquisition unit 235... Capture Image Analysis Department 237…Metadata Analysis Department 239...Model Information Acquisition Unit 241...First Information Processing Unit 243...Second Information Processing Unit 245...Customization Control Unit 247...Usage Notification Control Unit 249... Reward Granting Control Unit 290s...Image generation unit 292s…sound generation section 294s...Communication Control Unit 390s...Image display section 392s... Audio output section 394s…Communication Department 500s... Server storage unit 501…Server program 503... Game client program for distribution 510...Game settings data 511...Game Scenario Data 513...Game space definition data 520...Game object definition data 521... Character object definition data 523...Part object definition data 525... Placement object definition data 527... Appearance setting item definition data 530...User management data 540... Owned character information 541…Basic information 543... Parts configuration data 545…Exterior Information 550... Captured image data 551…Image data 553... Meta information 570... Play data 571...Game Status Information 1500, 1500A… Terminal equipment 100... Operation input section 200... Terminal Processing Unit 270...User terminal processing unit 271... Operation signal transmission control unit 273...Screen display control unit 290...Image generation unit 292...Sound generation section 294... Communications Control Unit 390...Image display section 392...Sound output section 394... Communications Department 500... Terminal storage unit 502…Game Client Program N... Network 2…User
Claims
1. A means for acquiring a captured image that captures the execution screen of an entertainment program, A model information acquisition means for acquiring model information of the subject model shown in the captured image, A customization control means for controlling the customization of a given object, which includes setting customization elements of the given object based on the model information, A computer system equipped with the following features.
2. The customization control means performs control to present the user with candidates for the customization, including settings based on the model information. The computer system according to claim 1.
3. Analysis means for analyzing the captured image, Furthermore, The model information acquisition means acquires the model information based on the analysis results of the analysis means. The computer system according to claim 1.
4. Analysis means for analyzing metadata related to the captured image, Furthermore, The model information acquisition means acquires the model information based on the analysis results of the analysis means. The computer system according to claim 1.
5. The model information acquisition means identifies the subject model based on the analysis results of the analysis means and acquires the model information. The computer system according to claim 3 or 4.
6. The capture image acquisition means performs capture at a given timing during the execution of the entertainment program and acquires the captured image. The computer system according to claim 1.
7. The aforementioned subject model and the aforementioned object are characters. The computer system according to claim 1.
8. The aforementioned model information includes the external appearance information of the subject model, The customization control means sets customization elements related to the appearance of the object based on the appearance information included in the model information. The computer system according to claim 1.
9. The aforementioned model information includes information on model elements corresponding to the customization elements, The customization control means sets the customization element corresponding to the model element so as to approximate the model element. The computer system according to claim 1.
10. Model element selection means for selecting the model elements of the subject model shown in the captured image, The computer system according to claim 9, further comprising:
11. Analysis means for analyzing metadata related to the captured image, Furthermore, The model element selection means selects the model element based on the analysis results of the analysis means. The computer system according to claim 10.
12. The aforementioned model information includes information on model elements corresponding to the customization elements, The customization control means performs information processing to generate modified model information, which changes the accuracy or precision of the model element information, based on a partial image of the subject model or a partial image of the model element captured in the captured image, and sets the customization element based on the modified information. The computer system according to claim 1.
13. Analysis accuracy changing means for changing the analysis accuracy of the aforementioned analysis means, The computer system according to claim 3, 4, or 11, further comprising:
14. The customization control means performs control to display the customization status of the object, including settings based on the model information. The computer system according to claim 1.
15. The customization control means performs information processing to generate modified model information, which changes the accuracy or precision of the model information, based on a partial image of the subject model captured in the image, and sets the customization elements based on the modified information. The computer system according to claim 1.
16. Object selection means for selecting the object to be customized, The computer system according to claim 1, further comprising:
17. The aforementioned subject model is associated with permission information regarding the use of the model information of that subject model. The customization control means sets the customization elements based on the usage permission information. The computer system according to claim 1.
18. The object is associated with permission information regarding the permission or denial of the customization. The customization control means controls the execution of the customization based on the permission / denial information. The computer system according to claim 1.
19. Usage notification control means that controls the notification to the user who owns the subject model that the subject model has been used for the customization. The computer system according to claim 1, further comprising:
20. A benefit granting control means that controls the granting of a given benefit to the user who owns the subject model, The computer system according to claim 1, further comprising:
21. Computer systems, A means for acquiring a captured image of the execution screen of an entertainment program. Model information acquisition means for acquiring model information of the subject model shown in the aforementioned captured image, Customization control means for enabling the customization of a given object, including setting customization elements of the object based on the model information, A program designed to function as such.
Citation Information
Patent Citations
Game machine which permits preparation of character on the basis of information specific to individual
JP2006230586A