Game program, information processing device, and method
The game program enhances AR game visibility by adjusting the virtual camera's angle and size based on device movement, addressing the limitations of existing AR technology to improve player character display size and visibility.
Patent Information
- Application Number
- JP2023175894
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-10-11
- Publication Date
- 2024-12-19
- Estimated Expiration
- 2039-11-08
AI Technical Summary
Existing AR technology for games limits the visibility of player characters by restricting the display size when the device is moved closer, leading to poor visibility during gameplay.
A game program that utilizes a defined positional relationship between a real and virtual space, adjusting the virtual camera's angle of view and size based on the device's movement relative to the player character, ensuring the virtual camera's angle narrows as it approaches the character, enhancing display size and visibility.
Improves the visibility of player characters by automatically enlarging their display size as the device is moved closer, providing a more natural and effective viewing experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a technique for displaying a virtual object using AR technology. [Background technology]
[0002] A technology for displaying a virtual object using an AR (Augmented Reality) technology is known. For example, Patent Document 1 describes a display device including a portable display and an imaging means attached with an imaging direction facing the back side of the display surface of the portable display. The display device displays on the portable display a composite image in which a virtual object is superimposed on a real image captured by the imaging means as a background. When the display device is moved, the size of the virtual object displayed on the portable display changes. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 3558104 (registered May 28, 2004) Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, it is known that a game simulating a sport (such as a soccer game) can be realized using a computer. When such a game is realized using AR technology, a game in which the above-mentioned display device is operated while facing a player character arranged in a virtual stadium is considered. In this case, the user performs an operation to move the above-mentioned display device closer to the player character in order to increase the display size of the player character. However, there is a limit to how much the above-mentioned display device can be moved closer to the player character to increase the display size of the player, and the visibility of the player character is poor.
[0005] One aspect of the present invention has been made to solve the above-mentioned problems, and aims to improve the visibility of player characters in a game that simulates a sports competition realized using AR technology. [Means for solving the problem]
[0006] In order to solve the above problems, a game program according to one embodiment of the present invention has a computer including an imaging device and a display device execute a placement step of placing a player character in a virtual space having a defined positional relationship with real space, in which a virtual camera is placed at a position in the virtual space corresponding to the position of the imaging device in the real space, a modification step of changing the angle of view of the virtual camera in accordance with the movement of the imaging device in the real space, and a display step of superimposing a virtual image of the virtual space captured by the virtual camera on a real image of the real space captured by the imaging device and displaying it on the display device, in order to realize a game that simulates a competition, and in the modification step, the angle of view of the virtual camera is narrowed the closer the virtual camera is to the area in which the player character is placed. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram showing a schematic view of a user playing a soccer game in the first embodiment of the present invention. [Diagram 2] FIG. 1 is a diagram illustrating an example of a virtual reality space according to a first embodiment of the present invention. [Diagram 3] FIG. 1 is a block diagram showing an example of a hardware configuration of an information processing device according to a first embodiment of the present invention. [Figure 4] 1 is a block diagram showing a functional configuration of an information processing device according to a first embodiment of the present invention. [Diagram 5] FIG. 1 is a diagram showing an example of a virtual space in accordance with a first embodiment of the present invention. [Figure 6] FIG. 2 is a diagram showing an example of the angle of view in the first embodiment of the present invention. [Figure 7]FIG. 4 is a diagram showing another example of the angle of view in the first embodiment of the present invention. [Figure 8] 5 is a flowchart illustrating an operation of the information processing device according to the first embodiment of the present invention. [Figure 9] FIG. 4 is a diagram illustrating a detailed example of the angle of view change process according to the first embodiment of the present invention. [Figure 10] FIG. 4 is a diagram for explaining a detailed example of a virtual image generation process according to the first embodiment of the present invention. [Figure 11] FIG. 2 is a diagram showing an example of a visual field image in the first embodiment of the present invention. [Figure 12] FIG. 12 is a diagram showing an example of a visual field image for comparison with FIG. 11. [Figure 13] 13 is a diagram for explaining a comparison of the angles of view in FIG. 11 and FIG. 12. FIG. [Figure 14] FIG. 11 is a block diagram showing the functional configuration of an information processing device according to a second embodiment of the present invention. [Figure 15] 10 is a flowchart illustrating the operation of an information processing device according to a second embodiment of the present invention. [Figure 16] FIG. 11 is a diagram showing an example of a visual field image in the second embodiment of the present invention. [Figure 17] FIG. 11 is a diagram showing another example of the visual field image in the second embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] [Embodiment 1] The information processing device 10 according to the first embodiment of the present invention will be described in detail below.
[0009] <Overview of information processing device 10> The information processing device 10 is a device that realizes a game simulating a sport using AR (Augmented Reality) technology. In this embodiment, soccer is applied as the sport. Hereinafter, the game in the present invention will also be referred to as a soccer game.
[0010] Fig. 1 is a diagram showing a user playing a soccer game using an information processing device 10. As shown in Fig. 1, the information processing device 10 is configured as a portable computer equipped with a camera 14 and a touch panel 15 (display device 17). If the surface of the information processing device 10 on which the display device 17 is provided is referred to as the "front surface," the camera 14 is provided on the "back surface." The imaging direction of the camera 14 is the direction from the "front surface" toward the "back surface."
[0011] As shown in FIG. 1, a user holds an information processing device 10, points a camera 14 at a marker R2 on a table R1 in real space, and starts playing a soccer game. The marker R2 is a disk-shaped object and has a predetermined pattern (a star pattern in the example of FIG. 2) on its surface. A composite image in which a virtual image representing a virtual space is superimposed on a real image representing a real space is displayed on a display device 17. The virtual space is a virtual three-dimensional space in which virtual objects for playing a soccer game are arranged. The composite image displayed on the display device 17 represents a field of view image of a space in which the real space and the virtual space are combined. Hereinafter, the space in which the real space and the virtual space are combined will also be referred to as a virtual reality space.
[0012] FIG. 2 is a diagram showing an example of a virtual reality space. As shown in FIG. 2, in the virtual reality space, objects V1a to V1f constituting a virtual soccer field existing in the virtual space, a plurality of player characters V2, and a soccer ball V3 are arranged on the top plate of a table R1 existing in the real space. A field area F in the virtual soccer field is divided by two objects V1a indicating touch lines and two objects V1b indicating goal lines. An object V1c indicating a center circle is arranged in the field area F. In this embodiment, the object V1c indicating the center circle is arranged along the circumference of the marker R2. An object V1d indicating various other lines, such as lines respectively dividing a penalty arc, a penalty area, and a goal area, is arranged in the field area F. An object V1e indicating a goal and an object V1f indicating a corner pole are arranged around the field area F. Note that the virtual objects constituting the virtual soccer field are not limited to the objects V1a to V1f, and may include other virtual objects. Hereinafter, when there is no need to particularly distinguish between the objects V1a to V1f that form the virtual soccer field, they will also be simply referred to as object V1.
[0013] Furthermore, each player character V2 and soccer ball V3 arranged in the virtual space moves on the surface on which the virtual soccer field is arranged as the game progresses. The user plays the soccer game while moving the information processing device 10 body so that the player character he or she wishes to operate is included in the field of view image displayed on the touch panel 15 as the player character moves. When the user moves the information processing device 10 body, the range of the real space captured by the camera 14 changes, and accordingly, the field of view image of the virtual reality space displayed on the touch panel 15 also changes.
[0014] <Hardware configuration of information processing device 10> 3 is a block diagram showing an example of a hardware configuration of the information processing device 10. The information processing device 10 is configured by a computer including a processor 11, a main memory 12, an auxiliary memory 13, a camera 14, a touch panel 15, and a position sensor 16. The touch panel 15 includes a display device 17 and an input device 18. The camera 14 is an example of an imaging device in the present invention. The processor 11, the main memory 12, the auxiliary memory 13, the camera 14, the touch panel 15, and the position sensor 16 are connected to each other via a bus. Note that the computer configuring the information processing device 10 may further include a communication interface (not shown) capable of communicating with other devices via a network.
