Game processing program, game processing method, and game system

The game processing program simplifies player interactions in virtual reality games by identifying and outputting assist information for focused objects, addressing the complexity of instructions and enhancing player engagement.

JP7656841B2Active Publication Date: 2025-04-04GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2023148503
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-13
Publication Date
2025-04-04
Estimated Expiration
2038-05-01

AI Technical Summary

Technical Problem

In virtual reality games, the complexity of player instructions for interacting with virtual space information leads to cumbersome operations, potentially deterring players due to the hassle of real-space movements.

Method used

A game processing program that outputs virtual space information to a head-mounted display, featuring a progress management unit that identifies and outputs assist information related to the player's focused objects, simplifying instructions and enhancing interaction.

Benefits of technology

The solution enables smooth and efficient output of instructions related to virtual space information, improving player interaction and reducing the complexity of operations, thereby maintaining player interest.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enable smooth output of an instruction related to the display of a virtual image.SOLUTION: A game processing program that causes a control unit to output virtual space information to a head-mounted display 10 mounted on a player's head causes a control unit 21 to function as: an object specification unit for setting the area of interest of a player that is specified by using the orientation of the head-mounted display 10 to a part of the image to be displayed on the head-mounted display 10 and specifying the object at least a part of which is located in the area of interest as an object that the player gazes at; and a progress management unit for outputting assist information that is related to the object specified by the object specification unit and is disclosed by being specified, on condition that the player has a predetermined item.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention displays an image of a virtual space on a display. Game processing program, game processing method, and game system Regarding. [Background technology]

[0002] A head mounted display (hereinafter, referred to as HMD) is worn on the user's head and displays an image of a virtual space toward the user. Objects included in the image of the virtual space are selected by the user operating a controller (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2005-339267 A Summary of the Invention [Problem to be solved by the invention]

[0004] Virtual reality games (hereafter referred to as VR games) use images of a virtual space displayed by an HMD as game images. The selection of objects in the game images, the movement of objects, the creation of objects, the destruction of objects, etc. are carried out according to the player's instructions.

[0005] Most of the instructions from the player are usually received only by operating the controller. Increasing the variety of instructions and the opportunities to give instructions attracts the player to the game, but it also increases the number of complicated and cumbersome operations, such as operating multiple buttons at the same time. The cumbersomeness of operations in the real world can also cause players to lose interest in the virtual world.

[0006] An object of the present invention is to enable smooth output of instructions relating to the output of virtual space information. [Means for solving the problem]

[0007] A program for solving the above problem is a game processing program that causes a control unit to output virtual space information to a head mounted display worn on a player's head, and causes the control unit to function as an object identification unit that sets the player's attention area, identified using the orientation of the head mounted display, as part of an image to be displayed on the head mounted display, and identifies an object having at least a portion located in the attention area as an object that the player is gazing at, and a progress management unit that outputs assist information related to the object identified by the object identification unit and that is made public upon identification, on the condition that the player has a specified item.

[0008] In the above program, when the identified object is a character, the progress management section may output an ability of the character as the assist information. In the above program, when the identified object is an item, the progress management unit may output a benefit or reward generated from the item as the assist information.

[0009] In the above program, when the identified object is a character, the progress management section may output information relating to the psychology of the character as the assist information.

[0010] In the above program, when the identified object is a character, the progress management section may output, as the assist information, information regarding a position or area where an attack on the character will be effective.

[0011] In the above program, when the identified object has contents, the progress management section may display an image of the contents. With regard to the above program, the progress management section may output the assist information as text information.

[0012] With respect to the above program, the progress management section may output the assist information as sound. In the above program, the object identification unit may identify an object following the movement of the attention area in the virtual space as an object that a player is gazing at.

[0013] With regard to the above program, the object identification unit may determine that an object that has been identified as being gazed upon by a player is not being gazed upon by the player when at least a portion of the object continues to be obstructed by an obstacle for a predetermined period of time. With regard to the above program, when the object identified as being gazed upon by the player is a moving object, the object identification unit may determine that the player continues to gaze upon the object during a period in which at least a portion of the object is obstructed from display by an obstacle.

[0014] An information processing method that solves the above problem is an information processing method in which a control unit outputs virtual space information to a head-mounted display worn on a player's head, wherein the control unit sets a focus area of ​​the player identified using the orientation of the head-mounted display as part of an image to be displayed on the head-mounted display, and identifies an object having at least a portion located in the focus area as an object that the player is gazing at, and outputs assist information related to the identified object, which is made public by the object being identified, on the condition that the player has a specified item.

[0015] An information processing device that solves the above problem is an information processing device equipped with a control unit that outputs virtual space information to a head-mounted display worn on the player's head, and the control unit executes the steps of setting the player's attention area, identified using the orientation of the head-mounted display, as part of an image to be displayed on the head-mounted display, and identifying an object, at least a portion of which is located in the attention area, as an object that the player is gazing at, and outputting assist information related to the identified object, which is made public by being identified, on the condition that the player has a specified item. Effect of the Invention

[0016] According to the game processing program, the game processing method, and the game processing device of the present invention, it is possible to smoothly execute instructions relating to the output of virtual space information. [Brief description of the drawings]

[0017] [Figure 1] FIG. 1 is a configuration diagram showing the configuration of an embodiment of a game processing device together with the configuration of an HMD. [Diagram 2] FIG. 2 illustrates the coordinate system used to determine the position and orientation of the player's head. [Diagram 3] FIG. 4 is a diagram showing each piece of information included in object information. [Figure 4] FIG. 4 is a diagram showing each piece of information included in attention area information. [Diagram 5] FIG. 4 is a space diagram showing the position of a region of interest in a virtual space. [Figure 6] 10 is a flowchart showing a procedure for outputting assist information. [Figure 7] 1A is an image showing an example of identifying a gaze object, FIG. 1B is an image showing an example of output of assist information, and FIG. 1C is an image showing an example of output of assist information. [Figure 8] 13A and 13B are image diagrams showing an example of output of assist information. [Figure 9]1A is an image diagram showing an example of identifying a gaze object, FIG. 1B is an image diagram showing an example of continuing to identify a gaze object, and FIG. 1C is an image diagram showing an example of output of assist information. [Figure 10] 1A is an image showing an example of identifying a gaze object, and FIG. 1B is an image showing an example of output of assist information. [Figure 11] 1A is an image diagram showing a state before a gaze object is specified, FIG. 1B is an image diagram showing an example of a gaze object being specified, and FIG. 1C is an image diagram showing an example of output of assist information. [Figure 12] FIG. 1 is a space diagram showing the position of a gaze object in a virtual space. [Figure 13] 1A is an image showing an example of identifying a gaze object, and FIG. 1B is an image showing an example of output of assist information. [Figure 14] FIG. 1 is a block diagram showing a hardware configuration of a game processing device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0018] An embodiment of the program, the information processing method, and the information processing device will be described below. The game processing device identifies an object (gaze object) that the player is gazing at from an image of the virtual space displayed on the HMD. The game processing device extracts information (assist information) that is advantageous to the progress of the game for the identified gaze object, and outputs the extracted assist information to the HMD.

[0019] [HMD] 1, the HMD 10 includes an HMD control unit 11, a sensor 12, a display 13, and a speaker 14. The HMD 10 outputs various information to a game processing device 20, and receives various information from the game processing device 20.

[0020] The sensor 12 detects the position and orientation of the HMD 10 in real space. The sensor 12 includes at least one of a gyro sensor, an acceleration sensor, a geomagnetic sensor, etc. For example, the sensor 12 may further include a gaze sensor to directly detect the direction in which the player's gaze is directed (gaze direction).

