Portable terminal device, information processing method and program
The portable terminal device addresses the limitations of map-dependent navigation technologies by using self-positioning detection to guide players towards a virtual target within a defined area, promoting exercise and ensuring continuous gameplay.
Patent Information
- Application Number
- JP2024111436
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-07-11
- Publication Date
- 2025-04-30
- Estimated Expiration
- 2040-02-21
AI Technical Summary
Existing navigation technologies that rely on map information are not suitable for outdoor games that require movement over large areas, as they can lead to disadvantages such as inability to play without map information.
A portable terminal device equipped with a display and self-positioning detection means, which sets a virtual target at a predetermined distance from the initial position and displays information indicating remaining time, action instructions, and an image of the virtual target, without relying on map information.
Encourages exercise by guiding players to move towards a virtual target within a defined area without relying on map information, ensuring continuous gameplay even without access to map data.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to Portable terminal device, information processing method and program Regarding. [Background technology]
[0002] Conventionally, various methods for navigating a user with a device have been developed. For example, Patent Document 1 discloses a navigation device that draws map drawing data, character data, etc. on a display as a map screen that matches the actual direction according to the direction of the device detected by a direction sensor. Patent Document 2 discloses a terminal device that issues a notification to orient the terminal's reference direction toward the target, allowing the user to easily head toward the target without having to match the map with the user's current direction. Patent Document 3 discloses a navigation device that provides travel direction guidance and attention alerts by sound, voice, or vibration. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 7-280583 [Patent Document 2] Patent No. 3848078 [Patent Document 3] JP 2008-256419 A Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, there is concern about lack of exercise due to the development of transportation and the abundance of electronic toys, and there is a demand for games that allow exercise outdoors or in open spaces. In particular, for children who need exercise for their development, it is beneficial to have them exercise outdoors. One form of such a game is one that encourages the player to exercise by navigating the player to a target using a terminal device.
[0005] The inventions of Patent Documents 1 and 2 display guidance on a screen. Performing physical activities while staring at a screen poses a high risk of falling, etc., and it is difficult to apply the inventions of Patent Documents 1 and 2 to physical activities. On the other hand, the invention of Patent Document 3 enables navigation that does not rely on visual information. However, the invention of Patent Document 3 uses map information. The area used for a game involving physical activities can be, for example, a circular area with a radius of several tens of meters at most. Map information is not necessary for such games, and using map information would rather result in disadvantages such as "the game cannot be played when map information cannot be obtained."
[0007] The present invention has been made in view of such circumstances. That is, the object of the present invention is to provide a method for detecting a location without relying on map information. To Can encourage exercise Portable terminal device, information processing method and program The purpose of this project is to provide [Means for solving the problem]
[0008] In order to solve the above problems, the present invention The portable terminal device is a portable terminal device equipped with a display means and a position detection means, and when a command to start a game is input by a user, a virtual target is set at a position that is a predetermined distance or more away from an initial position of the portable terminal device detected by the position detection means, and when the position detection means detects that the portable terminal device has moved to the position where the target is set within a predetermined time limit from the start of the game, a control means is provided for displaying a second screen in a display area that was displayed as a first screen on the display means, the second screen being a display screen on which information indicating the time remaining until the predetermined time limit, an action instruction message to the user, and an image of the virtual target are displayed as display contents, and the first screen is a display screen from which the action instruction message to the user and the image of the virtual target are omitted. Further, an information processing method according to the present invention is an information processing method executed by a portable terminal device having a display means and a position detection means, and includes a control process for, when a user inputs an instruction to start a game, setting a virtual target at a position that is a predetermined distance or more away from an initial position of the portable terminal device detected by the position detection means, and, when the position detection means detects that the portable terminal device has moved to the position where the target is set within a predetermined time limit from the start of the game, displaying a second screen in a display area that was displayed as a first screen on the display means, wherein the second screen is a display screen on which information indicating the remaining time until the predetermined time limit, an action instruction message to the user, and an image of the virtual target are displayed as display contents, and the first screen is a display screen from which the action instruction message to the user and the image of the virtual target are omitted. Furthermore, the program of the present invention causes a computer of a portable terminal device having a display means and a position detection means to function as a control means, when a command to start a game is input by a user, for setting a virtual target at a position that is a predetermined distance or more away from an initial position of the portable terminal device detected by the position detection means, and, when the position detection means detects that the portable terminal device has moved to the position where the target is set within a predetermined time limit from the start of the game, for displaying a second screen in a display area that was displayed as a first screen on the display means, wherein the second screen is a display screen on which information indicating the time remaining until the predetermined time limit, an action instruction message to the user, and an image of the virtual target are displayed as display contents, and the first screen is a display screen from which the action instruction message to the user and the image of the virtual target are omitted from the display contents. Effect of the Invention