[0015] The processor 11 may be, for example, a microprocessor, a digital signal processor, a microcontroller, or a combination of these.
[0016] The main memory 12 may be, for example, a semiconductor RAM.
[0017] The auxiliary memory 13 may be, for example, a flash memory, a HDD, an SSD, a portable storage medium, or a combination of these.
[0018] The auxiliary memory 13 stores a game program and various programs according to the present embodiment that are executed by a computer constituting the information processing device 10. In order to realize a game (soccer game) simulating a competition, the game program according to the present embodiment causes a computer including an imaging device (camera 14) and a display device 17 to execute the following steps: a placement step of placing a player character V2 in a virtual space in which a positional relationship with a real space is defined, and in which a virtual camera is placed at a position in the virtual space corresponding to the position of the imaging device (camera 14) in the real space; a change step of changing the angle of view of the virtual camera according to the movement of the imaging device (camera 14) in the real space; and a display step of superimposing a virtual image of the virtual space captured by the virtual camera on a real image of the real space captured by the imaging device and displaying the superimposed image on the display device; in the change step, the closer the virtual camera is to the area in which the player character V2 is placed, the narrower the angle of view of the virtual camera is. The processor 11 loads the game program and various programs stored in the auxiliary memory 13 onto the main memory 12, and executes each command included in the loaded game program.
[0019] In addition, the auxiliary memory 13 stores various data referenced by the processor 11 to operate the computer as the information processing device 10.
[0020] Camera 14 includes a lens and an image sensor, and generates a captured image by receiving light incident from the lens with the image sensor. The captured image shows the surroundings included in the range of the angle of view based on the direction in which the lens is pointed (imaging direction). The angle of view is fixed depending on the characteristics of the lens, or can be changed within a predetermined range. In this embodiment, the lens included in camera 14 is a single-focus lens with a fixed angle of view.
[0021] The touch panel 15 is a device in which a display device 17 such as a liquid crystal display and an input device 18 such as a touch pad are integrally combined. The touch panel 15 detects, by the input device 18, a touch operation on the display device 17 that displays an image.
[0022] The position sensor 16 detects the position and inclination of the information processing device 10. For example, the position sensor 16 is configured by a gyro sensor, an acceleration sensor, a geomagnetic sensor, a GPS (Global Positioning System) receiver, or a combination of these.
[0023] <Functional configuration of information processing device 10> 4 is a block diagram showing the functional configuration of the information processing device 10. The information processing device 10 includes a placement unit 111, a change unit 112, a display unit 113, an AR control unit 114, and a game progression unit 115.
[0024] The placement unit 111 places the player character V2 in a virtual space in which a positional relationship with the real space is defined and in which a virtual camera is placed at a position in the virtual space corresponding to the position of the camera 14 in the real space. A detailed configuration of the placement unit 111 will be described later.
[0025] The change unit 112 changes the angle of view of the virtual camera according to the movement of the camera 14 in the real space. Also, the closer the virtual camera is to the area in which the player character V2 is placed, the narrower the angle of view of the virtual camera is. The detailed configuration of the change unit 112 will be described later.
[0026] The display unit 113 displays a virtual image of the virtual space captured by the virtual camera on the display device 17 by superimposing the virtual image of the real space captured by the camera 14. The detailed configuration of the display unit 113 will be described later.
[0027] The AR control unit 114 generates a virtual space in which a positional relationship with the real space is specified, and places a virtual camera in the generated virtual space. Here, placing the virtual camera in the virtual space corresponds to setting a viewpoint in the virtual space. In addition, the AR control unit 114 calculates various information for superimposing a virtual image on a real image so as to match the specified positional relationship. The various information includes information indicating the angle of view of the virtual camera. Here, the angle of view of the virtual camera is sometimes called a viewing angle. Note that the various information calculated by the AR control unit 114 may include information indicating the angle of view itself, or may include parameters for calculating the angle of view (for example, a focal length and a width of the virtual camera). Hereinafter, "calculating (or acquiring) information indicating the angle of view" is also simply referred to as "calculating (or acquiring) the angle of view." In addition, "changing the angle of view with reference to the information indicating the angle of view" is also simply referred to as "changing the angle of view." The calculated various information is referred to by the other units (the placement unit 111, the change unit 112, the display unit 113, and the game progression unit 115). The detailed configuration of the AR control unit 114 will be described later.
[0028] The game progression unit 115 performs processing related to the progression of the soccer game. The game progression unit 115 progresses the soccer game by moving the player characters V2 based on the user's operation using the input device 18. The game progression unit 115 may progress the soccer game as a single-play game or as a multiplayer game. In the case of a single-play game, the game progression unit 115 makes a match between a user team made up of player characters V2 operable by the user and an opponent team made up of player characters V2 whose actions are determined by the game progression unit 115 without the user's operation. In the case of a multiplayer game, the game progression unit 115 makes a match between a user team made up of player characters V2 operable by the user and an opponent team made up of player characters V2 operable by another user operating another information processing device 10.
[0029] (Detailed configuration example of AR control unit) A detailed configuration example of the AR control unit 114 will be described. The AR control unit 114 has (1) a function of generating a virtual space, (2) a function of placing a virtual camera (setting a viewpoint), and (3) a function of calculating the position in the virtual space of a specific object in the real space. The AR control unit 114 can be configured by known techniques having these functions. Details of each function will be described below.
[0030] (1) Function to generate virtual space The AR control unit 114 generates a virtual space that specifies a positional relationship with the real space. FIG. 5 is a diagram showing an example of the virtual space generated by the AR control unit 114. As shown in FIG. 5, the AR control unit 114 generates a global coordinate system of the virtual space in which the position in the real space where the main body of the information processing device 10 exists at the time when the function block is started up is set as the origin P0, the horizontal plane in the real space is set as the XZ plane, and the vertical direction in the real space is set as the Y-axis direction. The global coordinates are also called world coordinates. The position where the main body of the information processing device 10 exists in the real space and the horizontal plane in the real space can be detected by the position sensor 16.
[0031] (2) Ability to place virtual cameras Furthermore, the AR control unit 114 places a virtual camera (sets a viewpoint) in the virtual space. Specifically, as shown in FIG. 5, the AR control unit 114 places the virtual camera at a position P2 (X2, Y2, Z2) in the virtual space that corresponds to the position of the information processing device 10 main body (camera 14) in the real space. Note that P2 (X2, Y2, Z2) indicates coordinates in a global coordinate system. Furthermore, the AR control unit 114 sets the imaging direction of the virtual camera so that the virtual camera faces a direction d in the virtual space that corresponds to the imaging direction of the camera 14 in the real space. Note that the position and imaging direction of the camera 14 in the real space can be detected by the position sensor 16.
[0032] Furthermore, the AR control unit 114 updates the position of the virtual camera in accordance with the movement of the camera 14. The movement of the camera 14 refers to a change in one or both of the position and the imaging direction of the camera 14 in the real space. When the user holds and moves the information processing device 10, one or both of the position and the imaging direction of the camera 14 in the real space change. The AR control unit 114 updates the position and the imaging direction of the virtual camera in the virtual space to correspond to the position and the imaging direction of the camera 14 in the real space.
[0033] In addition, the AR control unit 114 calculates the angle of view of the virtual camera for superimposing the virtual image on the real image so as to match the positional relationship defined between the real space and the virtual space. For example, the angle of view of such a virtual camera is the same value as the angle of view of the camera 14. For example, the AR control unit 114 acquires the angle of view of the camera 14 stored in the auxiliary memory 13, and sets the acquired angle of view as the angle of view of the virtual camera.