[0021] The HMD control unit 11 calculates the head direction (viewpoint and line of sight direction) of the player P using the results detected by the sensor 12. The HMD control unit 11 may calculate the head position in addition to the head direction of the player P. When calculating the head direction, the HMD control unit 11 calculates it as an angle around each axis. When calculating the head position, the HMD control unit 11 calculates the position in three axial directions. For example, as shown in FIG. 2, the three axes are the X-axis along the horizontal direction, the Y-axis along the vertical direction, and the Z-axis along the depth direction. The angles around the axes are pitch θp indicating the rotation direction around the X-axis, yaw θy indicating the rotation direction around the Y-axis, and roll θr indicating the rotation direction around the Z-axis.

[0022] The HMD control unit 11 includes an input / output interface, and transmits the direction of the head of the player P to the game processing device 20. When the HMD control unit 11 calculates the position of the head of the player P, it transmits the head position to the game processing device 20. The game processing device 20 calculates the position and direction of the player P in the virtual space V (the viewpoint of the camera and the line of sight direction of the camera) from the position and direction of the head of the player P, etc.

[0023] The display 13 is an example of a display device. The display 13 outputs a parallax image, allowing the player P to visually recognize a stereoscopic image with a sense of depth. The game processing device 20 extracts image data for outputting the parallax image, based on the position and orientation of the player P in the virtual space V. The game processing device 20 transmits the extracted image data to the HMD 10. The HMD control unit 11 uses the signal received from the game processing device 20 to cause the display 13 to display an image of the virtual space V.

[0024] The speaker 14 outputs game sounds such as sound effects, voices, and music played in the background of the parallax images. The game processing device 20 grasps the progress of the game and generates sound data for outputting sounds appropriate to the progress of the game. The game processing device 20 transmits the generated sound data to the HMD 10. The HMD control unit 11 uses the signal received from the game processing device 20 to cause the speaker 14 to output sounds.

[0025] [Operator] The controller 30 is configured to be capable of communicating with the HMD 10 associated with the controller 30 via wired or wireless communication, and is carried by the player P by the player P holding the controller 30 in his / her hand or by the player P wearing the controller 30 on his / her hand or arm.

[0026] The controller 30 includes an information processing unit 31, a tracking information detection unit 32, and an operation unit 33. The information processing unit 31 may include a processor, a memory, a communication interface, and the like. The information processing unit 31 outputs a signal corresponding to the detection result of the tracking information detection unit 32 and a signal corresponding to an operation on the operation unit 33 to the HMD 10. The HMD 10 outputs a signal corresponding to the signal input from the controller 30 to the game processing device 20.

[0027] [Game processing device] The game processing device 20 is composed of various hardware elements such as a central processing unit, a memory, and an application specific integrated circuit. The game processing device 20 includes a control unit 21, which is an example of a control device, and a storage unit 22. Note that the game processing device 20 and the HMD 10 may be in a relationship in which one HMD 10 is connected to one game processing device 20, or in which multiple HMDs 10 are connected to one game processing device 20.

[0028] The control unit 21 causes the hardware elements to execute a game processing program, and functions as an object identification unit 21A and a progress management unit 21B. The storage unit 22 stores various information used in the progress of the game. The information stored in the storage unit 22 includes image information 22A, object information 22B, attention area information 22C, assist information 22D, and game sound information 22F.

[0029] Image information 22A is an example of virtual space information, and is information for displaying an image of virtual space V. The image of virtual space V includes an image that serves as the background of virtual space V, and images of objects that exist in virtual space V. The objects that exist in virtual space V include objects that exist only in virtual space V, and objects that exist in virtual space V in correspondence with real space. Virtual space V is, for example, a collection of a finite number of elements (polygons).

[0030] An object is a unit element of an image to be displayed on the display 13. Examples of objects include game characters such as a player character, an enemy character, a friendly character, a neutral character, and a character to be developed, targets in a shooting game, a simulation fishing game, a simulation sports game, and the like, and avatars such as a player P or a character. Examples of objects include game items such as weapons, armor, magic, vehicles, buildings, and dress-up items. Examples of objects include indexes such as text, icons, and maps. Examples of objects include: The gaze object includes an identifiable object and an unidentifiable object. The objects include an object that can be selected by the operation of the player P and an object that cannot be selected.

[0031] 3, object information 22B includes an object identifier, an object type, and an object position in virtual space V. Object information 22B can also include an object movement direction and an object movement speed.

[0032] The type of object indicates whether or not it can be specified as a gaze object. The type of object also indicates whether or not it can be selected by an operation of the player P. The type of object also indicates whether or not the object is a moving object. The moving direction of the object is a direction according to the direction in which the object is facing or the direction in which other objects are facing. The moving speed of the object is a preset speed or a speed that matches the moving speed of other objects. The position, moving direction, and moving speed of the object are updated by the control unit 21 as the game progresses.

[0033] 4, the attention area information 22C includes the position of the attention area Z in the virtual space V. The attention area information 22C can also include the movement direction of the attention area Z and the movement speed of the attention area Z.

[0034] As shown in FIG. 5, the attention area Z is a range in which it is estimated that the player P is paying attention in the virtual space V. The attention area Z is located, for example, in the center of the image displayed by the HMD 10. The attention area Z is surrounded by a predetermined frame, such as a rectangular frame or a circular frame, having a predetermined size in the line of sight D of the player P. The movement direction DZ of the attention area Z is the direction in which the attention area Z moves during a predetermined period until it reaches its latest position. The movement speed of the attention area Z is the speed at which the attention area Z moves during a predetermined period until it reaches its latest position. The attention area information 22C is updated by the control unit 21 as the game progresses.

[0035] The assist information 22D is an example of virtual space information, and is information associated with an object identifier. The assist information 22D is, for example, information that is advantageous to the progress of a game. The assist information 22D defines the output format of the assist information 22D in the HMD 10. The output format of the assist information 22D is image output, audio output, or a combination of these. The progress management unit 21B refers to the currently gazed object, and extracts information associated with the gazed object from the assist information 22D. When the progress management unit 21B determines that it is a situation to output the assist information 22D, it causes the HMD 10 to output the extracted assist information 22D in the output format defined therefor.

[0036] The game sound information 22F is an example of virtual space information, and is information for outputting game sounds from the HMD 10. The progress management unit 21B extracts information for outputting game sounds to be recognized by the player P from the game sound information 22F, and transmits the extracted information to the HMD 10.

[0037] [Identifying areas of interest] The object identification unit 21A identifies the field of view (angle of view) of the player P in the virtual space V based on the direction of the head of the player P. If the head position has been calculated, the head position may be used. The object identification unit 21A extracts information for displaying an image according to the field of view of the player P from the image information 22A, and transmits the extracted information to the HMD 10.

[0038] The object identification unit 21A identifies the attention area Z. The object identification unit 21A sets the attention area Z in the center of the angle of view identified according to the direction of the player P's head.

[0039] The object identification unit 21A may identify the attention area Z using a line of sight identified according to the direction of the head of the player P. A known method is used to identify the line of sight of the player P in the virtual space V. For example, the object identification unit 21A identifies a straight line connecting the left eye position and the right eye position in the virtual space V based on the direction of the head of the player P, and identifies a straight line that extends in a direction perpendicular to the straight line and passes through a midpoint between the left eye position and the right eye position as the line of sight. Alternatively, the object identification unit 21A identifies a gaze point F (see FIG. 5) that is an intersection between the line of sight of the right eye and the line of sight of the left eye based on the result of the line of sight detected by the sensor 12. The object identification unit 21A may identify a straight line that passes through the midpoint between the right eye position and the left eye position and the identified gaze point F as the line of sight. For example, the object identification unit 21A identifies a predetermined frame located in a line of sight direction D from the viewpoint of the player P in the virtual space V as the attention area Z. The object identification unit 21A identifies the attention area Z and updates the attention area information 22C every time information for identifying the attention area Z, such as the position and orientation of the head of the player P, is input.