[0009] The present invention According to , without relying on map information To It can encourage exercise. [Brief description of the drawings]
[0010] [Figure 1] 1 is a system diagram showing an overall configuration of a terminal device according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a schematic diagram showing the setting of an effective area of a game according to an embodiment of the present invention. [Diagram 3] FIG. 13 is a schematic diagram showing the movement of a terminal device in a "search" mode of a game according to an embodiment of the present invention. [Figure 4]11 is a schematic diagram showing a direction change of a terminal device in a "search" mode of a game according to an embodiment of the present invention. FIG. [Diagram 5] FIG. 2 is a schematic diagram showing an “approach” mode of a game according to an embodiment of the present invention. [Figure 6] FIG. 2 is a schematic diagram showing a "contact" mode of a game according to an embodiment of the present invention. [Figure 7] 4 is a flowchart showing a process from the start to the end of a program according to an embodiment of the present invention. [Figure 8] 1 is a flowchart showing a process from the start of a game to notification of target discovery according to an embodiment of the present invention. [Figure 9] 1 is a flowchart showing a process from notification of target discovery in a game according to an embodiment of the present invention to the end of the game. [Figure 10] FIG. 2 is a screen transition diagram of a game according to an embodiment of the present invention. [Figure 11] FIG. 2 is a schematic diagram showing a start screen of a game according to an embodiment of the present invention. [Figure 12] FIG. 2 is a schematic diagram showing an environment setting screen for a game according to an embodiment of the present invention. [Figure 13] FIG. 13 is a schematic diagram showing a search screen of the game according to the embodiment of the present invention. [Figure 14] FIG. 2 is a schematic diagram showing a contact screen of a game according to an embodiment of the present invention. [Figure 15] FIG. 2 is a schematic diagram showing a battle screen of the game according to the embodiment of the present invention. [Figure 16] FIG. 13 is a schematic diagram showing a time-up screen of the game according to the embodiment of the present invention. [Figure 17] FIG. 13 is a schematic diagram showing a recording screen of a game according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings. Note that each drawing is merely a schematic illustration to allow a sufficient understanding of the present invention. Therefore, the present invention is not limited to the illustrated examples. In addition, in each drawing, common or similar components are given the same reference numerals, and duplicated explanations thereof will be omitted.
[0012] 1 is a system diagram showing an example of the configuration of a terminal device 1. The terminal device 1 of the first embodiment includes a CPU (Central Processing Unit) 10, a ROM (Read Only Memory) 11, a position detection means (Global Positioning System, GPS) 12, a direction measurement means 13, a speaker 14 as a notification means, a vibration unit 15 as a notification means, a RAM (Random Access Memory) 16, an acceleration sensor 17, and a display unit 18 as a notification means.
[0013] The position detection means 12 receives radio waves from GPS satellites and calculates the latitude and longitude of the information terminal 1 to detect the absolute coordinates of the information terminal 1. 2 detects absolute coordinates, but may detect relative coordinates based on an initial position 300 (described later in FIG. 2) of the terminal device 1 using an acceleration sensor or the like.
[0014] Direction measurement The means 13 uses a geomagnetic sensor and a gravity sensor to measure the direction in front of the terminal device 1. The display unit 18 is a touch panel display that also serves as an input unit. These components are known components that are generally provided in terminal devices.
[0015] First, an outline of the flow of the game according to the embodiment of the present invention will be described. In the game according to this embodiment, the player "discovers" the set direction of the target by pointing the terminal device 1 held in various directions, and "searches" for the target by moving toward that direction. If the player "approaches" the target through "search" and then "contacts" it, the player "combats" the target by performing a predetermined action (action) instructed by the terminal device 1, and "defeats" the target.
[0016] In the game according to this embodiment, "discovery," "search," "approach," "contact," "battle," and "defeat" are repeated within a time limit. The game according to this embodiment provides the player with entertainment such as discovering rare targets and updating the number of targets defeated, while encouraging the player to walk and exercise, thereby promoting health, etc.
[0017] Fig. 2 is a schematic diagram showing the setting of an effective area in the game according to this embodiment, etc. Fig. 2 shows an initial position 300 of the terminal device 1, an effective area 200 of the game, a target 302, a first area 201 of the target, and a second area 202 of the target.
[0018] The initial position 300 is the position of the terminal device 1 held by the player at the start of the game. In this embodiment, the position means a combination of latitude and longitude.