[0034] (3) A function to calculate the position in virtual space of a specific object in real space The AR control unit 114 calculates the position of a specific object in the real space in the virtual space. Specifically, the AR control unit 114 detects an area including a specific object in the real image acquired from the camera 14, and analyzes the position of the object indicated by the detected area in the real space. The AR control unit 114 also calculates the position in the virtual space corresponding to the analyzed position in the real space. In this embodiment, a marker R2 having a predetermined pattern (in this example, a star mark) on its surface is set as the specific object. The shape and size of the specific object are also specified. In this example, the marker R2 is circular, and its diameter is specified. Therefore, the AR control unit 114 calculates the position of the marker R2 in the real space and the corresponding position in the virtual space based on the shape and size of the area having the predetermined pattern included in the real image and the shape and size specified for the marker R. For example, in the example of FIG. 5, a point P (X1, Y1, Z1) in the global coordinate system is calculated as the position of the marker R2 in the virtual space.
[0035] (Detailed configuration of placement section 111) The arrangement unit 111 arranges virtual objects including a plurality of player characters V2 in the virtual space generated by the AR control unit 114. Specifically, the arrangement unit 111 acquires the global coordinates of the marker R2 calculated by the AR control unit 114, and sets a local coordinate system with the global coordinates as the origin. In the example of FIG. 5, a local coordinate system is set with the position P1 (X1, Y1, Z1) of the marker R2 as the origin, a plane parallel to the XZ plane as the xz plane, and a direction parallel to the Y axis direction as the y axis direction. Also, as shown in FIG. 5, the arrangement unit 111 arranges various objects V1 constituting a virtual soccer field on the xz plane of the local coordinate system. The various objects V1 are arranged so that the center of the virtual soccer field becomes the origin of the local coordinate system. Also, the arrangement unit 111 arranges multiple player characters V2 in a field area F partitioned by the arrangement of the various objects V1. Note that FIG. 5 shows some of the various objects V1 and some of the multiple player characters V2, and omits the illustration of the other parts. Furthermore, the placement unit 111 moves the position of each player character V2 in the local coordinate system as the soccer game progresses.
[0036] (Detailed Configuration of Change Unit 112) A detailed configuration of the change unit 112 will be described. In the process of changing the angle of view of the virtual camera in accordance with the movement of the camera 14 in real space, the change unit 112 narrows the angle of view of the virtual camera as the virtual camera approaches the area in which the player character V2 is located. Hereinafter, the process of changing the angle of view will also be referred to as an angle of view change process. Hereinafter, in this embodiment, the field area F is applied as the "area in which the player character V2 is located." In other words, the change unit 112 executes the angle of view change process so as to narrow the angle of view of the virtual camera as the virtual camera approaches the field area F. A specific configuration for calculating the distance between the field area F and the virtual camera will be described later.
[0037] The angle of view change process includes a process of narrowing the angle of view as the virtual camera approaches the field region F. The image change process includes a process of widening the angle of view as the virtual camera moves away from the field region F.
[0038] Furthermore, the change unit 112 acquires the angle of view of the virtual camera for superimposing the virtual image on the real image so as to match the positional relationship between the real space and the virtual space, and changes the acquired angle of view. Here, the "angle of view of the virtual camera for superimposing the virtual image on the real image so as to match the positional relationship between the real space and the virtual space" is calculated by the AR control unit 114, as described above. In other words, the change unit 112 acquires the angle of view of the virtual camera calculated by the AR control unit 114, and changes the acquired angle of view.
[0039] Here, when the AR control unit 114 is realized by a known technology, in addition to the game program according to the present embodiment described above, a known program for causing the information processing device 10 to function as the AR control unit 114 is stored in the auxiliary memory 13. The change unit 112 is configured to change the angle of view acquired from the AR control unit 114, thereby improving the portability and reusability of the game program according to the present embodiment.
[0040] Furthermore, the change unit 112 applies the distance between the position of the virtual camera and the intersection point where a straight line extending from the virtual camera in the imaging direction intersects with the field area F as the distance between the field area F and the virtual camera.
[0041] Specifically, the smaller the distance L between the virtual camera and the intersection point where a straight line extending from the virtual camera in the imaging direction intersects with the area in which the player character V2 is placed (in this embodiment, the field area F), the narrower the angle of view of the virtual camera is, by the change unit 112. In other words, when a straight line extending from the virtual camera in the imaging direction does not intersect with the field area F, the change unit 112 does not perform processing to narrow the angle of view of the virtual camera.
[0042] Specifically, the modification unit 112 calculates the position of the intersection point described above by acquiring the position and imaging direction of the virtual camera calculated by the AR control unit 114. In the example of FIG. 5, the modification unit 112 calculates the intersection point P3 (X3, Y1, Z3) where the straight line extending from the position P2 of the virtual camera in the imaging direction d intersects the field area F. Further, the modification unit 112 calculates the distance L from the position P2 of the virtual camera to the intersection point P3.
[0043] Note that the modification unit 112 does not execute the process of narrowing the field of view when the distance L between the position P2 of the virtual camera and the above-described intersection point P3 is greater than the threshold value L1, and executes the process when the distance L is equal to or less than the threshold value L1. Further, the modification unit 112 may not execute the process of narrowing the field of view when the above-described distance L is smaller than the threshold value L2 (L2 < L1). In this case, in other words, the modification unit 112 executes the process of narrowing the field of view when the distance L is in the range of L2 or more and L1 or less. Further, the modification unit 112 continuously changes the field of view as the virtual camera approaches the field area F.
[0044] A specific example of the field of view change process in the range where the distance L is from L2 to L1 will be described with reference to FIGS. 6 to 7. FIGS. 6 and 7 are respectively top views of a virtual soccer field in a virtual space. Note that FIGS. 6 and 7 show a part of various objects V1 and a part of a plurality of player characters V2, and illustration of other parts is omitted.
[0045] In FIG. 6, the virtual camera is arranged at the position P2 where the distance L to the intersection point P3 is L1. At this time, the field of view of the virtual camera is the field of view r1 set by the AR control unit 114.
[0046] In FIG. 7, the virtual camera is arranged at the position P2 where the distance L to the intersection point P3 is L2. At this time, the field of view of the virtual camera is the minimum field of view r2 (r2 < r1). As the minimum field of view r2, a value smaller than the field of view r1 is set in advance.
[0047] In this case, when the distance L is greater than the threshold value L1, the change unit 112 sets the angle of view r1 of the virtual camera calculated by the AR control unit 114 as it is without changing it. When the distance L is smaller than the threshold value L2, the change unit 112 sets the angle of view of the virtual camera to the minimum angle of view r2. When the distance L is equal to or greater than L2 and equal to or less than L1, the change unit 112 changes the angle of view continuously (for example, linearly) from the angle of view r1 for the distance L1 to the angle of view r2 for the distance L2. Note that the continuous change in the angle of view may be a linear change or another continuous change. For example, the change unit 112 may increase the rate of change of the angle of view as the virtual camera approaches the field area F.
[0048] In this way, the display size of the player character becomes larger than the amount by which the information processing device 10 (i.e., the camera 14) is brought closer to the player character V2 only when the virtual camera is brought closer to the field area F to a distance equal to or less than the threshold L1. Also, when the virtual camera is farther away from the field area F than the threshold L1, the player character is displayed at a display size appropriate to the distance. This makes the change in display size more natural to the user. Also, by adjusting the distance from the virtual camera to the field area F, the display size of the player character V2 changes continuously, so that the user can display the player character V2 at a display size of their choice. Also, when the rate of change of the angle of view is increased as the virtual camera approaches the field area F, the user can increase the display size of the player character V2 more rapidly as the virtual camera is brought closer to the player character V2.