[0040] As a first region example for identifying the attention region Z, the object identification unit 21A identifies, for example, an area centered on the line of sight of the player P as the attention region Z. When the line of sight of the player P is calculated only from the position and orientation of the player P's head, the attention region Z is identified regardless of the gaze point F of the player P. That is, the attention region Z in the first gaze example may or may not include the gaze point F of the player P. Then, every time the object identification unit 21A inputs the position and orientation of the player P's head, it identifies the attention region Z based thereon and updates the attention region information 22C.

[0041] As a second example of the region for identifying the attention region Z, the object identification unit 21A identifies, for example, a region in the direction of the line of sight of the player P and centered on the gaze point F as the attention region Z. When the line of sight of the player P is calculated based on the position and direction of the player P's head and further the line of sight of the right eye and the left eye, the attention region Z is identified based on the gaze point F of the player P. Then, each time the object identification unit 21A inputs the position and direction of the head of the player P and the line of sight of the right eye and the left eye, it identifies the attention region Z based on this and updates the attention region information 22C.

[0042] Note that the object identification unit 21A tracks the position of the attention area Z for a predetermined period up to the present, for example, and updates the movement of the attention area Z in the virtual space V each time the attention area Z is identified.

[0043] [Identify Object] The object identification unit 21A identifies a gaze object from within an image of the virtual space V displayed on the HMD 10. Every time information for identifying a gaze object is input, the object identification unit 21A refers to the object information 22B, identifies the gaze object, and updates the gaze object.

[0044] The object identification unit 21A uses, for example, the positions of each identifiable object displayed on the HMD 10 and the position of the latest attention area Z as a first gaze example for identifying the gaze object. Then, the object identification unit 21A identifies an object at least a part of which is located in the attention area Z as the gaze object. Note that when multiple objects are located in the current attention area Z, the object identification unit 21A identifies, for example, the object closest to the center of the attention area Z or the object closest to the gaze point F as the gaze object.

[0045] The object identification unit 21A uses, for example, the position of each identifiable object displayed on the HMD 10 and the position of the latest attention area Z as a second gaze example for identifying the gaze object. Then, the object identification unit 21A measures the time for each object to remain located in the latest attention area Z, and identifies an object whose at least a portion remains located in the attention area Z for a predetermined period as the gaze object. Note that when multiple objects remain located in the attention area Z for a predetermined period, the object identification unit 21A identifies, for example, the object closest to the center of the attention area Z or the object closest to the gaze point as the gaze object.

[0046] As a third gaze example for identifying the gaze object, the object identification unit 21A uses, for example, the positions of each identifiable object displayed on the HMD 10 and the position of the gaze point F. Then, the object identification unit 21A identifies the object located at the gaze point F as the gaze object. Note that when multiple objects are located at the gaze point F, the object identification unit 21A identifies, for example, the object closest to the viewpoint of the player P in the virtual space V as the gaze object.

[0047] As a fourth gaze example for identifying the gaze object, the object identification unit 21A uses, for example, the movement (movement direction and movement speed) of each identifiable object displayed on the HMD 10 and the movement (movement direction and movement speed) of the attention area Z during a predetermined period up to the present. Then, the object identification unit 21A identifies an object following the movement of the attention area Z in the virtual space V as the gaze object. Note that when multiple objects are following the movement of the attention area Z, the object identification unit 21A identifies, for example, an object with the smallest amount of movement relative to the attention area Z as the gaze object.

[0048] As a fifth gaze example for identifying a gaze object, the object identification unit 21A judges whether the identified gaze object is a moving object. When the identified gaze object is a moving object, the object identification unit 21A continues to identify the object as the gaze object even if at least a part of the object is blocked from display by another object (obstacle). In contrast, when the identified gaze object is a stationary object, the object identification unit 21A cancels the identification of the object when at least a part of the object is blocked from display by an obstacle.

[0049] As a sixth gaze example for identifying a gaze object, the object identification unit 21A determines whether the identified gaze object is blocked by an obstacle. Then, the object identification unit 21A determines the time during which the object is blocked by the obstacle, and when at least a part of the object continues to be blocked by the obstacle for a predetermined period of time, the object identification unit 21A cancels the identification of the object.

[0050] [Assist processing] The progress management unit 21B manages the progress of the game so as to accept an operation by the player P and cause the HMD 10 to perform an output based on the accepted operation. The progress management unit 21B accepts the gaze of the player P on an object as one of the operations by the player P.

[0051] The progress management unit 21B monitors the progress of the game and judges whether or not the condition for outputting the assist information 22D is met. When the condition for outputting the assist information 22D is met and a gaze object is identified, the progress management unit 21B causes the HMD 10 to output the assist information 22D. The condition for outputting the assist information 22D is, for example, that the game has progressed to a predetermined stage. Also, the condition for outputting the assist information 22D is, for example, that a parameter associated with the player has reached a predetermined value. In addition, the condition for outputting the assist information 22D is, for example, that the player has a predetermined game medium. The predetermined stage is, for example, a stage where the operation with the controller becomes complicated, and the predetermined level is, for example, a level where the operation with the controller becomes complicated. The game medium is electronic data used in a game realized by the game processing device 20, and can be acquired, owned, used, managed, exchanged, synthesized, strengthened, sold, discarded, donated, or used in a manner other than the above by a user in the game. The game medium includes, for example, cards, items, virtual currency, tickets, characters, avatars, level information, status information, and parameter information (such as physical strength value and attack power), ability information skills, abilities, spells, jobs, and various other electronic data usable in the game. The game medium usable by the game processing device 20 and the manner of use thereof are not limited to those specified in this specification.

[0052] The progress management unit 21B refers to the gaze object identified by the object identification unit 21A, and extracts the assist information 22D associated with the gaze object. The progress management unit 21B causes the HMD 10 to output the extracted assist information 22D.

[0053] As a first output example of causing the HMD 10 to output the assist information 22D, the progress management unit 21B causes, for example, a future state of a gazed object to be output to the HMD 10. The future state of the gazed object is obtained by the progress management unit 21B acquiring a state of the attention object after a predetermined time has elapsed.

[0054] For example, if the gaze object is a game character, the future situation of the gazed object is the movement of the game character, which is the movement performed immediately after the output of assist information 22D indicating the future situation. Also, if the gaze object is a game item, the future situation of the object is the movement of the game item, which is the movement performed immediately after the output of assist information 22D indicating the future situation. Alternatively, assist information 22D may be a combination of information indicating multiple types of future situations.

[0055] For example, the progress management unit 21B causes the HMD 10 to display the trajectory of the gaze object as the future state of the gaze object. Also, the progress management unit 21B causes the HMD 10 to display or to output by voice the destination of the gaze object as the future state of the gaze object.

[0056] As a second output example of causing the HMD 10 to output the assist information 22D, the progress management unit 21B causes, for example, the attribute of the gazed object to be output to the HMD 10. The attribute of the gazed object is an attribute that is only revealed when the object is identified as the gazed object.

[0057] For example, if the gaze object is a game character, the attributes of the gaze object are the strong points and weak points of the game character, the position or area where an effective attack can be made, and the psychology of the game character. Also, if the gaze object is a game item, the attributes of the gaze object are the benefits or rewards generated by the game item.