[0019] The valid area 200 is an area used in the game, with a predetermined size and shape. By defining the valid area 200 in this manner, it is possible to prevent the player from stepping into a dangerous area such as a road. In this embodiment, the valid area 200 is defined as a circular area with an effective radius R centered on the initial position 300, but the shape of the valid area 200 is not limited to this. Depending on the environment in which the game is played, it is possible to set the valid area 200 to, for example, a polygon of a predetermined size.
[0020] The target 302 is an objective that the player aims to "defeat", and is virtually set at a position that is a predetermined distance L or more away from the initial position 300 and within the valid area 200. At this time, the position at which the target 302 is set is derived based on a predetermined method. The predetermined method is not particularly limited, and a method that can place the target 302 at a random position that satisfies the conditions of being a predetermined distance L or more away from the initial position 300 and within the valid area 200 can be selected. Examples of the predetermined method include a method that uses an equation such as a random function, or a method based on other rules.
[0021] By setting the target 302 at a random position, it becomes difficult to predict the setting position of the target 302, and the difficulty of the game can be increased, thereby improving the interest of the player. Also, by setting the target 302 at a position separated by a predetermined distance L or more, the player is required to move a longer distance than when the target 302 is set very close to the initial position 300, which can encourage the player to exercise. The predetermined distance L can be set arbitrarily according to the desired amount of exercise, but since the target 302 needs to be set within the effective area 200 of the game, it is set to a distance shorter than the effective radius R.
[0022] The first area 201 of the target is an area of a predetermined size, and the terminal device 1 is When the terminal device 1 enters the target 302, the CPU 10 determines that the terminal device 1 has "contacted" the target 302. The CPU 10 also acquires the direction of the first region 201 of the target as seen from the terminal device 1 as the direction of the target 302. That is, the direction of the target 302 as seen from the terminal device 1 has an angular width that depends on the size of the first region 201 of the target. By determining the first region 201 of the target in this manner, it is possible to adjust the degree of difficulty of "discovering" the target 302 by providing a width to the direction in which it is determined that "the terminal device 1 is facing the target 302." Also, it is possible to adjust the degree of difficulty of "searching" for the target 302 by providing a width to the region in which it is determined that the terminal device 1 has "contacted" the target 302.
[0023] By making the first target area 201 larger, the time required for "discovery" by pointing the terminal device 1 in various directions can be shortened, and more time can be allocated to "exploration" and "combat" involving movement and exercise, thereby encouraging the player to exercise. On the other hand, by making the first target area 201 smaller, the difficulty of "discovery" and "exploration" of the target 302 can be increased, thereby improving the interest of the player with high game properties. In this embodiment, a circular area with a radius of the first distance d1 centered on the target 302 is defined as the first target area 201, but the shape of the first target area 201 is not limited to this. Depending on the environment in which the game is played, it is possible to set, for example, a polygon of a predetermined size as the first target area 201.
[0024] The second area 202 of the target is an area of a predetermined size, and while the terminal device 1 is entering the area, the CPU 10 determines that the terminal device 1 is "approaching" the target 302. By defining the second area 202 of the target in this manner, it is possible to add variety to the development of the game, eliminate monotony, and give the player a sense of accomplishment that he or she is "approaching" the target 302. In this embodiment, the second area 202 of the target is defined as a circular area with the radius of the second distance d2 centered on the target 302, but the shape of the second area 202 of the target is not limited to this. Depending on the environment in which the game is played, it is possible to set the second area 202 of the target to, for example, a polygon of a predetermined size.
[0025] In the game according to this embodiment, it is assumed that the terminal device 1 is treated as a detector and a target is searched for in a manner similar to so-called dowsing. When the player holds the terminal device 1 in a lying position, the player holds the terminal device 1 with the top side facing forward, and when the player holds the terminal device 1 in an upright position, the player holds the terminal device 1 with the back side facing forward.
[0026] The azimuth measurement means 13 acquires the direction F ahead of the terminal device 1, and acquires a predetermined angle range centered on the direction F as the detection range D. Here, the direction F ahead is the direction pointed to by the top side of the terminal device 1 when the player holds the terminal device 1 lying down, and is the direction perpendicular to the back of the terminal device 1 when the player holds the terminal device 1 upright. If the terminal device 1 is held at an angle, the direction F ahead is acquired assuming that the terminal device 1 is held at an angle closer to the lying or upright state, or an error due to the angle at which the terminal device 1 is held is corrected based on gravity and geomagnetism.
[0027] When the detection range D overlaps with a part or the whole of the first region 201 of the target, the CPU 10 judges that the target 302 is facing the target. The detection range D makes it easier to "discover" the set direction of the target 302 compared to the case where only the forward direction F is detected, and the time required for "discovery" can be shortened. By shortening the time required for "discovery", more time can be allocated to "search" and "combat" involving movement and exercise, which encourages the player to exercise. In FIG. 2, the detection range D overlaps with the first region 201 of the target, so the CPU 10 judges that the target 302 is facing the target.
