Game System
Patent Information
- Application Number
- JP2025060638
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-01
- Publication Date
- 2026-10-14
- Estimated Expiration
- 2045-04-01
AI Technical Summary
【0016】 第1発明~第8発明によれば、マーカ情報取得手段は、現実空間画像内のARマーカを検出し、現実空間画像内におけるARマーカの位置に関する情報を含むマーカ情報を取得し、ゲーム制御手段が、マーカ情報に基づき、ゲームを制御する。このため、ゲームのプレイヤは、現実空間内でARマーカが印刷された印刷物を動かすことで、ゲームを操作することができる。これにより、ゲームシステムは、ゲームを行う環境を低コストに実現することが可能となる。
Smart Images

Figure 2026167196000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game system.
Background Art
[0002] In operations of games such as video games, an input device for a player to input operations is required. Conventionally, input devices for performing game operations are large, and there has been a problem that it is difficult for a player to handle the input device with one hand to operate the game.
[0003] For this reason, a technology for providing a game system and a game program that allow a player to play a game while holding a controller is disclosed in, for example, Patent Document 1.
[0004] Patent Document 1 discloses a game system including a game controller having a first housing that can be held by a player with one hand, a game device connected to the game controller, and first motion detection means for detecting motion of the first housing, wherein the game controller is provided in the first housing and includes a direction indicating unit for inputting direction indications, and the game device includes first movement direction control means for determining the movement direction of a first object appearing in a virtual game world in response to an operation of the direction indicating unit, and attitude control means for determining the attitude of the first object in the virtual game world in response to detection by the first motion detection means.
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0006] The technology disclosed in Patent Document 1 is a technology that controls the movement of objects in a virtual game world based on the movement and posture of a controller that can be held in one hand. However, in the technology disclosed in Patent Document 1, for example, the game controller must have a housing and a wireless communication unit for communicating with the game device. Therefore, there was a problem that it was very costly to prepare an environment in which a game could be run.
[0007] This invention was devised in view of the above-mentioned problems. Its objective is to provide a game system that can realize a game environment at a low cost. [Means for solving the problem]
[0008] The game system according to the first invention is a game system that performs the progress and control of a game, and is characterized by comprising: a printed material on which an AR marker is printed; an image acquisition means for acquiring a real-space image of a real space including the AR marker; a marker information acquisition means for detecting the AR marker in the real-space image and acquiring marker information including information regarding the position of the AR marker in the real-space image; and a game control means for controlling the game based on the marker information.
[0009] The game system according to the second invention further comprises a storage unit that stores object information relating to objects in the game, the game control means includes object information acquisition means for acquiring the object information associated with the AR marker from the storage unit, and display control means for controlling the display of the object in the virtual space relating to the game based on the object information and the marker information.
[0010] The game system according to the third invention is characterized in that, in the second invention, the display control means moves the display position of the object in the virtual space in accordance with the movement of the AR marker in the real space image, based on the object information and the marker information.
[0011] The game system according to the fourth invention is characterized in that, in the third invention, the marker information includes information relating to one or more of the following in the real space image: the movement speed of the AR marker, the distance moved by the AR marker, the direction of movement of the AR marker, the posture of the AR marker, and the change in the posture of the AR marker, and the game control means activates a first game effect in the game when the marker information corresponds to a predetermined first pattern.
[0012] The game system according to the fifth invention is characterized in that, in the fourth invention, the marker information acquisition means distinguishes and detects each of the multiple AR markers in the real space image, acquires a plurality of marker information corresponding to each of the multiple AR markers in the real space image, and the game control means activates a second game effect in the game when the plurality of marker information corresponds to a predetermined second pattern.
[0013] The game system according to the sixth invention is characterized in that, in the third invention, the marker information includes marker presence / absence information regarding the presence or absence of the AR marker in the real space image, and the game control means activates a third game effect in the game based on the marker presence / absence information.
[0014] The game system according to the seventh invention is characterized in that, in any of the first to sixth inventions, the marker information acquisition means detects the stationary state of the AR marker based on the marker information, and the game control means activates the fourth game effect within the game if the marker information acquisition means detects that the stationary state of the AR marker has been detected for two seconds or more.
[0015] The game system according to the eighth invention is characterized in that, in any of the second to sixth inventions, the marker information acquisition means acquires imaging distance information relating to the distance between the AR marker and the image acquisition means, the object information acquisition means acquires size information relating to the size of the object in the game based on the imaging distance information, and the display control means controls the display of the object in the virtual space based on the size information. [Effects of the Invention]
[0016] According to the first to eighth inventions, the marker information acquisition means detects AR markers in a real-world image, acquires marker information including information about the position of the AR markers in the real-world image, and the game control means controls the game based on the marker information. As a result, the game player can operate the game by moving a printed object on which AR markers are printed in real space. This makes it possible for the game system to realize a game environment at a low cost.
[0017] In particular, according to the second invention, the game control means includes object information acquisition means for acquiring object information associated with AR markers, and display control means for controlling the display of objects in the virtual space related to the game based on the object information and marker information. As a result, the game player can operate the game and control the display of objects in the virtual space by moving printed materials on which AR markers are printed in the real world. This makes it possible for the game system to realize an environment for playing intuitively operable games at a low cost.
[0018] In particular, according to the third invention, the display control means moves the display position of an object in the virtual space to correspond to the movement of an AR marker in a real-world image, based on object information and marker information. As a result, game players can manipulate objects in the virtual space related to the game by moving printed materials with AR markers in the real space. This makes it possible for the game system to realize a game environment at a low cost.