[0058] For example, the progress management unit 21B causes the HMD 10 to display the abilities, strengths, weaknesses, psychology, etc. of the game character as text associated with the gaze object. Also, the progress management unit 21B causes the HMD 10 to output the abilities, strengths, weaknesses, psychology, etc. of the gaze object as attributes of the gaze object by voice. Alternatively, the assist information 22D may be a combination of information indicating multiple types of attributes.

[0059] The progress management unit 21B outputs assist information 22D to the HMD 10 as a third output example. Then, an image indicating that the gaze object has transitioned to a selected state is output to the HMD 10. At this time, the progress management unit 21B may cause other objects generated by the operation of the player P to follow the movement of the gaze object in the selected state.

[0060] For example, the progress management unit 21B may display an indicator indicating that the gaze object has transitioned to a selected state around the gaze object. Alternatively, the progress management unit 21B may change the display mode of the gaze object. For example, the progress management unit 21B may make the attack destination of the weapon generated by the operation of the player P follow the gaze object in the selected state.

[0061] As a fourth output example of causing the HMD 10 to output the assist information 22D, the progress management unit 21B causes the HMD 10 to output, for example, an image of the visual field of the gaze object in the virtual space V for a predetermined period of time.

[0062] For example, when the object identification unit 21A identifies the gaze object, the progress management unit 21B causes the object identification unit 21A to change the direction for extracting an image to a direction from the gaze object toward the viewpoint of the player P. The progress management unit 21B also causes the object identification unit 21A to change the image to be extracted by the object identification unit 21A, centering on the changed direction. Then, the progress management unit 21B causes the HMD 10 to output an image of the field of view of the gaze object in the virtual space V for a predetermined period from the identification of the gaze object.

[0063] Furthermore, the output mode of the assist information 22D may be changed according to at least one of the parameters associated with the player P and the game medium owned by the player P. For example, if the parameters associated with the player P satisfy a predetermined condition, a future situation up to 1 second after the time of outputting the assist information 22D may be output, and if the predetermined condition is not satisfied, a future situation up to 0.5 seconds after the time of outputting the assist information 22D may be output. If the parameters associated with the player P satisfy a predetermined condition, an object may be in a selected state for a predetermined first time, and if the predetermined condition is not satisfied, an object may be in a selected state for a predetermined second time shorter than the first time. If the parameters associated with the player satisfy a predetermined condition, multiple objects may be selectable, and if the predetermined condition is not satisfied, only one object may be selectable. If the parameters associated with the player satisfy a predetermined condition, the assist information 22D may be output as not only an image but also a sound, and if the predetermined condition is not satisfied, the assist information 22D may be output as only an image. Alternatively, if the parameters associated with the player satisfy a predetermined condition, the assist information 22D may be output, and if the parameters do not satisfy the predetermined condition, the assist information 22D may not be output.

[0064] [Game Processing] 6, when a game is started, the progress management unit 21B judges whether the game progress status is a situation in which assist information 22D should be output (step S11). If the progress management unit 21B judges that the game progress status is not a situation in which assist information 22D should be output (NO in step S11), the progress management unit 21B repeats the judgment of whether the game progress status is a situation in which assist information 22D should be output (NO in step S14) until the game progress status changes to a situation in which assist information 22D should be output.

[0065] When the progress management unit 21B determines that the assist information 22D is to be output (YES in step S11), the object identification unit 21A determines whether or not a gaze object exists in the image of the virtual space V displayed on the HMD 10 (step S12). When the control unit 21 determines that a gaze object does not exist (NO in step S12), Until the gaze object is identified from within the image of the space V, the output determination of the assist information 22D (step S11) and the presence determination of the gaze object (step S12) are repeated.

[0066] When the object identification unit 21A determines that a gaze object exists (YES in step S12), the progress management unit 21B outputs the assist information 22D (step S13). Then, when the progress management unit 21B completes the output of the assist information 22D (YES in step S14), it ends the output process of the current assist information 22D.

[0067] The order of determining whether or not the situation requires the output of the assist information 22D (step S11) and determining whether or not a gaze object exists (step S12) does not matter. For example, the determination whether or not a gaze object exists (step S12) may be performed first, and when the gaze object is identified (YES in step S12), the determination whether or not the situation requires the output of the assist information 22D (step S11) may be performed. Alternatively, the determination process of step S11 and the determination process of step S12 may be performed in parallel, and when a gaze object exists and the situation requires the output of the assist information 22D, the assist information 22D may be output.

[0068] [Example output] An output example of the assist information 22D will be described below. Fig. 7 shows a first output example in which the future state of the gaze object is output as the assist information 22D. In the example shown in Fig. 7, the game processing device 20 specifies the attention area Z according to the first area example or the second area example, and specifies the gaze object according to the first gaze example or the second gaze example.

[0069] The game processing device 20 specifies a gaze object from among the objects 50 displayed on the HMD 10 based on the position of the attention area Z. For example, as shown in Fig. 7(a), the game processing device 20 specifies an enemy character 50F at least a part of which is located in the attention area Z, or an enemy character 50F at least a part of which is located in the attention area Z for a predetermined period of time, as the gaze object. The enemy character 50F holds a sword 51, which is a game item, as an object associated with the gaze object.

[0070] Each time the game processing device 20 identifies a gaze object, it extracts the assist information 22D associated with the gaze object. For example, the game processing device 20 extracts the assist information 22D associated with the enemy character 50F. The assist information 22D associated with the enemy character 50F is the situation (future situation) of the enemy character 50F immediately after the output of the assist information 22D.

[0071] For example, the future state of the enemy character 50F includes a state in which the enemy character 50F attacks the player character and a state in which the enemy character 50F escapes from the player character. The game processing device 20, for example, predicts a movement to be selected by the enemy character 50F from the progress of the game. Then, the game processing device 20 extracts, as the assist information 22D, the movement of the enemy character 50F, the movement of the sword 51, and sound effects associated therewith immediately after output of the assist information 22D.

[0072] When the game processing device 20 determines that it is possible to output the assist information 22D, it causes the HMD 10 to output the future state of the watched character, i.e., the future state of the enemy character 50F. For example, the game processing device 20 may display an image of the enemy character 50F approaching the player P, as shown in FIG. 7(b). The position of the character 50F indicated by the dashed line in FIG. 7(b) indicates the future position, which is the position of the enemy character 50F when a predetermined advance time has elapsed. The advance time is a fixed time, for example, one second. Alternatively, the advance time may be, The advance time is a fixed time set separately for each character, or is a variable time that changes depending on the time the enemy character 50F is gazed upon.

[0073] The future position of the enemy character 50F is the position of the enemy character 50F when the preceding time has elapsed. Alternatively, the future position of the enemy character 50F is the position of the enemy character 50F after the preceding time has elapsed. The enemy character 50F indicated by the dashed line is the future enemy character 50F and is an example of the future situation of the enemy character 50F. The display of the future enemy character 50F continues until a predetermined time has elapsed. Alternatively, the display of the future enemy character 50F flashes while the predetermined time has elapsed.

[0074] The future enemy character 50F is erased when a predetermined time has elapsed. Alternatively, the future enemy character 50F is erased before the advance time has elapsed since the future enemy character 50F was displayed. Alternatively, the future enemy character 50F is erased when the advance time has elapsed since the future enemy character 50F was displayed. In other words, the future enemy character 50F is erased at the timing when the enemy character 50F shown by the solid line and the enemy character 50F shown by the dashed line overlap after the future enemy character 50F shown by the dashed line is displayed.