[0028] Fig. 3 is a schematic diagram showing the movement of a player holding the terminal device 1 in the "search" mode of the game according to this embodiment. Fig. 3 shows a current position 301 after the movement of the terminal device 1 in addition to the elements shown in Fig. 2. As described above in Fig. 2, the player continues moving forward in response to the notification from the terminal device 1 that it is determined to be "facing the target 302", and as a result, in Fig. 3, the detection range D has moved out of the first region 201 of the target.
[0029] Fig. 4 is a schematic diagram showing a change in direction of the terminal device 1 in the "search" mode of the game according to the embodiment of the present invention. As described above in Fig. 3, the first area 201 of the target has fallen out of the detection range D, so the player holding the terminal device 1 changes direction. When the detection range D and the first area 201 overlap in part or in whole as shown in Fig. 4, the vibration unit 15 notifies the player by vibration that it is facing the target 302, and the player moves in the notified direction.
[0030] Fig. 5 is a schematic diagram showing an "approach" mode of the game according to the embodiment of the present invention. By changing direction and moving forward as shown in Fig. 4, the terminal device 1 held by the player in Fig. 5 has entered the second area 202 of the target. Therefore, the CPU 10 determines that the terminal device 1 is "approaching" the target 302.
[0031] Fig. 6 is a schematic diagram showing a "contact" mode of the game according to the embodiment of the present invention. By continuing to move forward from the state of Fig. 5, the terminal device 1 held by the player comes into contact with the first area 201 of the target 302. Therefore, the CPU 10 determines that the terminal device 1 has "contacted" the target 302. As described above, by guiding the player based on the distance and direction of the target 302 relative to the current position 301, it becomes possible to guide the player without relying on map information.
[0032] After the player has "destroyed" the target 302, the CPU 10 sets a target other than the "destroyed" target 302. At this time, the position at which the other target is set is derived based on a predetermined method. The predetermined method is not particularly limited, and a method can be selected in which the other target can be set at a random position that satisfies the conditions that it is at least a predetermined distance L1 away from the current position 301 of the player after the "destruction" and is within the valid area 200.
[0033] Here is an example of a method for deriving the setting position of another target. A search is performed while changing the direction to see if a point a predetermined distance L1 away from the current position 301 at the time of "destroying" is within the effective area 200, and the first point that falls within the effective area 200 can be set as the setting position of another target. The predetermined distance L1 for setting the other target may be the same as the predetermined distance L for placing the target 302, or it may be different. Since the current position 301 after "destroying" the target 302 is closer to the edge of the effective area 200 than the initial position 300 as shown in FIG. 6, the predetermined distance L1 can be made longer than the predetermined distance L.
[0034] FIG. 7 is a flow chart showing the process from the start to the end of a program according to an embodiment of the present invention.
[0035] In step S100, a player or his / her guardian or the like (hereinafter also referred to as a player or the like) performs initial settings of the game on an environment setting screen 110 (described later in FIG. 12). Items set in the initial settings of this embodiment are the game play time (time limit) and the size of the valid area 200. As described above in FIG. 2, the valid area 200 in this embodiment is circular, and the size of the valid area 200 refers to the value of the effective radius R. Note that the player or the like may also be made to determine the shape of the valid area 200 and the like in the initial settings.
[0036] In step S200, the player progresses through the game. When the play time set in step S100 has elapsed, the CPU 10 ends the game and proceeds to step S300. The game processing will be described in detail later with reference to Figs. 8 and 9.
[0037] In step S300, the CPU 10 displays on the recording screen 160 (described later with reference to FIG. 17) the types and number of targets 302 that have been "defeated" during the game in step S200, and then ends the program.
[0038] FIG. 8 is a flowchart showing a process from the start of a game to notification of target discovery according to an embodiment of the present invention.
[0039] In step S201, the own position detection means 12 measures the initial position 300 of the terminal device 1 at the start of the game.
[0040] In step S202, the CPU 10 sets the effective area 200 centered on the initial position 300, based on the effective radius R set in step S100 (see FIG. 7).
[0041] In step S203, the CPU 10 virtually sets the target 302 at a position that is at least a predetermined distance L away from the initial position 300 and within the effective area 200. At this time, the CPU 10 selects the target 302 from a plurality of candidates by a predetermined method. The candidates for the target 302 may be obtained from a network (not shown) or from a storage unit (not shown). By providing a plurality of targets 302 in this manner, it is possible to add variety to the game and provide the player with a timeless playing experience. A target candidate DB (not shown) that stores the candidates for the target 302 holds information linked to the target 302, i.e., the name of the target 302, an image of the target 302, and a method of defeating the target 302, etc.