[0019] In particular, according to the fourth invention, the marker information includes information relating to one or more of the following in a real-space image: the movement speed of the AR marker, the distance the AR marker moves, the direction of movement of the AR marker, the orientation of the AR marker, and the change in the orientation of the AR marker. The game control means activates a first game effect in the game when the marker information corresponds to a predetermined first pattern. As a result, the game player can activate a specific effect in the game by moving a printed object on which an AR marker is printed in real space. This makes it possible for the game system to realize a low-cost environment for playing games in which specific effects can be activated through intuitive operation.
[0020] In particular, according to the fifth invention, the marker information acquisition means distinguishes and detects multiple AR markers in a real-space image, acquires multiple marker information corresponding to each of the multiple AR markers in the real-space image, and the game control means activates a second game effect in the game if the multiple marker information corresponds to a predetermined second pattern. As a result, game players can activate specific effects in the game by moving multiple AR markers in real space. This makes it possible for the game system to realize a low-cost environment for playing games that can be played by multiple players and have intuitive controls.
[0021] In particular, according to the sixth invention, the game control means activates the third game effect in the game based on the marker presence / absence information. Therefore, a game player can activate a specific effect in the game by inverting the printed matter on which the AR marker is printed in the real space. This makes it possible for the game system to realize, at low cost, an environment for playing a game that allows a specific effect to be activated through intuitive operations.
[0022] In particular, according to the seventh invention, the marker information acquisition means detects the stationary state of the AR marker based on the marker information, and when the stationary state of the AR marker is detected by the marker information acquisition means for 2 seconds or more, the game control means activates the fourth game effect in the game. Therefore, a game player can activate a specific effect in the game by keeping the AR marker stationary in the real space. This makes it possible for the game system to realize, at low cost, an environment for playing a game that allows intuitive operations including stationary state operations.
[0023] In particular, according to the eighth invention, the marker information acquisition means captures imaging distance information related to the distance between the AR marker and the image acquisition means, the object information acquisition means acquires size information related to the size of the object in the game based on the imaging distance information, and the display control means controls the display of the object in the virtual space based on the size information. Therefore, a game player can control the display of the object in the virtual space related to the game by moving the AR marker in the real space to adjust the imaging distance. This makes it possible for the game system to realize, at low cost, an environment for playing a game that allows intuitive operations including changing the imaging distance. Brief Description of the Drawings
[0024] [Figure 1] Figure 1 is a schematic diagram showing an example of the overall configuration of a game system to which the present invention is applied. [Figure 2] Figure 2 is a schematic diagram showing an example of a printed matter on which an AR marker is printed. [Figure 3] Figure 3 is a schematic diagram showing an example of the hardware configuration of a game control device. [Figure 4] Figure 4 is a schematic diagram showing an example of the functional configuration of the game control device. [Figure 5] Figure 5 is a flowchart showing an example of the operation of the game system in the present embodiment. [Figure 6] Figure 6(a) is a schematic diagram showing an example of a real space image when a plurality of AR markers are present in the real space image, and Figure 6(b) is a schematic diagram showing an example of display in a virtual space corresponding to the real space image of Figure 6(a). [Figure 7] Figure 7(a) is a schematic diagram showing an example of movement of an AR marker in a real space image, and Figure 7(b) is a schematic diagram showing an example of movement of the display position of an object in a virtual space corresponding to the movement of the AR marker in Figure 7(a). [Figure 8] Figure 8(a) is a schematic diagram showing a modified example of movement of an AR marker, and Figure 8(b) is a schematic diagram showing an example of display related to the first game effect corresponding to the movement of the AR marker in Figure 8(a). [Figure 9] Figure 9(a) is a schematic diagram showing an example of a change in the posture of an AR marker, and Figure 9(b) is a schematic diagram showing an example of display related to the first game effect corresponding to the change in the posture of the AR marker in Figure 9(a). [Figure 10] Figure 10(a) is a schematic diagram showing an example of a case where a printed matter on which an AR marker is printed is reversed in a real space, and Figure 10(b) is a schematic diagram showing an example of display related to the third game effect based on marker presence / absence information corresponding to Figure 10(a). [Mode for Carrying Out the Invention]
[0025] Hereinafter, an example of an embodiment of the game system 100 to which the present invention is applied will be described in detail with reference to the drawings.
[0026] <Game System 100> Figure 1 is a schematic diagram showing an example of the overall configuration of a game system 100 to which the present invention is applied.
[0027] Game system 100 is a system that controls and manages the progress of the game.
[0028] The game system 100 includes, for example, a game control device 1 and a printed document 3 on which an AR marker 2 is printed, as shown in Figure 1. The game system 100 may also include an imaging unit 4, a monitor 5, a server 6, and a cloud server 7. The game control device 1 may be connected to the imaging unit 4, the monitor 5, the server 6, and the cloud server 7.
[0029] Game control device 1 is a device that controls and manages the progress of the game.
[0030] AR Marker 2 is a two-dimensional code, such as a QR code (registered trademark). AR Marker 2 may also be a two-dimensional code pre-configured to function as an AR marker, or a pattern of a specific color.
[0031] Printed material 3 is a printed material on which AR marker 2 is printed, and known types and materials of paper may be used.
[0032] The imaging unit 4 captures images of the real space, including the AR marker 2. For example, the imaging unit 4 is an imaging device such as a camera. The imaging unit 4 may be a camera built into an electronic device such as a personal computer, smartphone, or tablet terminal. Alternatively, the imaging unit 4 may be built into the game control device 1. The imaging unit 4 may also include a device that can measure the distance between the imaging unit 4 and an object, such as a 3D camera or an infrared sensor.