[0075] As shown in Fig. 7(c), an image of a slashing attack 52 (prediction line) that an enemy character 50F approaching the player P will send toward the player P may be displayed as a future situation. In Fig. 7(c), the slashing attack 52 indicates the movement of the sword 51 held by the future enemy character 50F, but if the position of the future enemy character 50F is the same as the position of the current enemy character 50F, the future enemy character 50F may not be displayed. Alternatively, even if the position of the future enemy character 50F is different from the position of the current enemy character 50F, the future enemy character 50F may not be displayed and only the movement of the sword 51 held by the future enemy character 50F may be displayed.

[0076] The slashing attack 52 by the future enemy character 50F indicates, for example, the trajectory of the sword 51 from the time when the advance time has elapsed until a predetermined action time (for example, one second) has elapsed. The action time that determines the trajectory of the sword 51 is the time from when the future enemy character 50F starts a predetermined action using the sword 51 to when it is completed. Alternatively, the action time that determines the trajectory of the sword 51 is a fixed time of one second from when the future enemy character 50F starts a predetermined action using the sword 51. The slashing attack 52 by the future enemy character 50F is erased before the advance time has elapsed since the slashing attack 52 by the future enemy character 50F is displayed. Alternatively, the slashing attack 52 by the future enemy character 50F is erased when the advance time has elapsed since the slashing attack 52 by the future enemy character 50F is displayed. Alternatively, the slashing attack 52 by the future enemy character 50F is erased in order from the part traced by the sword 51 held by the enemy character 50F. The game processing device 20 may then cause the HMD 10 to output a "zubababa" sound effect together with the display of the slashing attack 52.

[0077] This allows the player P to predict the progress of the game by an instruction operation of gazing at the screen. Predicting the progress of the game means grasping whether the enemy character 50F will attack or not, and if so, how the enemy character 50F will attack.

[0078] Furthermore, the player P's visual observation of an object is usually a movement for grasping the progress of the game, and is a movement that is repeated throughout the entire period during which the game progresses. The player P's gaze at an object is also an extension of this visual observation. In other words, the player P's gaze at an object is an extension of the natural movement that the player P can take to progress through the game. The game processing device 20 employs this extension of the natural movement as the operation itself. This makes it possible to facilitate the operation of displaying the future situation. do.

[0079] Also, gazing at the enemy character 50F is also an expression of the thought of wanting to predict the movement of the enemy character 50F. And outputting an image of the enemy character 50F approaching the player P, or outputting an image of the enemy character 50F sending a slashing attack 52 toward the player P, is a materialization of the player P's thoughts. That is, the game processing device 20 changes the output in the virtual space V according to the movement in the real space of the player P sending his thoughts, and further outputs images and sounds that materialize the player P's thoughts. Therefore, it is possible to increase the satisfaction with the game and have the player play the VR game repeatedly.

[0080] Fig. 8(a) shows an example (second output example) in which the attribute of the gaze object is output as the assist information 22D. In the example shown in Fig. 8(a), the game processing device 20 specifies the attention area Z according to the first area example or the second area example, and specifies the gaze object according to the first gaze example or the second gaze example.

[0081] The game processing device 20 specifies the enemy character 50F as the gaze object, in the same manner as in the example shown in Fig. 7. Next, the game processing device 20 extracts the assist information 22D associated with the enemy character 50F.

[0082] At this time, the game processing device 20 grasps the progress of the game and determines which attribute should be output as the assist information 22D. For example, in a situation where it is estimated that the player P is fixated on defeating the enemy character 50F, the game processing device 20 sets the weak points of the enemy character 50F and the positions or areas where attacks are effective as attributes of the enemy character 50F. Note that the weak points of the enemy character 50F are attributes that are revealed only when the enemy character 50F is specified as a gaze object, that is, when the enemy character 50F is gazed upon by the player P.

[0083] When the game processing device 20 determines that the assist information 22D can be output, it causes the HMD 10 to display a weak point indicator 53 of the enemy character 50F as shown in Fig. 8(a). The weak point indicator 53 of the enemy character 50F is, for example, a display effect that emphasizes the right wing of the enemy character 50F, which is a weak point, and a low defense value "-12" that indicates that it is a weak point.

[0084] This allows the player P to grasp the attributes by an instruction operation of gazing. In addition, when it is estimated that the player P is fixated on defeating the enemy character 50F, the player P's gazing at the enemy character 50F is also an expression of the thought of wanting to know the weakness of the enemy character 50F. That is, the game processing device 20 changes the output in the virtual space V according to the movement in the real space of the player P sending the thought, and further estimates the situation in which the thought is being sent, and outputs an image that more accurately embodies the thought. This increases the satisfaction with the game, and makes it possible to have the player play the VR game repeatedly.

[0085] Furthermore, the weak point of the enemy character 50F is only revealed on the condition that the enemy character 50F is gazed upon by the player P. This strongly impresses upon the player P that knowing the weak point of the enemy character 50F is special, that is, gazing at it as if sending a thought is special. Furthermore, the sent thought is only realized after the gaze object is specified and the assist information 22D is output, which is special in the first place. This further impresses upon the player P that knowing the weak point of the enemy character 50F is special. As a result, it is possible to enhance the importance of operations based on gaze through the presentation of the game.

[0086] Fig. 8(b) shows another second output example in which the attribute of the gaze object is output as the assist information 22D. Note that, in the example shown in Fig. 8(b), the game processing device 20 also specifies the attention area Z according to the first area example or the second area example, and specifies the gaze object according to the first gaze example or the second gaze example.

[0087] The game processing device 20 specifies the enemy character 50F as the gaze object in the same manner as in the example shown in Fig. 8(a). Next, the game processing device 20 extracts information for displaying the psychology of the enemy character 50F as the assist information 22D associated with the enemy character 50F. At this time, the game processing device 20 grasps the progress of the game and determines which psychology should be output as the assist information 22D.

[0088] The psychology of the enemy character 50F is output from the viewpoint of the enemy character 50F, showing the state of mind of the enemy character 50F. The psychology of the enemy character 50F is, for example, an aggressive psychology, and is output as text 54 or voice, such as "I'll slash you from the right side!". The psychology of the enemy character 50F is, for example, an escapist psychology, and is output as text 54 or voice, such as "Let's get away from this player quickly." The psychology of the enemy character 50F is, for example, a defensive psychology, and is output as text 54 or voice, such as "I must protect my weak right wing." For example, the game processing device 20 sets the psychology of the enemy character 50F to an aggressive psychology in a situation where it is estimated that the player P is not accustomed to fighting. For example, the game processing device 20 sets the psychology of the enemy character 50F to an escapist psychology in a situation where it is estimated that the player P is fixated on defeating the enemy character 50F.

[0089] When the game processing device 20 determines that the assist information 22D can be output, it causes the HMD 10 to output the mental state of the enemy character 50F in the form of text 54 or voice, as shown in FIG. 8(b).

[0090] This allows the player P to understand the state of mind by an instruction operation of gazing. Also, gazing at the enemy character 50F by the player P is also an expression of the desire to know the state of mind of the enemy character 50F. That is, the game processing device 20 changes the output in the virtual space V according to the movement in the real space of the player P sending the thoughts, and further, estimates the situation in which the thoughts are being sent, and outputs an image that more accurately embodies the thoughts. This increases the satisfaction with the game, and makes it possible to have the player play the VR game repeatedly.

[0091] 9(a) to 9(c) show another second output example in which the attribute of the gaze object is output as the assist information 22D. In the example shown in Fig. 9, the game processing device 20 specifies the attention area Z according to the first area example or the second area example, and specifies the gaze object according to the second gaze example and the sixth gaze example.