[0042] When the target 302 is set, the display unit 18 displays a search screen 120 (described later in FIG. 13), and the speaker 14 starts to play music in the "search" mode (not shown). The player starts to search for the direction of the target 302 by pointing the terminal device 1 in various directions.
[0043] In step S204, the CPU 10 determines whether the time elapsed since the start of the game is within the time limit set in step S100 (see FIG. 7). If the time limit has been exceeded (step S204: No), the game ends. If the time limit has not been exceeded (step S204: Yes), the process proceeds to step S205.
[0044] In step S205, the direction measurement means 13 acquires the direction F ahead of the terminal device 1. Then, the process proceeds to step S206.
[0045] In step S206, the CPU 10 acquires a predetermined angle range centered on the forward direction F as a detection range D. Then, the process proceeds to step S207.
[0046] In step S207, the CPU 10 derives the direction of the first region 201 of the target 302 relative to the terminal device 1 as the direction of the target 302. After that, the process proceeds to step S208.
[0047] In step S208, the CPU 10 determines whether the direction of the target 302 overlaps with the detection range D, that is, whether the target 302 is within the detection range D. If the direction of the target 302 is outside the detection range D (step S208: No), the CPU 10 returns to step S208a. Migrate.
[0048] In step S208a, the CPU 10 determines whether or not the discovery of the target 302 is being notified. If the discovery is not being notified (step S208a: No), the process returns to step S205 to again acquire the area F in front of the terminal device 1. If the discovery is being notified (step S208a: Yes), the process proceeds to step S208b.
[0049] In step S208b, the vibration unit 15 stops notifying the discovery of the target 302. By carrying out the process in this manner, the player can quickly correct his / her direction when, for example, he / she unknowingly faces a direction different from the target 302 due to movement. After that, the process returns to step S205, and the CPU 10 again acquires the forward direction F of the terminal device 1.
[0050] Return to the determination of the direction of the target 302 in step S208. As described above in step S203, the player points the terminal device 1 in various directions in search of the target 302, and at some point in time, the direction of the target 302 overlaps with the detection range D. If the direction of the target 302 overlaps with the detection range D (step S208: Yes), the process proceeds to step S209.
[0051] In step S209, the vibration unit 15 notifies the player that a target has been found by vibrating in a "found" pattern. The player starts moving in the direction in which the terminal device 1 was facing when the notification was received. Then, the process proceeds to step S210.
[0052] In step S210, the position detection means 12 acquires the current position 301 of the terminal device 1 that started moving in step S209. Then, the process proceeds to step S210a.
[0053] In step S210a, the CPU 10 determines whether or not the current position 301 is within the valid area 200. If the current position 301 is outside the valid area 200 (step S210a: No), the CPU 10 proceeds to step S210b.
[0054] In step S210b, the speaker 14 notifies the player that he or she has gone outside the valid area, and the process returns to step S210 to obtain the current position 301. In this way, by not allowing the game to proceed while the current position 301 is outside the valid area 200, the player can be prevented from getting lost on the street or the like and being exposed to danger.
[0055] The process returns to the determination in step S210a as to whether or not the current position 301 is within the valid area 200. If the current position 301 is within the valid area 200 (step S210: Yes), and if a notification is being made that the current position 301 is outside the valid area 200, the notification is stopped (not shown). Then, the process proceeds to step S211.
[0056] In step S211, the CPU 10 determines whether the current position 301 of the terminal device 1 acquired in step S210 is within the first region 201 (within the first distance d1) of the target 302. When the current position 301 acquired in step S210 is not within the first region 201 (step S211: No), the process proceeds to step S212.
[0057] In step S212, the CPU 10 determines whether the current position 301 acquired in step S210 is within the second area 202 of the target 302 (within the second distance d2). When the target 301 is within the second area 202 (step S202: Yes), the CPU 10 determines that the terminal device 1 has "approached" the target 302, and proceeds to step S213.
[0058] In step S213, the speaker 14 and the vibration unit 15 notify that the terminal device 1 is within the second distance d2 from the target 302, that is, that the terminal device 1 is "approaching" the target 302. As a specific mode of the notification, the speaker 14 changes the music played to a song in the "approach" mode, and the vibration unit 15 changes the vibration pattern to the "approach" pattern. Then, the process returns to the determination of the elapsed time in step S204.
[0059] Returning to the description of the determination in step S212 of the distance between the terminal device 1 and the target 302. When the CPU 10 determines that the current position 301 is not within the second area 202 (step S212: No), the process proceeds to step S213a.