[0033] Monitor 5 is a monitor that displays information related to the game and the progress of the game. Monitor 5 may be a display built into an electronic device such as a personal computer, smartphone, or tablet. Alternatively, known VR goggles or AR glasses may be used as Monitor 5.
[0034] Server 6 is a device that stores information related to the game. Server 6 sends and receives various types of stored information to and from the game control device 1. Cloud Server 7 is a device that stores information related to the game, for example, built on the internet. Cloud Server 7 sends and receives various types of stored information to and from the game control device 1. A publicly known virtual server may be used as Cloud Server 7.
[0035] Figure 2 is a schematic diagram showing an example of a printed document 3 with an AR marker 2 printed on it.
[0036] As shown in Figure 2, the printed material 3 has an AR marker 2 printed on it. The printed material 3 may be worn on the hand of the game player, as shown in Figure 2. For example, the printed material 3 may be ring-shaped and worn on the hand. The printed material 3 itself may be a known object. For example, the printed material 3 may be a paper cup with an AR marker 2 printed on it, or a figurine, etc.
[0037] <Game control device 1> Figure 3 is a schematic diagram showing an example of the hardware configuration of the game control device 1.
[0038] The game control device 1 includes, for example, a casing 111, a CPU 101, a ROM 102, a RAM 103, a storage unit 104, and I / Fs 105 to 107. The CPU 101, ROM 102, RAM 103, storage unit 104, and I / Fs 105 to 107 are connected by an internal bus 110.
[0039] The CPU 101 controls the entire game control unit 1. The ROM 102 stores the operation code of the CPU 101. The RAM 103 is a working area used when the CPU 101 is operating. The storage unit 104 stores various types of data. The storage unit 104 can be a data storage device such as an HDD (Hard Disk Drive), SSD (Solid State Drive), SD card, or miniSD card. The game control unit 1 may also have a GPU (Graphics Processing Unit), which is not shown. The I / F 105 is an interface for sending and receiving various types of data with the imaging unit 4, monitor 5, server 6, and server 7.
[0040] I / F106 is an interface for sending and receiving data with the input unit 108. For example, a keyboard is used as the input unit 108, and a user of the game control device 1 inputs various data or control commands for the game control device 1 via the input unit 108. I / F107 is an interface for sending and receiving various data with the display unit 109. The display unit 109 outputs various data stored in the storage unit 104, or the processing status of the game control device 1. A display is used as the display unit 109, and may be a touch panel, for example. The display unit 109 may display a virtual space related to the game.
[0041] Figure 4 is a schematic diagram showing an example of the functional configuration of the game control device 1.
[0042] The game control device 1 includes, for example, an image acquisition unit 11, a marker information acquisition unit 12, and a game control unit 13, as shown in Figure 4. The game control unit 13 may also include an object information acquisition unit 14 and a display control unit 15. The game control device 1 may also include a storage unit 16. At least some of the functions 11 to 16 described above may be included in other configurations of the game system 100, for example, and may be arbitrarily set according to the application.
[0043] As shown in Figure 4, in the game control device 1, the image acquisition unit 11 is connected to the marker information acquisition unit 12. The marker information acquisition unit 12 is connected to the game control unit 13 and the storage unit 16. The game control unit 13 is connected to the marker information acquisition unit 12 and the storage unit 16.
[0044] <Image acquisition unit 11> The image acquisition unit 11 acquires a real-world image 9, which is an image of the real-world space including the AR marker 2. The image acquisition unit 11 may also acquire the real-world image 9 by acquiring the image captured by the imaging unit 4. The timing and period at which the image acquisition unit 11 acquires the real-world image 9 may be arbitrarily set according to the application. For example, the image acquisition unit 11 may acquire the real-world image 9 every 0.1 seconds. The image acquisition unit 11 may also include the imaging unit 4 shown in Figure 1.
[0045] <Marker Information Acquisition Unit 12> The marker information acquisition unit 12 detects the AR marker 2 in the real-world image 9 and acquires marker information regarding the position of the AR marker 2 in the real-world image 9. The timing at which the marker information acquisition unit 12 acquires the marker information may be simultaneous with the timing at which the image acquisition unit 11 acquires the real-world image 9. In addition, the marker information acquisition unit 12 may update the marker information each time a new real-world image 9 is acquired.
[0046] <Game Control Unit 13> The game control unit 13 controls the game based on marker information. For example, the game control unit 13 controls the movement of objects that appear in the game. The timing at which the game control unit 13 controls the game may be simultaneous with the timing at which the marker information acquisition unit 12 acquires the marker information.
[0047] <Object Information Acquisition Unit 14> The object information acquisition unit 14 acquires object information relating to the in-game object 8 associated with the AR marker 2. Here, the object is a character, item, background, display icon, etc. related to the game. The object information is information that indicates the object associated with a specific AR marker 2. The object information may also include information about the in-game icon associated with the object or the effects that each object generates in the game. The timing at which the object information acquisition unit 14 acquires the object information may be simultaneous with the timing at which the marker information acquisition unit 12 acquires the marker information.
[0048] <Display Control Unit 15> The display control unit 15 controls the display of object 8 in the virtual space related to the game based on object information and marker information. The timing at which the display control unit 15 controls the display of object 8 in the virtual space may be simultaneous with the timing at which the marker information is updated.
[0049] <Storage section 16> The storage unit 16 stores various types of information in the memory unit 104 and retrieves various types of information stored in the memory unit 104. For example, the memory unit 104 stores object information related to objects in the game. The storage unit 16 may also store information such as photographs and icons associated with each object in the game. The storage unit 16 may also store information related to the game's scenario, etc. The storage unit 16 may also store updated information whenever the game-related information is updated.