[0092] 9(a), the game processing device 20 specifies a gaze object from among the objects 50 displayed on the HMD 10, based on the position of the attention area Z. For example, the game processing device 20 specifies a treasure chest 50T, at least a portion of which is located in the attention area Z for a predetermined period of time, as the gaze object. The treasure chest 50T is a type of game item, and is a stationary object in the virtual space.

[0093] The object identification unit 21A judges whether the display of the treasure chest 50T is obstructed by an obstacle or not, and also measures the time during which the display of the treasure chest 50T continues to be obstructed by an obstacle.

[0094] When at least a part of the treasure chest 50T is blocked from display by an obstacle for a predetermined period of time, the object identification unit 21A cancels the identification of the treasure chest 50T. On the other hand, when at least a part of the treasure chest 50T is blocked from display by an obstacle but the time during which it is continuously blocked is less than the predetermined period of time, the object identification unit 21A continues to identify the treasure chest 50T as the gazed object. Note that the predetermined period referred to by the object identification unit 21A is the time when the gazed object is a stationary object, and is shorter than the period when the gazed object is a moving object.

[0095] For example, as shown in FIG. 9(b), when a moving object such as a neutral character 50M is an obstacle to the treasure chest 50T, the neutral character 50M blocks the display for only a short time, and it is estimated that the player P continues to gaze at the treasure chest 50T.

[0096] The game processing device 20 extracts information for displaying the contents (attributes) of the treasure chest 50T as the assist information 22D associated with the treasure chest 50T. For example, the game processing device 20 predicts from the progress of the game that a treasured sword 55 will be displayed as the contents of the treasure chest 50T, and extracts information for displaying the treasured sword 55 as the assist information 22D. Next, when the game processing device 20 determines that the progress of the game is such that the assist information 22D can be output, it causes the HMD 10 to display an image of the treasured sword 55 superimposed on the treasure chest 50T, as shown in FIG. 9(c).

[0097] This allows the player P to grasp the contents of the treasure chest 50T by the instruction operation of gazing at the treasure chest 50T. In this case, the specification of the treasure chest 50T as the gazed object is released when the display of the treasure chest 50T is blocked by an obstacle and this continues for a long time. On the other hand, the specification of the treasure chest 50T as the gazed object continues even if the display of the treasure chest 50T is blocked by an obstacle, if this is for a short time. Therefore, it becomes possible to more accurately specify the object that the player P is gazing at. Furthermore, since the contents of the treasure chest 50T are displayed by gazing at the treasure chest 50T, it is possible to produce a game as if the player P had the ability to see through the treasure chest 50T.

[0098] 10(a) and 10(b) show a third output example in which the transition of the gaze object to a selected state is output as assist information 22D. In the example shown in FIG. 10, the game processing device 20 specifies the attention area Z according to the first area example, and specifies the gaze object according to the third gaze example.

[0099] The game processing device 20 specifies an object that overlaps with the gaze, from among the objects 50 displayed on the HMD 10, as the gaze object. For example, as shown in FIG. 10(a), the game processing device 20 specifies a gaze point F at a position different from the gaze area Z, based on the result detected by the sensor 12, while the gaze area Z is located at the center of the image. Then, the game processing device 20 specifies a target character 56 that overlaps with the gaze point F as the gaze object. In other words, the game processing device 20 specifies a target character 56 located outside the gaze area Z as the gaze object. Note that the gaze object may be an object partly included in the gaze area Z.

[0100] The game processing device 20 extracts assist information 22D associated with the target character 56. The assist information 22D associated with the target character 56 is information indicating that the target character 56 has been selected by gazing, for example, information indicating that the target character 56 has been selected as a target.

[0101] When the game processing device 20 determines that the assist information 22D can be output, as shown in Fig. 10(b), the game processing device 20 causes the HMD 10 to display an image of the target character 56 superimposed on an image 56T indicating that the target character 56 has been selected. This allows the player P to select the target character 56 and display that the target character 56 is in a selected state, by the instruction operation of the player P gazing at the target.

[0102] 11(a) to 11(c) show another third output example in which the transition of the gaze object to a selected state is output as assist information 22D. Note that, in the example shown in Fig. 11, the game processing device 20 specifies the attention area Z according to the first area example or the second area example, and specifies the gaze object according to the fourth gaze example and the fifth gaze example.

[0103] The game processing device 20 specifies an object located in the attention area Z as a candidate for the gaze object from among the objects 50 displayed on the HMD 10. For example, as shown in Fig. 11(a), the game processing device 20 specifies a target character 56 located in the attention area Z as a candidate for the gaze object. The target character 56 is a type of game character, and is a moving body in the virtual space.

[0104] The object identification unit 21A judges whether or not the target character 56 is following the movement of the attention region Z in the virtual space V. For example, the game processing device 20 refers to the attention region information 22C and determines that the attention region Z is moving from left to right in the figure as shown in FIG. 11(b). Furthermore, the game processing device 20 refers to the object information 22B and determines that the target character 56 is also moving from left to right in the figure. Then, the game processing device 20 judges that the target character 56 is following the movement of the attention region Z, and identifies the target character 56 as a gaze object.

[0105] The object identification unit 21A judges whether or not the display of the identified target character 56 is obstructed by an obstacle. The object identification unit 21A also measures the time during which the display of the target character 56 continues to be obstructed by the obstacle.

[0106] When at least a part of the target character 56 is blocked from display by an obstacle for a predetermined period of time, the object identification unit 21A cancels the identification of the target character 56. On the other hand, when at least a part of the target character 56 is blocked from display by an obstacle but the time during which it is continuously blocked is less than the predetermined period of time, the object identification unit 21A continues to identify the target character 56 as the gazed object. Note that the predetermined period referred to by the object identification unit 21A is the time when the gazed object is a moving object, and is longer than the period when the gazed object is a stationary object.

[0107] For example, as shown in Fig. 11(b), a moving object such as the target character 56 may hide behind a neutral character 50M or move together with the neutral character 50M. If the period during which the target character 56 hides behind the neutral character 50M is less than a predetermined period, it is estimated that the player P is still gazing at the target character 56. Therefore, it is possible to more accurately identify the moving object that the player P is gazing at.

[0108] The game processing device 20 extracts assist information 22D associated with the target character 56. The assist information 22D associated with the target character 56 is, like the example shown in Fig. 10, information indicating that the target character 56 has been selected by gazing, for example, information indicating that the target character 56 has been selected as a target.

[0109] When the game processing device 20 judges that the assist information 22D can be output, 11(c), the HMD 10 displays an image of the target character 56 superimposed on an image 56T indicating that the target character 56 has been selected. This allows the player P to select the target character 56 and display that the target character 56 is in a selected state by the instruction operation of the player P gazing at the target. At this time, the game processing device 20 makes the target of attack of the weapon 57 generated by the operation of the player P follow the movement of the target character 56. Then, the game processing device 20 displays an indicator 57L indicating that the target of attack of the weapon 57 is tracking the target character 56 on the HMD 10 as shown in FIG. 11(c).

[0110] This makes it possible to select the target character 56 as the target of attack and display the fact that the selection has been made by a single instruction operation of gazing at the target character 56 by the player P. Furthermore, since the selected target character 56 is automatically tracked as the target of attack by the weapon 57, it is possible to produce a game presentation as if the automatic tracking was achieved by the ability of the player P.

[0111] 12 and 13 show a fourth output example in which an image of the field of view of the gaze object is output as the assist information 22D. In the example shown in Figs. 12 and 13, the game processing device 20 specifies the attention area Z according to the first area example or the second area example, and specifies the gaze object according to the first gaze example, the second gaze example, or the third gaze example.