[0060] In step S213a, the CPU 10 determines whether or not the speaker 14 and the vibration unit 15 are notifying the "approach" of the target 302. If the speaker 14 and the vibration unit 15 are not notifying the "approach" of the target 302 (step S213a: No), the process returns to the determination of the elapsed time in step S204. If the speaker 14 and the vibration unit 15 are notifying the "approach" of the target 302 (step S213a: Yes), the process proceeds to step S213b.
[0061] In step S213b, the speaker 14 and the vibration unit 15 stop notifying the "approach" of the target 302, and then the process returns to the determination of the elapsed time in step S204.
[0062] Returning to the description of the determination in step S211 of the distance between the terminal device 1 and the target 302. When the player moves so that the current position 301 acquired in step S210 is within the first area 201 (step S211: Yes), it is determined that the terminal device 1 has "contacted" the target 302, and the process proceeds to step S214.
[0063] In step S214, vibration unit 15 stops vibrating. Then, the process proceeds to step S215.
[0064] In step S215, the speaker 14 and the display unit 18 notify "contact" with the target 302. As a specific mode of notification, the speaker 14 changes the music played to a "contact" mode, and the display unit 18 displays the contact screen 130 (described later in FIG. 14). Note that it is also possible to set only the position information of the target 302 in step S203, and have the CPU 10 select the target 302 in a predetermined method when displaying the contact screen 130 in step S215. Then, the process proceeds to step S216.
[0065] In step S216, the CPU 10 starts a "battle" in the game according to this embodiment. That is, the CPU 10 notifies the player of an action (behavior) to be performed to "defeat" the target 302. Specifically, the CPU 10 displays a battle screen 140 (described later in FIG. 15) including action instruction information for the player on the display unit 18. Then, the process proceeds to step S217.
[0066] In step S217, the direction measurement means 13 and the acceleration sensor 17 acquire the player's action. If the player's action does not match the action instruction in step S216, the battle screen 140 continues to be displayed (not shown) until it matches. If the player's action matches the action instruction in step S216, it is determined that the target 302 has been "defeated," and the process proceeds to step S218.
[0067] In step S218, the CPU 10 counts up the number of targets 302 that have been defeated (the number of defeats). The number of defeats is managed for each type of target 302. By managing the number of defeats for each type of target 302, it is possible to provide the player with a sense of accomplishment for having defeated many rare targets 302, thereby providing the player with a greater sense of interest. Then, the process proceeds to step S219.
[0068] In step S219, it is determined whether the time that has elapsed since the start of the game is within the time limit (step S219). If the time that has elapsed is within the time limit (step S219: Yes), the game is continued, and the process proceeds to step S220.
[0069] In step S220, the position detection means 12 acquires the current position 301 of the terminal device 1 after the target 302 is shot down. Then, the process proceeds to step S221.
[0070] In step S221, the CPU 10 virtually sets another target at a position that is a predetermined distance or more away from the current position 301 acquired in step S220 and that is within the effective area 200. Then, the process returns to the determination of the elapsed time in step S204.
[0071] Returning to the explanation of the determination of the elapsed time in step S219. If the elapsed time exceeds the time limit (step S219: No), the display unit 18 displays a time-up screen 150 (described later in FIG. 16) and ends the game. As can be seen from the fact that there is no determination of the elapsed time between step S214 and step S219, the game is not ended between "contact" with the target 302 and "defeat" it, even if the elapsed time exceeds the time limit. By not ending the game between "contact" and "defeat", it is possible to prevent the player from becoming disappointed and losing interest in the game when he or she has made "contact" with the target 302 but has not been able to "defeat" it.
[0072] Fig. 10 is a screen transition diagram of the game according to this embodiment. Hereinafter, each screen will be explained along the flow of Fig. 10. Note that although each screen is displayed by the display unit 18, hereinafter, the explanation that "the display unit 18 displays the screen" will be omitted as appropriate.
[0073] When a player or the like starts a game according to this embodiment, first, a start screen 100 shown in Fig. 11 is displayed. On the start screen 100, a "Details" display 101, a "How to play" button 102, and a "Start" button 103 are displayed.
[0074] The "Count" display 101 displays the total number of targets 302 that have been "defeated" so far. When the player taps the "How to Play" button 102, the screen transitions to a screen (not shown) explaining how to play. When the player taps the "Start" button 103, the screen transitions to an environment setting screen 110 shown in FIG. 12.
[0075] On the environment setting screen 110, a play time setting slider 111, an effective area size setting slider 112, a start button 113, and a back button 114 are displayed.
[0076] A player or the like operates a play time setting slider 111 to select a play time. Furthermore, the player operates an effective area size setting slider 112 to select the size of the effective area 200. Note that in this embodiment, a slider UI (User Interface) is selected to select the play time and the size of the effective area 200, but other UIs can also be selected, such as an accordion UI.