[0049] (Detailed configuration of display unit 113) A detailed configuration of the display unit 113 will be described. The display unit 113 generates a virtual image by capturing a virtual space in which various objects V1 and player characters V2 are placed by the placement unit 111, using a virtual camera to which a viewing angle changed by the change unit 112 is applied. The display unit 113 also superimposes the generated virtual image on a real image generated by the camera 14, and displays it on the display device 17.
[0050] <Operation of the information processing device 10> The operation of the information processing device 10 configured as above will be described. In order to realize a game simulating a competition, the information processing device 10 executes an arrangement step of arranging player characters in a virtual space in which a positional relationship with a real space is defined and a virtual camera is arranged at a position in the virtual space corresponding to the position of the camera 14 in the real space, a change step of changing the angle of view of the virtual camera according to the movement of the camera 14 in the real space, and a display step of superimposing a virtual image of the virtual space taken by the virtual camera on a real image of the real space taken by the camera 14 and displaying it on the display device 17, and the change step narrows the angle of view of the virtual camera as the virtual camera gets closer to the area in which the player characters are arranged (in this embodiment, the field area F).
[0051] FIG. 8 is a flowchart illustrating the operation of the information processing device 10.
[0052] In step S100, the game progression unit 115 executes processing to start a soccer game. The starting processing includes, for example, processing to obtain information indicating the user team and the opposing team, processing to obtain information indicating the player characters included in each team, etc.
[0053] In step S102, the AR control unit 114 generates a virtual space in which a positional relationship with the real space is defined. Specifically, the AR control unit 114 generates a global coordinate system of the virtual space, with the position of the information processing device 10 (i.e., the camera 14) in the real space at the time of executing this step as the origin. The AR control unit 114 also places a virtual camera at the origin of the global coordinates, facing in a direction corresponding to the imaging direction of the camera 14.
[0054] In step S104, the AR control unit 114 repositions the virtual camera in the virtual space based on information related to the current position of the virtual camera and information obtained from the position sensor 16. Specifically, the AR control unit 114 repositions the virtual camera to position P2 in the virtual space toward the imaging direction d based on the position and imaging direction of the information processing device 10 in the real space. Thereafter, the AR control unit 114 updates the position of the virtual camera in accordance with the movement of the camera 14. In addition, the AR control unit 114 sets the angle of view of the camera 14 as the angle of view of the virtual camera.
[0055] In step S106, the AR control unit 114 calculates a position P1 in the virtual space of the marker R2 that exists in the real space.
[0056] In step S108, the game progression unit 115 executes processing to progress the soccer game. The processing to progress includes, for example, processing to generate a local coordinate system with the position P1 of the marker R2 as its origin, processing to generate a world coordinate transformation matrix for transforming the local coordinates into global coordinates (also called world coordinates), processing to update the destinations of the player character V2 and the soccer ball V3 in response to a user operation, and the like.
[0057] In step S110, the placement unit 111 places various objects V1 constituting a virtual soccer field in the virtual space. Specifically, the placement unit 111 places the various objects V1 on the xz plane of the local coordinate system.
[0058] In step S112, the arrangement unit 111 arranges the player characters V2, etc. in the virtual space. Specifically, the arrangement unit 111 arranges the multiple player characters V2, the soccer ball V3, etc. in the field area F partitioned by the object V1 arranged on the xz plane of the local coordinate system in accordance with the progress of the game in step S108. In other words, the arrangement unit 111 updates the local coordinates in the virtual space of the player characters V2, the soccer ball V3, etc.
[0059] In step S114 , the change unit 112 acquires the angle of view of the virtual camera calculated by the AR control unit 114 .
[0060] In step S116, the change unit 112 obtains the distance L between the position P2 of the virtual camera and the intersection point P3.
[0061] In step S118, the change unit 112 determines whether or not the angle of view change condition is satisfied. The angle of view change condition is, in this case, a condition that the distance L acquired in step S116 is equal to or smaller than a threshold L1 and equal to or larger than a threshold L2. If the answer is No in step S118, the process of step S122 described below is executed. If the answer is Yes in step S118, the process of the next step S120 is executed.
[0062] In step S120, the change unit 112 changes the angle of view so that the closer the distance L between the position P2 of the virtual camera and the intersection point P3, the narrower the angle of view. If the distance L acquired in the current processing flow is smaller than the distance L acquired in the previous processing flow, the virtual camera is closer to the field area F than the previous time. In this case, the change unit 112 narrows the angle of view compared to the previous time. On the other hand, if the distance L acquired in the current processing flow is larger than the distance L acquired in the previous processing flow, the virtual camera is farther away from the field area F than the previous time. In this case, the change unit 112 widens the angle of view compared to the previous time. A detailed example of the processing in this step will be described later.
[0063] In step S122, the display unit 113 uses the set angle of view or the changed angle of view to display a real image on which a virtual image captured in a virtual space is superimposed on the display device 17. For example, the display unit 113 may (1) generate an image in which a virtual image and a real image are synthesized and display it on the display device 17, or (2) superimpose a virtual image generated without synthesizing it with the real image on the real image and display it on the display device 17. A detailed example of this step will be described later.
[0064] In step S124, the game progression unit 115 determines whether or not a predetermined time has elapsed. If the result is No in step S124, the processing of step S124 is executed again. That is, the processing of step S124 is executed repeatedly until the result is determined to be Yes. If the result is Yes in step S124, the information processing device 10 repeats the processing from step S104. Here, an example of the predetermined time is 1 / 30 seconds. In this case, 30 images are generated and displayed per second. However, the predetermined time is not limited to this.
[0065] <Detailed example of angle of view change processing> 9 is a diagram showing a detailed example of the angle of view change process in step S120. In this example, the change unit 112 acquires the width and focal length of the virtual camera as information indicating the angle of view from the AR control unit 114, and changes the acquired focal length to change the angle of view of the virtual camera. In detail, the change unit 112 executes the process of changing the angle of view of the virtual camera for each of the angle of view on the X axis and the angle of view on the Y axis. Note that here, the X axis and the Y axis are coordinate axes in a view coordinate system with the position of the virtual camera as the origin and the imaging direction as the Z axis direction.
[0066] In detail, first, the change unit 112 acquires the width (ImageResolutionX) and focal length (FocalLengthXB) of the virtual camera on the X axis shown in the schematic diagram 9001 from the AR control unit 114. The change unit 112 also applies the acquired width (ImageResolutionX) and focal length (FocalLengthXB) of the virtual camera and the focal length adjustment value X to formula (1) shown in the calculation formula 9003 to calculate the changed angle of view XA. "FocalLengthXB*adjustment value X" in formula (1) represents the adjusted focal length (FocalLengthXA) shown in the schematic diagram 9001. In this way, the angle of view XB when the focal length is (FocalLengthXB) on the X axis is changed to the angle of view XA by changing the focal length to (FocalLengthXA).
[0067] Similarly, the change unit 112 acquires the width (ImageResolutionY) and focal length (FocalLengthYB) of the virtual camera on the Y axis shown in the schematic diagram 9002 from the AR control unit 114. The change unit 112 also applies the acquired width (ImageResolutionY) and focal length (FocalLengthYB) of the virtual camera and the focal length adjustment value Y to formula (2) shown in the calculation formula 9003 to calculate the changed angle of view YA. "FocalLengthYB*adjustment value Y" in formula (2) represents the adjusted focal length (FocalLengthYA) shown in the schematic diagram 9002. In this way, the angle of view YB when the focal length is (FocalLengthYB) on the Y axis is changed to the angle of view YA by changing the focal length to (FocalLengthYA).