[0050] The memory unit 104 may store the first pattern and the first game effect. Here, the first pattern is information about the movement and posture of AR marker 2 that serves as the condition for activating the first game effect. The first game effect is an effect that occurs during the game.
[0051] The memory unit 104 may store a second pattern and a second game effect. Here, the second pattern is information about the movement and posture of multiple AR markers 2 that serve as conditions for activating the second game effect. The second game effect is an effect that occurs within the game, different from the first game effect.
[0052] The memory unit 104 may store a third game effect. Here, the third game effect is an effect that occurs in the game based on the presence or absence information of a specific AR marker 2 within the real-space image 9. Here, the presence or absence information of the marker is information regarding the presence or absence of AR marker 2 within the real-space image 9. The memory unit 104 may store patterns or settings for changes in the presence or absence information of a specific AR marker 2 in order to activate the third game effect. For example, the memory unit 104 may store a setting that states, "When it is detected that the state in the real-space image 9 has changed from a state in which AR marker 2 is included to a state in which AR marker 2 is not included in the real-space image 9, activate the third game effect."
[0053] The memory unit 104 may store a fourth game effect. The fourth game effect is an effect that occurs in the game when the AR marker 2 remains stationary in real space for 2 seconds.
[0054] Furthermore, the first to second patterns and the first to fourth game effects may be set individually for each AR marker 2 and stored in the memory unit 104 by the storage unit 16.
[0055] The memory unit 104 may store information and programs necessary for running the game. For example, the memory unit 104 may store programs for activating the first to fourth game effects within the game. The memory unit 104 may also store numerical values necessary for the progress of the game. For example, the memory unit 104 may store the character's health in the game or the points earned by the player within the game.
[0056] <First Embodiment: Operation of Game System 100> Next, an example of the operation of the game system 100 in the first embodiment will be described.
[0057] Figure 5 is a flowchart showing an example of the operation of the game system 100 in this embodiment. The flowchart in Figure 5 includes an image acquisition step S11, a marker information acquisition step S12, and a game control step S13.
[0058] <Image acquisition step S11> In the image acquisition step S11, the image acquisition unit 11 acquires a real-space image 9 that captures the real space including the AR marker 2.
[0059] The image acquisition unit 11 may acquire the real-world image 9 captured by the imaging unit 4. Alternatively, the image acquisition unit 11 may cause the imaging unit 4 to capture the real-world image 9 at regular time intervals and acquire the real-world image 9. For example, the image acquisition unit 11 may acquire the real-world image 9 every 0.1 seconds.
[0060] <Marker information acquisition step S12> In the marker information acquisition step S12, the marker information acquisition unit 12 detects the AR marker 2 in the real-space image 9 and acquires marker information including information about the position of the AR marker 2 in the real-space image 9. Here, the marker information includes information about the presence or absence of the AR marker 2 in the real-space image 9 and information indicating the position of the AR marker 2 in the real-space image 9.
[0061] The AR marker 2 detected by the marker information acquisition unit 12 in the real-world image 9 is shown, for example, as printed on a printed object 3, as shown in Figure 2. The printed object 3 on which the AR marker 2 is printed may be, for example, shaped like a ring and photographed while being worn on the player's hand. As a result, the marker information acquisition unit 12 detects the AR marker 2 printed on the printed object 3 in the real-world image 9.
[0062] The marker information acquisition unit 12 may introduce two-dimensional coordinates of X and Y coordinates into the real-space image 9 and acquire information regarding the position of the AR marker 2 in the real-space image 9 in the form of coordinates.
[0063] The marker information acquisition unit 12 may acquire marker information each time the image acquisition unit 11 acquires a real-space image 9. Alternatively, the marker information acquisition unit 12 may store the acquired marker information in the storage unit 104, for example, via the storage unit 16.
[0064] <Game control step S13> In game control step S13, the game control unit 13 controls the game based on the marker information acquired by the marker information acquisition unit 12.
[0065] For example, the game control unit 13 may detect, based on the marker information, that the AR marker 2 is at a specific location within the real-world image 9, and then perform controls to add points in the game or to advance the game scenario.
[0066] The operation of the game system 100 to which the first embodiment is applied is completed by each of the steps described above. Steps S11 to S13 described above may also be repeated.
[0067] According to the first embodiment, the marker information acquisition unit 12 detects the AR marker 2 in the real-world image 9, acquires marker information including information about the position of the AR marker 2 in the real-world image 9, and the game control unit 13 controls the game based on the marker information. As a result, the game player can operate the game by moving the printed material 3 on which the AR marker 2 is printed in real space. This makes it possible for the game system 100 to realize a game environment at a low cost.
[0068] <Second Embodiment: Operation of Game Control Device 1> Next, an example of the operation of the game system 100 in the second embodiment will be described. The difference between the second embodiment and the first embodiment is that the object information acquisition unit 14 and the display control unit 15 included in the game control unit 13 are used. Note that explanations of the same aspects as in the first embodiment will be omitted.
[0069] <Image acquisition step S11> The real-world image 9 may contain multiple AR markers 2. Each of the multiple AR markers 2 will be detected as a different object.
[0070] <Marker information acquisition step S12> In the marker information acquisition step S12, the marker information acquisition unit 12 detects the AR marker 2 in the real-space image 9 and acquires marker information including information about the position of the AR marker 2 in the real-space image 9.
[0071] The marker information may include information about one or more of the following regarding the movement speed of the AR marker 2 in the real-space image 9: the distance traveled by the AR marker 2, the direction of movement of the AR marker 2, the orientation of the AR marker 2, and changes in the orientation of the AR marker 2. This information may be acquired by known image analysis techniques or video analysis techniques. For example, information regarding the movement speed of the AR marker 2, the distance traveled by the AR marker 2, the direction of movement of the AR marker 2, or changes in the orientation of the AR marker 2 may be acquired by calculating the difference between the position and orientation information of the AR marker 2 in the real-space image 9, which is acquired sequentially by the marker information acquisition unit 12.