[0112] As shown in FIG. 12, each player P1, P2 wears a different HMD 10, and one game processing device 20 specifies one attention area Z1, Z2 for each player P1, P2. The game processing device 20 includes avatars A1, A2 associated with each player P1, P2 on a screen output by each HMD 10. Each avatar A1, A2 is, for example, a combatant character. The avatars A1, A2 associated with each player P1, P2 display images based on the head position and orientation of each player P1, P2 associated therewith.

[0113] The game processing device 20 identifies an object that each of the players P1 and P2 is gazing at. The game processing device 20 extracts assist information 22D associated with the gazed object. For example, as shown in FIG. 13(a), the game processing device 20 identifies an enemy character 501 as the gazed object, and extracts assist information 22D associated with the enemy character 501. The assist information 22D associated with the enemy character 501 is information indicating that the enemy character 501 has been selected as a target by the player P1.

[0114] When the game processing device 20 determines that the assist information 22D can be output, the game processing device 20 causes the HMD 10 of the player P1 to display an image 56T indicating that the player has been selected as a target, superimposed with an image of the enemy character 501. The game processing device 20 also causes the HMD 10 of the player P2 to display an image 56T indicating that the player has been selected as a target, superimposed with an image of the enemy character 502.

[0115] After displaying the image 56T, the game processing device 20 causes the HMD 10 of the player P1 to output an image of the field of view of the enemy character 501 in the virtual space V as the assist information 22D for a predetermined period of time. For example, the game processing device 20 changes the line of sight direction for extracting the image to a direction from the enemy character 501 toward the viewpoint of the player P. Furthermore, the game processing device 20 changes the image to be displayed on the HMD 10 of the player P1 to an image centered on the changed line of sight direction. Then, as shown in FIG. 13(b), for example, the game processing device 20 causes the HMD 10 of the player P1 to output an image of the field of view of the enemy character 501 in the virtual space V for a predetermined period of time from the identification of the enemy character 501. Note that the game processing device 20 also causes the HMD 10 of the player P2 to output an image of the field of view of the enemy character 502 in the virtual space V for a predetermined period of time from the identification of the enemy character 502.

[0116] This allows the players P1 and P2 to grasp the situation in a field of view different from that of the players P1 and P2 by instructing them to look at the screen. The player P1 can grasp the image in the field of view of the enemy character 501, and the player P2 can grasp the image in the field of view of the enemy character 502.

[0117] The image in the field of view of each enemy character 501, 502 is also information for the enemy character 501, 502 to determine the next movement. Therefore, each player P1, P2 can predict the next movement that the enemy character 501, 502 that he / she is gazing at can take. Furthermore, the image in the field of view of each enemy character 501, 502 also displays the object 503 that exists behind each player P1, P2. Therefore, each player P1, P2 can determine the next movement taking into account what is behind him / her, which is normally not visible.

[0118] In this way, since the assist information 22D is displayed for the gaze object by identifying the gaze object based on the head direction, it is possible to instruct the display of the assist information 22D even in a situation where the player's hands cannot be seen through the HMD 10.

[0119] [Hardware configuration] Fig. 14 is a block diagram showing a hardware configuration of the game processing device 20. The game processing device 20 is any one of a desktop personal computer, a notebook computer, a personal digital assistant (PDA), a server, and other types of computers. The hardware elements shown in Fig. 11 and the connection form between the hardware elements are one example.

[0120] The game processing device 20 includes a processor 601 and a memory 602. The game processing device 20 includes a north bridge 603, a south bridge 604, and a storage device 605. The processor 601, the memory 602, and the bridges 603, 604 are connected to each other via various buses 606. The processor 601 controls the progress of the game and displays images on the HMD 10 connected to the north bridge 603. Note that the game processing device 20 can also realize the functions of the processor 601 with multiple processors, and can also realize the functions of the memory 602 with multiple memories.

[0121] The memory 602 is connected to the north bridge 603 and outputs information related to game processing to the processor 601. For example, the memory 602 is a volatile storage device or a non-volatile storage device. Also, for example, the memory 602 is a storage medium such as a magnetic or optical disk.

[0122] The storage device 605 is connected to the south bridge 604 and outputs information related to game processing to the processor 601. For example, the storage device 605 is a hard disk device, an optical disk device, a flash memory, or other storage device.

[0123] The north bridge 603 is connected to the HMD 10 and a controller 608. The south bridge 604 is connected to an expansion port 707. The expansion port 707 may include various communication ports (e.g., USB, Bluetooth (registered trademark), Ethernet (registered trademark), wireless Ethernet), and may be connected to input / output devices such as a keyboard, a mouse, and a network device.

[0124] In the above configuration, the processor 601 , the memory 602 , and the north bridge 603 correspond to the control unit 21 , and the memory 602 and the storage device 605 correspond to the storage unit 22 .

[0125] As described above, according to the embodiment, the following effects can be obtained. (1) The object that the players P, P1, and P2 are gazing at is identified, and the assist information 22D related to the identified gaze object is output. Therefore, the gaze of the players P, P1, and P2 on the object can be adopted as an instruction to output the assist information 22D. As a result, an instruction related to the output of the assist information 22D can be output smoothly.

[0126] (2) It is possible to produce the game as if the thoughts of the player P were materialized by the abilities of the player P. As a result, it is possible to further attract the player P to the images of the virtual space V and the production using them.

[0127] (3) When the third output example is used, it is possible to smoothly output an instruction to select a gaze object and an instruction to follow the gaze object. Also, when the fourth output example is used, it is possible to smoothly output an instruction to select a gaze object and an instruction to display an image in the field of view of the gaze object. That is, it becomes possible to perform an operation that combines an instruction to select a gaze object and another instruction with a single gaze.

[0128] (4) When the fourth gaze example is used, the object following the movement of the attention area Z is identified as the object that the player P is gazing at, making it possible to improve the accuracy of identifying the gazed-at object.

[0129] (5) When the fifth or sixth gaze example is used, the gaze object is identified based on the fact that the time during which the display is blocked by an obstacle does not reach a predetermined time. Therefore, even if an obstacle exists, it is possible to identify the gaze object. In addition, it is possible to cancel the identification of the gaze object whose display is continuously blocked by an obstacle. As a result, it is possible to improve the accuracy of identifying the gaze object.

[0130] Each of the above-described embodiments can be modified as follows. The game processing device 20 can also apply the first output example to output of the future situation, taking the future experience value of the player character as the future situation. For example, the game processing device 20 estimates the future change in the experience value of the player character by grasping the progress of the game, such as the frequency of playing the game, the change in the participation application for the quest, and the past experience value of the player character. For example, in a situation where it is estimated that the player P is proactive in progressing the game, it is estimated that the experience value of the player character will increase in a short period of time. Then, when the game processing device 20 identifies the text indicating the experience value of the player character as the gaze object, it causes the HMD 10 to output the future situation of the experience value of the player character.

[0131] The game processing device 20 can also output a past situation of the gaze object. The assist information 22D for outputting a past situation is, for example, a flashback scene of the game character set as the gaze object up to the present. Then, when the game processing device 20 specifies a game character as the gaze object, it causes the HMD 10 to output a flashback scene of the game character.

[0132] The game processing device 20 can also apply the third output example to a soccer game or a baseball game. For example, when applied to a soccer game, the game processing device 20 displays a plurality of objects within a goal and specifies the object that the player P is gazing at as the gaze object. Then, the game processing device 20 guides the ball generated by the kicking action of the player P to the gaze object. For example, when applied to a baseball game, In this case, the game processing device 20 judges whether or not the player P is gazing at the ball thrown by the pitcher. The game processing device 20 specifies the ball that the player P is gazing at as a gaze object, and aligns the trajectory of the bat generated by the swinging motion of the player P with the gaze object.