[0068] The adjustment value X and the adjustment value Y are determined according to the game progress process. In this example, the adjustment value X and the adjustment value Y are greater than 1. That is, the change unit 112 narrows the angle of view by lengthening the focal length. The adjustment value X and the adjustment value Y are not limited to values greater than 1. For example, the adjustment value X and the adjustment value Y may be set to values greater than 0 and less than 1. In this case, the change unit 112 widens the angle of view by shortening the focal length.
[0069] Note that the adjustment value X and the adjustment value Y may be the same value. In this case, the angle of view on the X axis and the angle of view on the Y axis are changed at the same rate. However, the adjustment value X and the adjustment value Y may be different values. The change unit 112 may control the angle of view on the X axis and the angle of view on the Y axis separately by appropriately setting some or all of the adjustment value X and the adjustment value Y, and parameters such as the aspect ratio shown in FIG. 10 described later.
[0070] A detailed example of the virtual image generation process in step S122 will be described with reference to Fig. 10. Here, an example of the process of generating an image by combining a virtual image and a real image will be described. In step S122, the display unit 113 generates a projection coordinate transformation matrix by referring to the angle of view changed in step S120. The projection coordinate transformation matrix is a transformation matrix used in the process of generating a virtual image, and is calculated according to the angle of view of the virtual camera.
[0071] FIG. 10 is a diagram for explaining a schematic example of a projection coordinate transformation matrix. The project coordinate transformation matrix is generated according to the projection method. Here, an example of the project coordinate transformation matrix when perspective projection is applied is shown. Perspective projection is a projection method in which, for objects of the same size, the closer they are to the virtual camera, the larger they are projected.
[0072] The display unit 113 generates a projection coordinate transformation matrix 1001 as shown in FIG. 10. The projection coordinate transformation matrix 1001 is a matrix with 4 rows and 4 columns. The 1st row, 1st column component in the projection coordinate transformation matrix 1001 is calculated by equation (3) shown in calculation formula 1002. The 2nd row, 2nd column component is calculated by equation (4). The 3rd row, 3rd column component is calculated by equation (5). The 4th row, 3rd column component is calculated by equation (6). 1 is applied to the 3rd row, 4th column component. 0 is applied to the other components in the projection coordinate transformation matrix 1001. Note that aspect in equation (3) indicates an aspect ratio applied to the virtual image. Note that near in equations (5) and (6) indicates the distance from the virtual camera to the front surface of the clip space, and far indicates the distance from the virtual camera to the rear surface of the clip space. Note that the clip space represents a space captured by the virtual camera.
[0073] A detailed example of the process of generating a virtual image using the projection coordinate transformation matrix thus generated will be described. The display unit 113 first executes each process of world coordinate transformation, view coordinate transformation, and projection coordinate transformation in this order for the positions in the local coordinate system of various objects V1, player characters V2, soccer ball V3, etc., constituting a virtual soccer field, which are arranged in the virtual space. The world coordinate transformation is a process of transforming the local coordinate system into a global coordinate system, and the world coordinate transformation matrix calculated in step S108 is used. The view coordinate transformation is a process of transforming the global coordinate system into a view coordinate system in which the position of the virtual camera is the origin and the imaging direction is the depth direction, and the view coordinate transformation matrix is used. The display unit 113 generates the view coordinate transformation matrix based on the position and imaging direction of the virtual camera acquired from the AR control unit 114. The projection coordinate transformation is as described above, and the projection coordinate transformation matrix calculated with reference to the angle of view as described above is used. The display unit 113 also pastes the real image generated by the camera 14 onto the billboard as a texture. The billboard is a plate-like object placed in the virtual space so as to face the virtual camera. The display unit 113 renders various objects V1, player characters V2, soccer balls V3, billboards, etc. at positions obtained by the coordinate conversion in this way, thereby generating an image in which the virtual image and the real image are synthesized.
[0074] <Example of field of view image> Fig. 11 is a diagram showing an example (specific example) of a field of view image displayed on display device 17. Field of view image G1 shown in Fig. 11 is obtained by superimposing a virtual image generated by performing a process of narrowing the angle of view of the virtual camera on a real image.
[0075] FIG. 12 is a diagram showing an example of a field-of-view image (comparative example) for comparison with FIG. 11. The field-of-view image G9 shown in FIG. 12 is an image in which a virtual image generated without changing the angle of view of the virtual camera when the arrangement of the virtual camera is the same as that in FIG. 11 is superimposed on the real image. In FIG. 12, both the real image and the virtual image are captured at an angle of view r1.
[0076] In FIGS. 11 and 12, the field-of-view images G1 and G9 each include the player character V2, the soccer ball V3, the object V1c indicating the center circle, and the marker R2. The player character V2, the soccer ball V3, and the object V1c are included in the virtual image. The marker R2 is included in the real image. The field-of-view images G1 and G9 are both displayed on the display device 17 by an operation of moving the main body of the information processing apparatus 10 so that the virtual camera approaches the player character V2 in order for the user to display the player character V2 to be operated in a larger display size. Hereinafter, such an operation by the user will also be simply referred to as an approaching operation.
[0077] FIG. 13 is a diagram for comparing and explaining the angles of view in FIGS. 11 and 12. As shown in FIG. 13, the field-of-view image G1 (FIG. 11) which is a specific example of the present embodiment is an image in which a virtual image captured by a virtual camera set at an angle of view r3 (r3 < r1) is superimposed on a real image captured by the camera 14 at an angle of view r1. On the other hand, the field-of-view image G9 (FIG. 12) which is a comparative example is an image in which a virtual image captured by a virtual camera set at the same angle of view r1 is superimposed on a real image captured by the camera 14 at an angle of view r1.
[0078] The player character V2, soccer ball V3, and object V1c indicating the center circle included in the field of view image G1 (FIG. 11) are zoomed in compared to these objects included in the field of view image G9 (FIG. 12). Thus, in the comparative example, even if the user performs an operation to move closer, the display size of the player character V2 only increases by the amount of the movement closer. In contrast, in the specific example according to the present embodiment, when the user performs an operation to move closer, the display size of the player character V2 increases by more than the amount of the movement closer.
[0079] In the field of view image G1, the angle of view r1 of the camera 14 that captured the real image is different from the angle of view r3 used as a parameter when calculating the projection transformation matrix used to generate the virtual image, so the original positional relationship between the real space and the virtual space is not maintained. For example, the object V1c indicating the center circle that should have been along the circumference of the marker R2 is not along the circumference. However, even if the positional relationship between the real space and the virtual space is once not maintained, it will be aligned again when the virtual camera moves away from the field area F by more than the threshold L1. In addition, since the user performs the above-mentioned approaching operation to enlarge the display operation of the player character V2, there is little discomfort even if the player character is zoomed in more than the amount of approaching due to the approaching operation. Therefore, even if the positional relationship between the real image and the virtual image is temporarily not maintained, there is a great advantage in that the display size of the player character V2 increases without discomfort.
[0080] <Effects of this embodiment> Thus, according to this embodiment, when a user performs an operation of moving the information processing device 10 so as to bring the virtual camera closer to a player character in order to increase the display size of the player character arranged in the virtual space, the angle of view of the virtual camera becomes narrower. Therefore, the display size of the player character becomes larger by the amount that the virtual camera approaches the player character. As a result, this embodiment can improve the visibility of the player character in a soccer game realized by AR technology.
[0081] [Embodiment 2] An information processing device 10A according to embodiment 2 of the present invention will be described below. The information processing device 10A is a device that realizes a soccer game using AR technology, similar to the information processing device 10 according to embodiment 1. For convenience of explanation, the same reference numerals are attached to members having the same functions as the members described in embodiment 1, and the explanations thereof will not be repeated.