[0072] The marker information may include information about the presence or absence of markers. For example, the marker presence or absence information may be a numerical value associated with the presence or absence of AR marker 2 in the real-space image 9, such as 1 if AR marker 2 is present in the real-space image 9, and 0 if AR marker 2 is not present in the real-space image 9.
[0073] If the real-world image 9 contains multiple AR markers 2, the marker information acquisition unit 12 may distinguish and detect each of the multiple AR markers 2 in the real-world image 9 and acquire multiple marker information for each of the multiple AR markers 2 in the real-world image 9. In this case, each of the multiple marker information may also include marker presence / absence information indicating whether the corresponding AR marker 2 is included in the real-world image 9.
[0074] The marker information acquisition unit 12 may detect changes in marker presence / absence information. For example, it may detect a change from a state where AR marker 2 is not included in the real-space image 9 to a state where AR marker 2 is included in the real-space image 9. Conversely, it may detect a change from a state where AR marker 2 is included in the real-space image 9 to a state where AR marker 2 is not included in the real-space image 9. The marker information acquisition unit 12 may also detect a change in marker presence / absence information if the content of the acquired marker presence / absence information differs from the content of previously acquired marker presence / absence information. Furthermore, information regarding changes in marker presence / absence information may be included in the marker information.
[0075] Information regarding changes in marker presence / absence information may be obtained, for example, based on the difference in marker presence / absence information acquired sequentially by the marker information acquisition unit 12.
[0076] The marker information acquisition unit 12 may detect the stationary state of the AR marker 2 in the real-space image 9 based on the marker information. For example, the marker information acquisition unit 12 may detect that the AR marker 2 is stationary if its movement within a unit of time in the real-space image 9 is within a predetermined range. For example, the stationary state of the AR marker 2 may be detected based on the difference in information regarding the position and orientation of the AR marker 2 in the real-space image 9, which is sequentially acquired by the marker information acquisition unit 12.
[0077] The marker information acquisition unit 12 may acquire imaging distance information relating to the distance between the AR marker 2 and the image acquisition unit 11. The imaging distance information may also relate to the distance between the AR marker 2 and the imaging unit 4. The imaging distance information may be acquired from the size of the AR marker 2 in the real-world image 9. Alternatively, the imaging distance information may be acquired from images captured by the 3D camera of the imaging unit 4 or from measurement results from an infrared sensor.
[0078] <Game control step S13> In game control step S13, the game control unit 13 controls the game based on marker information.
[0079] The object information acquisition unit 14 within the game control unit 13 acquires object information associated with the AR marker 2.
[0080] For example, the object information acquisition unit 14 acquires information about a character or icon corresponding to a certain AR marker 2 as object information. Here, the object information acquired by the object information acquisition unit 14 may be different for each AR marker 2. The object information may be referenced and used from the storage unit 104.
[0081] The display control unit 15 within the game control unit 13 controls the display of object 8 in the virtual space related to the game based on object information and marker information.
[0082] For example, the display control unit 15 displays an object in the virtual space that corresponds to the AR marker 2 in the real-world image 9. For example, the display control unit 15 displays an icon in the virtual space that corresponds to the AR marker 2 in the real-world image 9. The location where the object 8 corresponding to the AR marker 2 is displayed in the virtual space may correspond to the position of the AR marker 2 in the real-world image 9. The display control unit 15 may also move the display position of the object 8 in the virtual space to correspond to the movement of the AR marker 2 in the real-world image 9, based on the object information and marker information.
[0083] Figure 6(a) is a schematic diagram showing an example of a real-space image 9 in which multiple AR markers 2 exist within the real-space image 9. For example, consider the case where there are two different AR markers 2a and 2b in the real-space image 9, as shown in Figure 6(a).
[0084] In the case of Figure 6(a), the marker information includes information about the position of AR marker 2a and the position of AR marker 2b within the real-space image 9. This information may be represented, for example, by X and Y coordinates.
[0085] Figure 6(b) is a schematic diagram showing an example of a virtual space representation corresponding to the real-world image 9 in Figure 6(a). The display of objects in the virtual space in Figure 6(b) is based on marker information.
[0086] As shown in Figure 6(b), a hammer icon, which is object 8a corresponding to AR marker 2a, is displayed in the virtual space. The position of the hammer in the virtual space corresponds to the position of AR marker 2a in the real-world image 9, and is displayed in the upper left. As shown in Figure 6(b), a glove icon, which is object 8b corresponding to AR marker 2b, is displayed in the virtual space. The position of the glove in the virtual space corresponds to the position of AR marker 2b in the real-world image 9, and is displayed in the lower right.
[0087] As shown in Figure 6(b), the display control unit 15 may display a virtual space related to the game on the monitor 5.
[0088] Figure 7(a) is a schematic diagram showing an example of the movement of AR marker 2 within the real-world image 9. The arrows in Figure 7(a) indicate the movement of AR marker 2 within the real-world image 9.
[0089] Figure 7(b) is a schematic diagram showing an example of the movement of the display position of object 8 in the virtual space, corresponding to the movement of AR marker 2 in Figure 7(a). In Figure 7(b), object 8, which corresponds to AR marker 2, is a human-shaped object. The arrows in Figure 7(b) indicate that object 8 has moved in the virtual space.