[0133] The game processing device 20 can also calculate the position and orientation of the head of the player P using the results detected by the sensor 12. Alternatively, the HMD 10 can specify a gaze object using the results detected by the sensor 12 and an image output by the display 13. In this way, the game processing device 20 can be provided with part of the functions of the HMD 10. Also, the HMD 10 can be provided with part of the functions of the game processing device 20.

[0134] The object identification unit may identify the direction of the gaze based on, for example, the position or direction of the nose or the position or direction of the mouth. The direction of the nose or mouth may be determined as the direction from the back of the head to the nose or mouth.

[0135] The technical ideas derived from the above embodiment and the modified examples are described below. [Appendix 1] An image display program that causes a control device to control the output of virtual space information, the image display program causing the control device to function as an object identification unit that identifies an object that a user is gazing at from an image of the virtual space displayed on a display device, and a progress management unit that outputs assist information, which is information related to the object identified by the object identification unit and is information that is advantageous for understanding the virtual space.

[0136] According to the above-mentioned supplementary note 1, the image display program can be applied to a virtual reality system. The virtual reality system is, for example, various simulations such as driving training for moving objects and vocational training, training in the medical field, product monitoring, movie and music appreciation, etc. Furthermore, even in these virtual reality systems, it is possible to realize smooth instructions related to the output of virtual space information.

[0137] [Appendix 2] An image display processing program that causes a control device to control the output of virtual space information, the image display processing program causing the control device to function as an object identification unit that identifies an object that a user is gazing at from an image of the virtual space displayed on a display device, and that determines that an object identified as the player is gazing at is not being gazed at by the player when at least a portion of the object continues to be obstructed by an obstacle for a predetermined period of time.

[0138] [Appendix 3] An image display processing program that causes a control device to control the output of virtual space information, the image display program causing the control device to function as an object identification unit that identifies an object at which a user is gazing at from an image of the virtual space displayed on a display device, the object identification unit determining that the player is continuing to gaze at an object during a period when at least a portion of the object is obstructed from display by an obstacle when the object identified as the object the player is gazing at is a moving object.

[0139] In the above Supplementary Notes 2 and 3, the image display program can be applied to a virtual reality system. The virtual reality system is, for example, various simulations such as driving training for moving objects and vocational training, training in the medical field, product monitoring, movie and music appreciation, etc. In addition, in these virtual reality systems, it is possible to improve the accuracy of identifying a gaze object. [1] A game processing program for causing a control device to control output of virtual space information, The control device, an object identification unit that identifies an object that a player is gazing at from within an image of the virtual space displayed on the display device; A game processing program that functions as a progress management unit that outputs assist information, which is information related to the object identified by the object identification unit and is advantageous to the progress of the game. [2] The game processing program according to claim 1, wherein the assist information includes a future status of the object acquired by the progress management unit. [3] The game processing program according to claim 1 or 2, wherein the assist information is an attribute of an object and includes an attribute that is revealed on the condition that the object is identified by the object identification unit. [4] The game processing program according to any one of claims [1] to 3, wherein the assist information includes an image of the virtual space as seen from the object. [5] the assist information includes information indicating that the object has transitioned to a selected state due to the gaze of the player, The game processing program according to any one of claims [1] to [4], wherein the progress management unit makes the movements of other objects generated by the player's operation follow the movements of the object in the selected state. [6] The game processing program according to any one of claims [1] to [5], wherein the object identification unit sets a player's attention area, identified from the position and orientation of a specific part of the player's body, as part of an image to be displayed on the display device, and identifies an object, at least a part of which is located in the attention area, as an object that the player is gazing at. [7] The game processing program according to [6], wherein the object identification unit identifies an object following the movement of the attention area in the virtual space as the object that the player is gazing at. [8] The game processing program according to claim 6 or 7, wherein the object identification unit determines that the player is not gazing at an object that has been identified as being gazed at by the player when at least a portion of the object continues to be obscured from view by an obstacle for a predetermined period of time. [9] The game processing program according to claim 6 or 7, wherein the object identification unit, when the object identified as being gazed upon by the player is a moving object, determines that the player is continuing to gaze upon the object during a period in which at least a portion of the object is obstructed from display by an obstacle.

[10] A game processing method in which a control device controls output of virtual space information, comprising: A game processing method in which the control device identifies an object that a player is gazing at from within an image of a virtual space displayed on a display device, and outputs assist information related to the identified object, which is information advantageous to the progress of the game.

[11] A game processing device including a control device for controlling an output of virtual space information, The control device specifies an object that a player is gazing at from an image of a virtual space displayed on a display device, and outputs assist information that is information related to the specified object and is advantageous to progress in the game. 。 [Explanation of symbols]

[0140] F...point of interest, P...player, V...virtual space, Z...area of ​​attention, 10...HMD, 11...HMD control unit, 12...sensor, 13...display, 14...speaker, 20...game processing device, 21...control unit, 21A...object identification unit, 21B...progress management unit, 22...memory unit, 22A...image information, 22B...object information, 22C...area of ​​attention information, 22D...assist information, 50...object.

Claims

1. A game processing program for causing a control device to control output of virtual space information to a display device mounted on a player's head, comprising: The control device, an object identification unit that identifies an object that the player is gazing at from within the image of the virtual space displayed on the display device; a progress management unit that outputs, to the display device, assist information that is information related to the object identified by the object identification unit and that is advantageous to progress in the game; When the player is fighting an enemy character that is the specified object, the progress management unit outputs, to the display device, information on a position or area of ​​the enemy character where an attack will be effective, as the assist information, and further outputs a prediction line indicating the future movement of the enemy character as the assist information. Game processing program.

2. The game processing program according to claim 1 , wherein the progress management section highlights a position on the enemy character where the attack will be effective.

3. The game processing program according to claim 1 , wherein the progress management unit displays a parameter associated with a position on the enemy character where the attack is effective.

4. The progress management unit further outputs an image of the contents when the object specified by the object specification unit has contents. The game processing program according to any one of claims 1 to 3.

5. The object specification unit sets an attention area of ​​the player specified from the position and orientation of a predetermined part of the player's body as a part of an image to be displayed on the display device, and specifies an object at least a part of which is located in the attention area as an object that the player is gazing at. The game processing program according to any one of claims 1 to 4.

6. The object identification unit identifies an object following the movement of the attention area in the virtual space as an object that the player is gazing at. The game processing program according to claim 5.

7. The object specification unit determines that the player is not gazing at an object specified to be gazed at by the player when at least a part of the object continues to be blocked from display by an obstacle for a predetermined period of time.

7. The game processing program according to claim 5 or 6.

8. A game processing method in which a control device outputs virtual space information to a display device worn on a player's head, comprising: The control device, Identifying an object that the player is gazing at from within the image of the virtual space displayed on the display device; outputting, to the display device, assist information relating to the identified object and being information advantageous to progress in the game; In the output of the assist information, when the player is fighting against an enemy character that is the specified object, information on a position or area of ​​the enemy character where an attack will be effective is output to the display device as the assist information, and a predicted line showing the future movement of the enemy character is further output as the assist information. Game processing method.

9. A game system that outputs virtual space information to a display device worn on a player's head, comprising: an object identification unit that identifies an object that the player is gazing at from within the image of the virtual space displayed on the display device; a progress management unit that outputs, to the display device, assist information that is information related to the object identified by the object identification unit and that is advantageous to progress in the game, When the player is fighting an enemy character that is the specified object, the progress management unit outputs, to the display device, information on a position or area of ​​the enemy character where an attack will be effective, as the assist information, and further outputs a prediction line indicating the future movement of the enemy character as the assist information. Game system.

Citation Information

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