[0077] When the player taps the back button 114, the screen transitions back to the start screen 100. When the user taps the start button 113, the screen transitions to a search screen 120 shown in FIG. 13, and the speaker 14 starts playing music in the "search" mode.
[0078] A remaining time image 121 is displayed on the search screen 120. The remaining time image 121 displays the difference between the play time selected on the environment setting screen 110 and the elapsed time from the start of play to the present. The direction of the target 302, the approach to the target 302, and the like are notified by the speaker 14 and the vibration unit 15, so that at least the remaining time image 121 is sufficient to be displayed on the search screen 120. In this way, by allowing the player to play without staring at the search screen 120, it is possible to prevent accidents such as the player falling over while staring at the display unit 18 and moving around. While the search screen 120 is displayed, the player "discovers" the direction of the target 302 by pointing the terminal device 1 in various directions, and then moves in the direction notified of "discovery" by the terminal device 1 to perform "search" and "approach". When the player "contacts" the target 302 as a result of the player's movement, in other words when the terminal device 1 enters the first area 201 of the target 302, a transition to a contact screen 130 shown in FIG. 14 occurs.
[0079] The contact screen 130 displays a remaining time image 131, a target image 132, and a target found message 133. The remaining time image 131 displays the difference between the play time selected on the environment setting screen 110 and the elapsed time from the start of play to the present. The target image 132 is one piece of information linked to the target 302. The target found message 133 "Found a monster!" notifies the user that the target 302 has been found. The wording "monster" may be replaced with the name of each target 302. A predetermined time of about several seconds has elapsed since the contact screen 130 was displayed, or when any position on the screen is tapped, the screen transitions to the battle screen 140.
[0080] The battle screen 140 displays a remaining time image 141, a target image 142, and an action instruction message 143. The remaining time image 141 displays the difference between the play time selected on the environment setting screen 110 and the elapsed time from the start of play to the present. The target image 142 is one piece of information linked to the target 302. The action instruction message 143 notifies the player of an action required to "defeat" the target 302. The required action is one piece of information linked to the target 302. When the battle screen 140 is displayed, the player "battles," in other words, performs an action indicated in the action instruction message 143. When the player's action matches the instruction in the action instruction message 143, the target 302 is "defeated," and the screen returns to the search screen 120.
[0081] As described above, when the player repeats the process from "discovering" to "defeating" the target 302 and reaches the time limit set on the environment setting screen 110, if the screen being displayed is the search screen 120, the screen transitions to the time-up screen 150 shown in Fig. 16. Note that if the screen is the contact screen 130 or the battle screen 140, the screen will not transition to the time-up screen 150 until the "defeat" of the target 302 is completed.
[0082] A time-up message 151 is displayed on the time-up screen 150. The time-up message 151 notifies the player that the time limit has been reached and the game is to end. When a predetermined time of about several seconds has elapsed since the time-up screen 150 was displayed, or when any position on the screen is tapped, the screen transitions to a recording screen 160.
[0083] The record screen 160 displays a defeat total display 161, a defeat breakdown table 162, a "Back" button 163, and a "Record" button 164. The total number of targets 302 destroyed, regardless of type, is displayed in the destruction total display 161. The left column of the destruction breakdown table 162 displays images of the targets 302, and the right column displays the number of destructions corresponding to the left column. The destruction breakdown table 162 also displays the types of targets that have not yet been "contacted". If a target 302 exists, the target 302 may be displayed in silhouette to increase motivation to play again. When the player taps the "record" button 164, the result of this play is recorded and the screen transitions to the start screen 100. When the player taps the "return" button 163, the result of this play is not recorded and the screen transitions to the start screen 100.
[0084] As described above, the program and information terminal of the present invention can encourage exercise while limiting the player's movement range to a set range without relying on map information.