[0082] <Functional configuration of information processing device 10A> Fig. 14 is a block diagram showing the functional configuration of information processing device 10A. Note that an overview of information processing device 10A and an example of a hardware configuration are as described with reference to Figs. 1 to 3 in embodiment 1, and therefore detailed description will not be repeated. Information processing device 10A includes a placement unit 111, a change unit 112A, a display unit 113, an AR control unit 114, and a game progression unit 115.
[0083] The configurations of the placement unit 111, display unit 113, AR control unit 114, and game progression unit 115 are the same as those described in the first embodiment, and therefore detailed description will not be repeated.
[0084] The modification unit 112A modifies the size of the player character V2 in the virtual space in accordance with the movement of the camera 14 in real space. Furthermore, the closer the virtual camera is to the area in which the player character V2 is located, the more the modification unit 112A enlarges the size of the player character in the virtual space. Note that, in this embodiment as well, as in the first embodiment, the field area F is applied as the "area in which the player character V2 is located."
[0085] Hereinafter, the process of increasing the size of the player character V2 in the virtual space as the virtual camera gets closer to the field area F will be simply referred to as the size change process. The size change process includes a process of increasing the size of the player character V2 in the virtual space as the distance L gets smaller. The size change process also includes a process of reducing the size of the player character V2 in the virtual space as the distance L gets larger.
[0086] For example, the changing unit 112A may change the size of each player character V2 arranged in the virtual space of at least the player characters V2 arranged within the angle-of-view range of the virtual camera among the plurality of player characters V2 arranged in the virtual space.
[0087] Further, for example, the changing unit 112A may change the size of a specific player character V2 among the plurality of player characters V2 arranged in the virtual space. The specific player character V2 may be, for example, a player character V2 designated by a user operation (e.g., a tap operation) or the like. Further, the specific player character V2 may be a player character V2 arranged on a straight line extending in the imaging direction from the position of the virtual camera.
[0088] Further, the changing unit 112A enlarges the size of the player character V2 in the virtual space as the distance L between the virtual camera and the intersection point where the straight line extending in the imaging direction from the virtual camera intersects the field area F becomes smaller. In other words, the changing unit 112A does not perform the size change process when the straight line extending in the imaging direction from the virtual camera does not intersect the field area F. Note that the details of the process for calculating the distance L from the position P2 of the virtual camera to the intersection point P3 have been described with reference to FIG. 5 in Embodiment 1, and thus will not be repeated in detail.
[0089] Further, the changing unit 112A does not execute the size change process when the distance L between the position P2 of the virtual camera and the above-described intersection point P3 is greater than the threshold value L1, and executes the size change process when the distance L is equal to or less than the threshold value L1. Further, the changing unit 112A may not execute the size change process when the distance L between the virtual camera and the above-described intersection point P3 is smaller than the threshold value L2 (L2 < L1). In this case, in other words, the changing unit 112A executes the size change process when the distance L is in the range of L2 or more and L1 or less.
[0090] Furthermore, the modification unit 112A continuously changes the size of the player character V2 in the virtual space as the virtual camera approaches the field area F. In this case, the modification unit 112A continuously (for example, linearly) changes the magnification of the size determined in the virtual space for the relevant player character V2 from a magnification n1 (n1=1) for the distance L1 to a magnification n2 (n2>n1) for the distance L2. Note that the continuous change in size in the virtual space may be a linear change or another change. For example, the modification unit 112A may increase the rate of change of the above-mentioned magnification as the virtual camera approaches the field area F.
[0091] <Operation of information processing device 10A> The following describes the operation of the information processing device 10 configured as above. Fig. 15 is a flowchart illustrating the operation of the information processing device 10A.
[0092] From steps S100 to S116, the information processing device 10A operates in the same manner as the information processing device 10 according to the first embodiment.
[0093] In step S118A, the change unit 112A determines whether or not a size change condition is satisfied. The size change condition is, in this case, a condition that the distance L acquired in step S116 is equal to or smaller than a threshold L1 and equal to or larger than a threshold L2. If the answer is No in step S118A, the process of step S122 described below is executed. If the answer is Yes in step S118A, the process of the next step S120A is executed.
[0094] In step S120A, the modification unit 112A performs a size modification process so that the size of the player character V2 in the virtual space increases as the distance L between the virtual camera position P2 and the intersection point P3 decreases. If the distance L acquired in the current processing flow is smaller than the distance L acquired in the previous processing flow, the virtual camera is closer to the field area F than the previous time. In this case, the modification unit 112A increases the size of the player character V2 in the virtual space compared to the previous time. On the other hand, if the distance L acquired in the current processing flow is larger than the distance L acquired in the previous processing flow, the virtual camera is farther away from the field area F than the previous time. In this case, the modification unit 112A reduces the size of the player character V2 in the virtual space compared to the previous time.
[0095] From steps S122 to S124, the information processing device 10A operates in the same manner as the information processing device 10 according to embodiment 1. This concludes the description of the operation of the information processing device 10A.
[0096] <Example of field of view image> Fig. 16 is a diagram showing an example of a field of view image displayed on the display device 17. In the field of view image G1A shown in Fig. 16, the size in the virtual space of each player character V2 arranged at least within the range of the angle of view of the virtual camera is enlarged. Fig. 17 is a diagram showing another example of a field of view image displayed on the display device 17. In the field of view image G1B shown in Fig. 17, the size in the virtual space of a specific player character V2 is enlarged.
[0097] <Effects of this embodiment> According to this embodiment, when a user performs an operation of moving the information processing device 10 so as to bring the virtual camera closer to a player character in order to increase the display size of the player character arranged in the virtual space, the size of the player character in the virtual space is automatically enlarged. Therefore, the display size of the player character becomes larger by an amount equal to or greater than the amount by which the virtual camera approaches the player character. As a result, this embodiment can improve the visibility of the player character in a soccer game realized by AR technology.
[0098] [Variation 1] In each of the above-mentioned embodiments, an example of implementing a soccer game simulating soccer has been described. However, each of the embodiments can be modified to apply other sports, not limited to soccer, as the sport in the present invention. Examples of other sports include baseball and rugby, but are not limited to these, and any sport in which players move around on a stadium may be used.
[0099] As for other sports, sports such as soccer, in which the ratio of player height to field size is relatively small, are suitable.
[0100] For example, according to the "2018 / 19 Rules of the Game of Football" issued by the Japan Football Association, the length of the long side (touchline) of a soccer field is 90 to 120 meters. If the height of a player is about 1 to 2.5 meters, the ratio to the length of the touchline is about 0.0083 to 0.0278. In contrast, according to the "2018 Rules of the Game of Basketball" issued by the Japan Basketball Association, the length of the long side (vertical) of a basketball court is 28 meters. If the height of a player is about 1 to 2.5 meters, the ratio to the length of the touchline is about 0.0357 to 0.0893. Thus, in soccer, the ratio of the player's height to the field size is smaller than in basketball.
[0101] When realizing games that simulate these sports respectively, if the soccer field and the basketball court arranged in the virtual space are approximately the same size, the size of the player character in the virtual space of the soccer game will be smaller than that of the player character in the basketball game. Therefore, even if the virtual camera is brought close enough to the player character, if the angle-of-view change process or the size change process in each embodiment is not performed, the display size of the player character will be smaller in the soccer game than in the basketball game, and the visibility will not be good.
[0102] As described above, taking basketball as an example, sports such as soccer, baseball, and rugby are sports in which the ratio of the player's height to the field size is relatively small. In a game that simulates a sport in which the ratio of the player's height to the field size is relatively small, in many cases, just increasing the display size of the player character V2 correspondingly as the virtual camera approaches is not sufficient in terms of visibility for the user.
[0103] In this modification example, by performing the angle-of-view change process or the size change process, it is possible to improve the visibility of the player character even in a game in which the ratio of the player's height to the field size is relatively small.