[0090] As shown in Figures 7(a) and 7(b), the object 8 moves in the virtual space in response to the movement of the AR marker 2 in the real-world image 9. The movement of the object 8 in the virtual space may correspond to or be identical to the movement of the AR marker 2 in the real-world image 9. The movement of the object 8 in the virtual space shown in Figure 7(b) may be controlled by the display control unit 15 based on object information and marker information.
[0091] For example, the game control unit 13 may perform actions such as adding points to the in-game score of a player who moved the AR marker 2 corresponding to object 8 in the real world when object 8 has made a predetermined movement in the virtual space.
[0092] The game control unit 13 activates a first game effect within the game if the marker information corresponds to a predetermined first pattern. Here, the game control unit 13 may refer to and use information about the first pattern and the first game effect corresponding to the first pattern stored in the memory unit 104.
[0093] For example, the game control unit 13 may detect that the AR marker 2 has made a specific movement in real space based on the marker information, and activate a first game effect within the game.
[0094] Figure 8(a) is a schematic diagram showing a modified example of AR marker movement. The arrows in Figure 8(a) indicate that AR marker 2 was moved from the upper right to the lower left in real space (direction and distance of movement of AR marker 2), and the marker information at this time corresponds to the first pattern.
[0095] At this time, the game control unit 13 detects that the marker information corresponds to the first pattern and activates the first game effect within the game. For example, the game control unit 13 may use the first game effect to perform controls such as adding points to the in-game score of a player who has moved the AR marker 2 in real space to operate the game.
[0096] Figure 8(b) is a schematic diagram showing an example of a display related to the first game effect, corresponding to the movement of AR marker 2 in Figure 8(a). Figure 8(b) shows the display of an object in the virtual space.
[0097] The arrow in Figure 8(b) indicates that, corresponding to the movement of AR marker 2 in Figure 8(a), object 8 moved from the upper right to the lower left in the virtual space. Furthermore, along with the movement of object 8 from the upper right to the lower left, the icon's display format changes, and it is displayed in a tilted orientation. This is because the display control unit 15 controlled the display of object 8 in the virtual space in response to the activation of the first game effect, which is the use of the hammer object 8 in the game.
[0098] For example, if the movement of AR marker 2 triggers a first game effect in which hammer object 8 is used in the game, and if another predetermined object is displayed near object 8 in the virtual space, the game control unit 13 may perform actions such as adding points to the player who operated AR marker 2 in the game.
[0099] For example, the game control unit 13 may activate a first game effect in the game in response to a change in the orientation of the AR marker 2 in real space.
[0100] Figure 9(a) is a schematic diagram showing an example of a change in the orientation of AR marker 2 that corresponds to the first pattern. The arrows in Figure 9(a) indicate that the orientation of AR marker 2 changed in place in real space, and this change in orientation corresponds to the first pattern. In Figure 9(a), the change in the orientation of AR marker 2 is a change in the tilt of AR marker 2.
[0101] At this time, the game control unit 13 detects that the marker information corresponds to the first pattern and activates the first game effect within the game. For example, the game control unit 13 may use the first game effect to perform controls such as adding points to the player who operated the AR marker 2 within the game.
[0102] Figure 9(b) is a schematic diagram showing an example of the display of the first game effect corresponding to the change in the orientation of AR marker 2 in Figure 9(a). Figure 9(b) is a display of an object in virtual space.
[0103] The arrow in Figure 9(b) indicates that the game control unit 13 detected that the marker information corresponds to the first pattern, and that the display format of the object 8 icon in the virtual space was changed. This is because the display control unit 15 controlled the display of object 8 in the virtual space in response to the activation of the first game effect, which is that the hammer object 8 is used in the game.
[0104] Similar to Figures 8(a) and 8(b), for example, if a first game effect is triggered by a change in the orientation of the AR marker 2, causing the hammer object 8 to be used in the game, and if another predetermined object is displayed near object 8 in the virtual space, the game control unit 13 may perform controls such as adding points to the player's score in the game who operated the AR marker 2.
[0105] If the marker information acquisition unit 12 has acquired marker information for multiple AR markers 2, the game control unit 13 may acquire marker information for each of the multiple AR markers 2 and detect the movement of the AR marker 2 corresponding to the first pattern. If marker information corresponding to the first pattern is detected in the game, the game control unit 13 may activate the first game effect in the game with respect to the object for which marker information corresponding to the first pattern was detected.
[0106] The game control unit 13 activates a second game effect in the game if the marker information for multiple AR markers 2 corresponds to a predetermined second pattern. Here, the game control unit 13 may refer to and use information about the second pattern and the second game effect corresponding to the second pattern stored in the memory unit 104.
[0107] For example, the game control unit 13 may activate a second game effect in the game in response to the simultaneous movement of two AR markers 2 from the upper right to the lower left in real space. Alternatively, for example, the game control unit 13 may activate a second game effect in the game in response to the simultaneous change in the orientation of two AR markers 2 in real space.
[0108] In this case, the second pattern corresponds to the simultaneous movement of two AR markers 2 from the upper right to the lower left in real space, or the simultaneous change in the orientation of both AR markers 2 in real space. The game control unit 13 detects that the marker information regarding the movement of the AR markers 2 corresponds to the second pattern and activates the second game effect in the game. The second pattern and the second game effect corresponding to the second pattern may be used by referring to those stored in the memory unit 104.
[0109] For example, when the game control unit 13 activates the second game effect, it may add more points to the player than it would have if the first game effect had been activated.
[0110] Furthermore, the second pattern may be set for cases where multiple AR markers 2 move independently at the same time. For example, the game control unit 13 may activate a second game effect in the game in response to one AR marker 2 performing a specific movement and the other AR marker 2 changing its posture in place.