[0085] The inventions described in the claims originally attached to this application are set forth below. The claim numbers in the appended claims are the same as those in the claims originally attached to this application. [Note] 《Claim 1》 A computer including a direction measuring means, a notification means, and a position detecting means, a step of measuring an initial position of the computer using the position detection means; A step of setting an effective area of a predetermined size centered on the initial position; setting a virtual target at a position that is a predetermined distance or more away from the initial position and within the effective area; a step of notifying the computer by using the notification means when the computer detects by the orientation measurement means that the computer has turned toward the target; A program for executing the above. 《Claim 2》 obtaining a forward direction of the computer using the orientation measuring means; acquiring a predetermined angular range centered on the forward direction as a detection range; deriving a direction of the target relative to the computer; determining that the computer is oriented toward the target when the direction of the target is within the detection range; The program according to claim 1 for executing the above-mentioned. 《Claim 3》 3. The program according to claim 1 or 2, for causing the computer to execute a procedure of notifying using the notification means when the current position of the computer measured using the position detection means is within a predetermined distance from the target. 《Claim 4》 4. The program according to claim 3, for causing the computer to execute a procedure for performing a plurality of patterns of notification according to a distance between the current position and the target. 《Claim 5》 5. The program according to claim 3 or 4, which causes the computer to execute a procedure of setting another virtual target at a position that is a predetermined distance or more away from the current position and within the effective area. 《Claim 6》 6. The program according to claim 1, for causing the computer to execute a procedure for using the notification means to give a notification when the computer is outside the valid area. 《Claim 7》 A mobile terminal device, An orientation measuring means for measuring an orientation; A position detection means for measuring the position of the terminal device; a control means for setting an effective area of a predetermined size centered on an initial position of the terminal device acquired using the self-position detection means, and setting a virtual target at a position that is a predetermined distance or more away from the initial position and within the effective area; The direction measuring means detects that the terminal device is facing the target. A notification means for notifying that A terminal device comprising: 《Claim 8》 The control means A predetermined angular range centered on the forward direction of the terminal device acquired using the azimuth measurement means is acquired as a detection range, the direction of the target relative to the terminal device is calculated, and when the direction is within the detection range, it is determined that the terminal device is facing toward the target. 8. The terminal device according to claim 7, 《Claim 9》 The notification means includes: When the current position of the terminal device measured by the position detection means is within a predetermined distance from the target, the current position is notified. 9. The terminal device according to claim 7 or 8. [Explanation of symbols]
[0086] 1. Terminal equipment (computer) 10 CPU 11 ROM 12 Position detection means 13 Direction measurement means 14 Speaker 15 Vibration section 16 RAM 17 Acceleration Sensor 18 Display 200 Effective Area 201 1st area (1st area of target) 202 Second Area (Target Second Area) 300 initial position 301 Current location 302 Target F forward D. Detection Range
Claims
1. A portable terminal device having a display means and a position detection means, a control means for, when a command to start a game is input by a user, setting a virtual target at a position spaced a predetermined distance or more from an initial position of the portable terminal device detected by the position detection means, and, when the position detection means detects that the portable terminal device has moved to the position where the target is set within a predetermined time limit from the start of the game, causing the display means to display a second screen in a display area that had been displayed as a first screen, the second screen is a display screen on which information indicating the remaining time until the predetermined time limit, an action instruction message for the user, and an image of the virtual target are displayed as display contents; The first screen is a display screen in which an action instruction message to the user and an image of the virtual target are omitted from the display content. A portable terminal device comprising:
2. The first screen is a display screen in which only information indicating the remaining time until the predetermined time limit is displayed in the display area.
2. The portable terminal device according to claim 1,
3. The action instruction message to the user specifies the content of the physical exercise, 3. The portable terminal device according to claim 1, wherein the first and second inputs are connected to the first and second inputs.
4. A vibration generating means for generating vibrations; An orientation measuring means for detecting an orientation in which the portable terminal device is facing; Equipped with the control means, when detecting by the orientation measurement means that the portable terminal device is facing toward the target while the current position of the portable terminal device detected by the position detection means is located within a predetermined effective area, causes the vibration generation means to generate a predetermined vibration; 4. The portable terminal device according to claim 1, wherein the first and second inputs are connected to the first and second inputs.
5. The control means sets the predetermined effective area as an area of a predetermined size centered on the initial position.
5. The portable terminal device according to claim 4.
6. An information processing method executed by a portable terminal device having a display means and a position detection means, comprising: a control process for displaying a second screen in a display area that had been displayed as a first screen on the display means when the user inputs an instruction to start a game, the ... the second screen is a display screen on which information indicating the remaining time until the predetermined time limit, an action instruction message for the user, and an image of the virtual target are displayed as display contents; The first screen is a display screen in which an action instruction message to the user and an image of the virtual target are omitted from the display content.
23. An information processing method comprising:
7. A computer of a portable terminal device equipped with a display means and a position detection means, when a command to start a game is input by a user, a virtual target is set at a position that is a predetermined distance or more away from the initial position of the portable terminal device detected by the self-position detection means, and when the self-position detection means detects that the portable terminal device has moved to the position where the target is set within a predetermined time limit from the start of the game, the display means functions as a control means for displaying a second screen in the display area that had been displayed as a first screen on the display means; the second screen is a display screen on which information indicating the remaining time until the predetermined time limit, an action instruction message for the user, and an image of the virtual target are displayed as display contents; The first screen is a display screen in which an action instruction message to the user and an image of the virtual target are omitted from the display content. A program characterized by:
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