[0104] [Modification Example 2] In each embodiment, the example in which the change unit 112 and the change unit 112A continuously change the angle-of-view or the size of the player character V2 in the virtual space has been described. However, it is not limited to this, and the change unit 112 and the change unit 112A may change the angle-of-view or the size of the player character V2 in the virtual space stepwise. For example, when the distance L is greater than the threshold value L1, the change unit 112 may apply the angle-of-view r1 obtained from the AR control unit 114, and when the distance L is less than or equal to the threshold value L1, a preset angle-of-view r4 (r4 < r1) may be applied. Also, for example, when the distance L is greater than the threshold value L1, the change unit 112A may apply a magnification factor n1 = 1 to the preset size of the player character, and when the distance L is less than or equal to the threshold value L1, a preset magnification factor n2 (n2 > n1) may be applied.
[0105] [Modification 3] In each embodiment, an example has been described in which the change unit 112 and the change unit 112A narrow the angle of view or change the size of the virtual camera as the virtual camera gets closer to the field area F. Without being limited to this, the change unit 112 and the change unit 112A may not perform the process of narrowing the angle of view or change the size when the virtual camera is inside a predetermined area including a virtual stadium where player characters compete in the virtual space, but may perform the process of narrowing the angle of view or change the size when the virtual camera is inside the predetermined area.
[0106] Here, the predetermined area may be a planar area including the field area F. Specifically, such a predetermined area may be a rectangular area in which the four sides of the field area F are expanded by a predetermined margin, or may be a substantially elliptical area including the field area F.
[0107] The predetermined area may also be a three-dimensional spatial area having a bottom surface that is a plane including the field area F. Specifically, such a predetermined area may be a substantially hemispherical spatial area having the field area F as its bottom surface, or may be a substantially rectangular parallelepiped spatial area having the field area F as its bottom surface.
[0108] In this modified example, the display size of the player character V2 increases by more than the amount by which the information processing device 10 (i.e., the camera 14) is brought closer only when the virtual camera is inside the specified area. Also, when the virtual camera is outside the specified area, the player character V2 is displayed at a display size appropriate to the distance. This makes the change in display size more natural to the user.
[0109] [Other Modifications] In each embodiment, an example has been described in which the camera 14 included in the information processing device 10 is equipped with a fixed focal length lens. However, each embodiment is not limited to this, and can be modified so that the camera 14 is equipped with a zoom lens. In such a configuration, the angle of view of the camera 14 changes. In this case, the AR control unit 114 sets the angle of view of the virtual camera in conjunction with the change in the angle of view of the camera 14. Note that even in this case, the change unit 112 in the first embodiment may obtain the angle of view of the virtual camera set by the AR control unit 114 in conjunction with the change in the angle of view of the camera 14, and change the obtained angle of view.
[0110] Also, in the first embodiment, it has been described that the positional relationship between the real space and the virtual space is temporarily not maintained due to the difference in the angles of view of the camera 14 and the virtual camera. However, the first embodiment can be modified so that the angle of view of the camera 14 is changed in conjunction with the change in the angle of view of the virtual camera. This maintains the positional relationship between the real space and the virtual space. That is, in this modified example, the change unit 112 executes an angle of view change process so that the closer the virtual camera is to the field area F, the narrower the angle of view of the virtual camera is, and changes the angle of view of the camera 14 to the same value as the changed angle of view of the virtual camera. In this case, it is assumed that the information processing device 10 has an angle of view control function that controls the angle of view of the camera 14 without user operation. If the camera 14 has a zoom lens, the angle of view control function controls the camera 14 to change the angle of view of the zoom lens. Also, if the camera 14 has a single-focus lens, the angle of view control function executes a process of generating a captured image in which the angle of view of the camera 14 is pseudo-changed.
[0111] Furthermore, in each embodiment, the display unit 113 can be modified to superimpose a virtual image on a processed, unclear real image. As a result, the field of view image of the virtual reality space displayed on the display device 17 becomes an image in which the real image, which is the background of the virtual image, is blurred. As a result, in the first embodiment, it is possible to further reduce the sense of incongruity felt by the user from the field of view image that is synthesized due to the difference in the angle of view between the virtual image and the real image. Also, in the second embodiment, it is possible to reduce the sense of incongruity felt by the user from the field of view image in which the size of the player character is enlarged.
[0112] In each embodiment, an example has been described in which the placement unit 111 places a plurality of player characters V2 in the virtual space. However, the number of player characters V2 to be placed is not limited to a plurality and may be one depending on the sport.
[0113] 〔summary〕 From the above-described exemplary embodiments, the following configurations can be understood. Note that, in order to facilitate understanding of each embodiment, reference numerals in the drawings are conveniently placed in parentheses below, but this is not intended to limit the present invention to the embodiments shown in the drawings.
[0114] A game program according to one embodiment of the present invention, in order to realize a game simulating a competition, causes a computer including an imaging device (14) and a display device (17) to execute a placement step (S112) of placing a player character (V2) in a virtual space in which a positional relationship with real space is defined, in which a virtual camera is placed at a position in the virtual space corresponding to the position of the imaging device (14) in the real space, a modification step (S120) of changing the angle of view of the virtual camera in accordance with the movement of the imaging device (14) in the real space, and a display step (S122) of displaying on the display device (17) a virtual image of the virtual space captured by the virtual camera superimposed on a real image of the real space captured by the imaging device (14), and in the modification step (S120), the angle of view of the virtual camera is narrowed the closer the virtual camera is to the area in which the player character (V2) is placed.
[0115] Here, when the user wants to increase the display size of the player character, the user moves the imaging device so that the virtual camera moves closer to the player character. In the above configuration, the player character is automatically zoomed in in response to such a user operation (hereinafter also referred to as an operation of moving the imaging device closer, etc.). This increases the display size of the player character by more than the amount of approach, improving the visibility of the player character.
[0116] In particular, in the case of games simulating sports such as soccer, where the ratio of player size to the stadium size is small, the display size that only increases as the player approaches is often insufficient from the viewpoint of visibility, and the above configuration is effective. Also, since the user moves the imaging device closer in order to increase the display size of the player character even if only slightly, there is little sense of incongruity even if the player character is automatically zoomed in as the user moves closer.
[0117] It is preferable that the above-mentioned game program further causes the computer to execute an acquisition step (S116) of acquiring an angle of view of the virtual camera for superimposing the virtual image on the real image so as to match the positional relationship between the real space and the virtual space, and that the change step (S120) changes the angle of view acquired in the acquisition step (S116).
[0118] With the above configuration, when the game program is executed by a computer, a known technique can be used to set the angle of view of a virtual camera for superimposing a virtual image on a real image so as to match the positional relationship between the real space and the virtual space, thereby improving the portability and reusability of the game program.
[0119] In the above-mentioned game program, it is preferable that the changing step (S120) narrows the angle of view of the virtual camera as the distance between the virtual camera and an intersection point where a straight line extending from the virtual camera in the imaging direction intersects with the area becomes smaller.
[0120] With the above configuration, it is possible to realize a game that provides the above-mentioned effects by referring to the distance between the virtual camera and the above-mentioned intersection.
[0121] In the above-described game program, it is preferable that the changing step (S120) does not execute the process of narrowing the angle of view when the distance is greater than a threshold value, but executes the process when the distance is equal to or less than the threshold value.
[0122] With the above configuration, the display size of the player character becomes larger than the amount by which the imaging device is brought closer only when the imaging device is brought closer to the area in which the player character is located to a distance equal to or less than the threshold value, and when the imaging device is farther away than the threshold value, the player character is displayed at a display size appropriate to the distance. This makes the change in display size more natural to the user.
[0123] In the above-mentioned game program, it is preferable that the change step (S120) does not execute the process of narrowing the angle of view when the virtual camera is outside a specified area including a virtual stadium where the player character (V2) competes in the virtual space, but executes the process when the virtual camera is inside the specified area.