[0111] These second patterns and second game effects may be set for the movement of three or more AR markers 2.
[0112] The game control unit 13 may activate a third game effect within the game based on the presence or absence of marker information.
[0113] Figure 10(a) is a schematic diagram showing an example of what happens when a printed object 3 with an AR marker 2 printed on it is inverted in real space. The arrows in Figure 10(a) indicate that the printed object 3 with the AR marker 2 printed on it has been inverted in real space. For example, in Figure 10(a), the arrow pointing to the right indicates that the inversion of the printed object 3 changes the state from one in which the AR marker 2 is included in the real-space image 9 to one in which the AR marker 2 is not included in the real-space image 9. Also, in Figure 10(a), the arrow pointing to the left indicates that the inversion of the printed object 3 changes the state from one in which the AR marker 2 is not included in the real-space image 9 to one in which the AR marker 2 is included in the real-space image 9. In these cases, the marker information acquisition unit 12 detects the change in the presence or absence of the marker.
[0114] As shown in Figure 10(a), the inversion of the printed material 3 on which the AR marker 2 is printed may be achieved by the player, who is wearing the printed material 3 on their hand, inverting their hand.
[0115] Figure 10(b) is a schematic diagram showing an example of a display related to the third game effect based on the presence or absence of marker information corresponding to Figure 10(a). Figure 10(b) is a display of object 8 in the virtual space.
[0116] The arrow in Figure 10(b) indicates that the display format of the object 8 icon in the virtual space was changed in response to the marker information acquisition unit 12 detecting a change in the presence or absence of marker information. This is because the display control unit 15 controlled the display of object 8 in the virtual space in response to the activation of the third game effect, in which the hammer object 8 is used in the game, in response to the change in the presence or absence of marker information.
[0117] The game control unit 13 may detect that the change in marker presence / absence information matches a predetermined pattern of change in marker presence / absence information and activate a third game effect within the game. Here, the game control unit 13 may refer to and use the pattern of change in marker presence / absence information stored in the memory unit 104.
[0118] For example, based on a setting stored in the memory unit 104, which states, "When it is detected that the state has changed from one in which the AR marker 2 is included in the real-space image 9 to one in which the AR marker 2 is not included in the real-space image 9, activate the third game effect," the game control unit 13 may activate the third game effect within the game.
[0119] Furthermore, for example, if there are multiple AR markers 2 within the real-world image 9, a special effect may be activated, such as adding more points to the player than if the third game effect were activated individually, when the third game effect is activated simultaneously based on multiple AR markers 2.
[0120] The game control unit 13 may activate a fourth game effect in the game if the marker information acquisition unit 12 detects that the AR marker 2 is stationary. Here, the game control unit 13 may refer to and use information about the fourth game effect stored in the memory unit 104.
[0121] For example, if the marker information acquisition unit 12 detects that the AR marker 2 has been stationary for 2 seconds or more, the game control unit 13 may switch the game screen and perform control to interrupt or start the game. Alternatively, for example, if the marker information acquisition unit 12 detects that the AR marker 2 has been stationary for 2 seconds or more, the game control unit 13 may activate an effect corresponding to object 8 within the game.
[0122] The object information acquisition unit 14 may acquire size information regarding the size of object 8 in the game based on the imaging distance information acquired by the marker information acquisition unit 12. The size information is information regarding the size of object 8 in the game and the size of object 8 displayed in the virtual space related to the game.
[0123] For example, the object information acquisition unit 14 may set the size of the object 8 in the game to be larger in terms of size information the closer the AR marker 2 is to the imaging unit 4.
[0124] In this case, the display control unit 15 may control the display of object 8 in the virtual space based on the size information. For example, the larger the size of object 8 in the size information, the larger the display control unit 15 may display object 8 in the virtual space. Alternatively, for example, the smaller the size of object 8 in the size information, the smaller the display control unit 15 may display object 8 in the virtual space.
[0125] The game control unit 13 may control the progress of the game by changing the in-game effects corresponding to object 8 based on the size information.
[0126] For example, the game control unit 13 may detect, based on size information, that the distance between the image acquisition unit 11 or imaging unit 4 and the AR marker 2 has rapidly decreased or decreased, and activate a pre-set effect within the game. Furthermore, information regarding the in-game effect to be activated based on size information may be referenced and used from information stored in the memory unit 104.
[0127] Size information may be obtained from the size of the AR marker 2 that is visible in the real-world image 9, or it may be obtained based on the imaging distance information. When obtaining size information from imaging distance information, information regarding the correspondence between the imaging distance information value and the size information value may be obtained by referring to and using information stored in the storage unit 104.
[0128] Each of the steps described above completes the operation of the game system 100 to which the second embodiment is applied.
[0129] According to the second embodiment, the game control unit 13 includes an object information acquisition unit 14 that acquires object information associated with the AR marker 2, and a display control unit 15 that controls the display of the object 8 in the virtual space based on the object information and the marker information. As a result, the game player can operate the game and control the display of the object 8 in the virtual space by moving the printed material 3 on which the AR marker 2 is printed in the real space. This makes it possible for the game system 100 to realize an environment for playing intuitively operable games at a low cost.
[0130] Furthermore, according to the second embodiment, the display control unit 15 moves the display position of the object 8 in the virtual space to correspond to the movement of the AR marker 2 in the real-world image 9, based on the object information and marker information. As a result, the game player can manipulate the virtual space object 8 related to the game by moving the printed material 3 on which the AR marker 2 is printed in the real space. This makes it possible for the game system 100 to realize a game environment at a low cost.