[0124] With the above configuration, the display size of the player character increases by more than the amount of approach of the imaging device only when the virtual camera is inside a specified area, and when it is outside the specified area, it is displayed at a size appropriate to the distance. This makes the change in display size more natural to the user.
[0125] In the above-mentioned game program, it is preferable that the changing step (S120) continuously changes the angle of view as the virtual camera approaches the area.
[0126] With the above configuration, the user can display the player character at a display size of his / her choice by adjusting how close the imaging device is to the player.
[0127] In the above-described game program, it is preferable that the changing step (S120) increases the rate of change of the angle of view as the virtual camera approaches the area.
[0128] With the above configuration, the user can increase the display size of the player character more rapidly as he brings the imaging device closer to the player character.
[0129] A game program according to another aspect of the present invention, in order to realize a game simulating a competition, causes a computer including an imaging device (14) and a display device (17) to execute a placement step (S112) of placing a player character (V2) in a virtual space in which a positional relationship with a real space is defined and in which a virtual camera is placed at a position in the virtual space corresponding to the position of the imaging device (14) in the real space, a modification step (S120) of changing the size of the player character (V2) in the virtual space in accordance with the movement of the imaging device (14) in the real space, and a display step (S122) of displaying on the display device (17) a virtual image of the virtual space captured by the virtual camera superimposed on a real image of the real space captured by the imaging device (14), and the modification step (S120) increases the size of the player character (V2) in the virtual space the closer the virtual camera is to the area in which the player character (V2) is placed.
[0130] With the above configuration, as the user moves the imaging device closer to the player character, the player character is automatically enlarged. This makes it possible to enlarge the display size of the player character by more than the amount of the approach, thereby improving the visibility of the player character.
[0131] An information processing device according to one embodiment of the present invention is an information processing device including an imaging device (14) and a display device (17) for realizing a game simulating a competition, and includes: a placement unit that places a player character (V2) in a virtual space in which a positional relationship with a real space is defined, in which a virtual camera is placed at a position in the virtual space corresponding to the position of the imaging device (14) in the real space; a modification unit that changes the angle of view of the virtual camera in accordance with the movement of the imaging device (14) in the real space; and a display unit that displays, on the display device (17), a virtual image of the virtual space captured by the virtual camera superimposed on a real image of the real space captured by the imaging device (14), and the modification unit narrows the angle of view of the virtual camera the closer the virtual camera is to the area in which the player character (V2) is placed.
[0132] The above configuration provides the same effect as the game program described above.
[0133] In a method according to one embodiment of the present invention, a computer including an imaging device (14) and a display device (17) executes an arrangement step (S112) of arranging a player character (V2) in a virtual space in which a positional relationship with a real space is defined in order to realize a game simulating a competition, and in which a virtual camera is arranged at a position in the virtual space corresponding to the position of the imaging device (14) in the real space, a modification step (S120) of changing the angle of view of the virtual camera in accordance with the movement of the imaging device (14) in the real space, and a display step (S122) of displaying on the display device (17) a virtual image of the virtual space captured by the virtual camera superimposed on a real image of the real space captured by the imaging device (14), and the modification step (S120) narrows the angle of view of the virtual camera the closer the virtual camera is to the area in which the player character (V2) is placed.
[0134] The above configuration provides the same effect as the game program described above.
[0135] [Software or hardware implementation examples] In the above-described embodiment and each modified example, an example has been described in which the control unit 110 of the information processing device 10 is realized by software. That is, a program executed by a computer to achieve the object of the present invention is stored in the auxiliary memory 13 of the computer shown in Fig. 2, and the control unit 110 of the information processing device 10 is realized by the processor 11 reading and executing the program.
[0136] In this case, the auxiliary memory 13 for storing the above program may be a "non-transitory tangible medium", such as a ROM (Read Only Memory), as well as a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, etc.
[0137] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communication network or a broadcast wave). Another aspect of the present invention may be realized in the form of a data signal embedded in a carrier wave, in which the program is embodied by electronic transmission.
[0138] The control unit 110 of the information processing device 10 is not limited to being realized by software, but may be realized by a logic circuit (hardware) formed on an integrated circuit (IC chip) or the like.
[0139] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention. [Explanation of symbols]
[0140] 10, 10A Information processing device 11 Processors 12 Main Memory 13 Auxiliary Memory 14 Camera 15 Touch Panel 16 Position Sensors 17 Display device 18 Input Devices 110 Control section 111 Placement section 112, 112A Changes 113 Display section 114 AR control section 115 Game Progression Section
Claims
1. In order to realize a game in which a character object is placed in a game field in a virtual space, a computer including an imaging device and a display device is provided with: a placement step of placing a character object in a game field of the virtual space, the virtual space having a positional relationship with a real space defined, the virtual camera being placed at a position in the virtual space corresponding to a position of the imaging device in the real space; a changing step of changing an angle of view of the virtual camera in response to a movement of the imaging device in the real space; a display step of displaying, on the display device, a virtual image of the virtual space captured by the virtual camera, superimposed on a real image of the real space captured by the imaging device; The changing step narrows the angle of view of the virtual camera as the virtual camera is closer to the game field on which the character object is placed.
2. The computer includes: acquiring an angle of view of the virtual camera for superimposing the virtual image on the real image so as to match a positional relationship between the real space and the virtual space; The changing step changes the angle of view acquired in the acquiring step. The game program according to claim 1 .
3. 3 . The computer-readable storage medium according to claim 1 , wherein the changing step narrows the angle of view of the virtual camera as a distance between the virtual camera and an intersection point where a straight line extending from the virtual camera in an imaging direction intersects with the game field decreases.
4. The computer-readable storage medium according to claim 3 , wherein the changing step does not execute the process of narrowing the angle of view when the distance is greater than a threshold value, but executes the process of narrowing the angle of view when the distance is equal to or smaller than the threshold value.
5. In order to realize a game in which a character object is placed in a game field in a virtual space, a computer including an imaging device and a display device is provided with: a placement step of placing a character object in a game field of the virtual space, the game field being defined by a positional relationship with a real space, and a virtual camera being placed at a position in the virtual space corresponding to a position of the imaging device in the real space; a changing step of changing a size of the character object in the virtual space in response to a movement of the imaging device in the real space; a display step of displaying, on the display device, a virtual image of the virtual space captured by the virtual camera, superimposed on a real image of the real space captured by the imaging device; Run the command, The change step increases a size of the character object in the virtual space as the virtual camera approaches the game field on which the character object is placed.
6. An information processing device including an imaging device and a display device for realizing a game in which a character object is placed on a game field in a virtual space, a placement unit that places the character object in the virtual space, the virtual space having a positional relationship with a real space defined, and a virtual camera is placed at a position in the virtual space corresponding to a position of the imaging device in the real space; a change unit that changes an angle of view of the virtual camera in response to a movement of the imaging device in the real space; a display unit that displays, on the display device, a virtual image of the virtual space captured by the virtual camera, superimposed on a real image of the real space captured by the imaging device, The change unit narrows the angle of view of the virtual camera as the virtual camera is closer to the game field on which the character object is placed.
7. A computer including an imaging device and a display device, In order to realize a game in which a character object is placed on a game field in a virtual space, a placement step of placing the character object in the virtual space, the virtual space having a positional relationship with a real space defined, and a virtual camera being placed at a position in the virtual space corresponding to a position of the imaging device in the real space; a changing step of changing an angle of view of the virtual camera in response to a movement of the imaging device in the real space; a display step of displaying, on the display device, a virtual image of the virtual space captured by the virtual camera, superimposed on a real image of the real space captured by the imaging device; The changing step narrows the angle of view of the virtual camera as the virtual camera is closer to the game field on which the character object is placed.
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