[0131] Furthermore, according to the second embodiment, the marker information includes information about one or more of the following in the real-space image 9: the movement speed of the AR marker 2, the distance moved by the AR marker 2, the direction of movement of the AR marker 2, the posture of the AR marker 2, and the change in the posture of the AR marker 2. The game control unit 13 activates a first game effect in the game when the marker information corresponds to a predetermined first pattern. As a result, the game player can activate a specific effect in the game by moving the AR marker 2 in real space. This makes it possible for the game system 100 to realize a low-cost environment for playing games in which specific effects can be activated through intuitive operation.
[0132] Furthermore, according to the second embodiment, the marker information acquisition unit 12 distinguishes and detects multiple AR markers 2 within the real-world image 9, acquires multiple marker information corresponding to each of the multiple AR markers 2 within the real-world image 9, and the game control unit 13 activates a second game effect in the game if the multiple marker information corresponds to a predetermined second pattern. As a result, game players can activate specific effects in the game by moving multiple AR markers 2 in real space. This makes it possible for the game system 100 to realize a low-cost environment for playing games that can be played by multiple players and have intuitive controls.
[0133] In particular, according to the second embodiment, the game control unit 13 activates a third game effect within the game based on the presence or absence of the marker. Therefore, the game player can activate a specific effect within the game by inverting the printed material 3 on which the AR marker 2 is printed in real space. As a result, the game system 100 can realize a low-cost environment for playing games in which specific effects can be activated through intuitive operation.
[0134] Furthermore, according to the second embodiment, the marker information acquisition unit 12 detects the stationary state of the AR marker 2 based on the marker information, and if the marker information acquisition unit 12 detects that the AR marker 2 is stationary for 2 seconds or more, the game control unit 13 activates the fourth game effect within the game. As a result, the game player can activate a specific effect within the game by stationary the AR marker 2 in real space. This makes it possible for the game system 100 to realize a game environment that allows for intuitive operation, including stationary states, at a low cost.
[0135] Furthermore, according to the second embodiment, the marker information acquisition unit 12 acquires imaging distance information relating to the distance between the AR marker 2 and the image acquisition unit 11, the object information acquisition unit 14 acquires size information relating to the size of the object 8 in the game based on the imaging distance information, and the display control unit 15 controls the display of the object 8 in the virtual space based on the size information. As a result, the game player can control the display of the object 8 in the virtual space related to the game by moving the AR marker 2 in the real space to adjust the imaging distance. This makes it possible for the game system 100 to realize a game environment that allows for intuitive operation, including changing the imaging distance, at a low cost.
[0136] While embodiments of the present invention have been described, these embodiments are presented as examples only and are not intended to limit the scope of the invention. These novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and their variations are included in the scope and spirit of the invention, as well as in the claims of the invention and its equivalents. [Explanation of Symbols]
[0137] 1: Game control device 2: AR Marker 2a: AR marker 2b: AR Marker 3:Printed matter 4: Imaging Department 5: Monitor 6: Server 7: Cloud Server 8: Object 8a: Object 8b: Object 9: Real-world spatial images 11: Image acquisition unit 12: Marker Information Acquisition Unit 13: Game Control Department 14: Object Information Acquisition Unit 15: Display Control Unit 16: Storage section 100: Game System 101:CPU 102:ROM 103:RAM 104: Storage section 105: I / F 106: I / F 107: I / F 108: Input section 109:Display section 110: Internal bus 111: Cabinet
Claims
1. A game system that controls and manages the progress of the game, Printed materials with AR markers, Image acquisition means for acquiring a real-world image of the real-world space including the AR marker, A marker information acquisition means for detecting the AR marker in the real-world image and acquiring marker information including information regarding the position of the AR marker in the real-world image, Based on the marker information, a game control means controls the game. To be prepared A game system characterized by the following.
2. The game further comprises a storage unit that stores object information relating to the aforementioned in-game objects, The aforementioned game control means is Object information acquisition means for acquiring the object information associated with the AR marker from the storage unit, A display control means that controls the display of the object in the virtual space related to the game based on the object information and the marker information. including The game system according to claim 1, characterized by the following:
3. The display control means moves the display position of the object in the virtual space to correspond to the movement of the AR marker in the real space image, based on the object information and the marker information. The game system according to claim 2, characterized by the following:
4. The marker information includes information relating to one or more of the following in the real-space image: the speed of movement of the AR marker, the distance traveled by the AR marker, the direction of movement of the AR marker, the orientation of the AR marker, and the change in the orientation of the AR marker. The game control means activates a first game effect within the game if the marker information corresponds to a predetermined first pattern. The game system according to claim 3, characterized by the following:
5. The marker information acquisition means distinguishes and detects each of the multiple AR markers in the real space image, and acquires a plurality of marker information corresponding to each of the multiple AR markers in the real space image. The game control means activates a second game effect within the game when the multiple marker pieces of information correspond to a predetermined second pattern. The game system according to claim 4, characterized by the following:
6. The marker information includes marker presence / absence information regarding the presence or absence of the AR marker in the real-world image, The game control means activates a third game effect within the game based on the marker presence / absence information. The game system according to claim 3, characterized by the following:
7. The marker information acquisition means detects the stationary state of the AR marker based on the marker information, The game control means, when the marker information acquisition means detects that the AR marker has been stationary for two seconds or more, activates the fourth game effect within the game. A game system according to any one of claims 1 to 6, characterized by the above.
8. The marker information acquisition means acquires imaging distance information relating to the distance between the AR marker and the image acquisition means, The object information acquisition means acquires size information relating to the size of the object in the game based on the imaging distance information, The display control means controls the display of the object in the virtual space based on the size information. A game system according to any one of claims 2 to 6, characterized by the above.
Citation Information
Patent Citations
Game system and game program
JP2008142511A