GAME PROGRAM, GAME SYSTEM AND INFORMATION PROCESSING METHOD

By installing a transparent display screen and a gripping unit on the vehicle, combined with the outside scene captured by an external camera, a gaming program has been developed to solve the problem of difficult to provide attractive gaming services in the prior art and achieve the effect of providing passengers with interactive gaming experience in the vehicle.

JP7675609B2Active Publication Date: 2025-05-13THE POKEMON CO
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Patent Information

Application Number
JP2021156246
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-09-27
Publication Date
2025-05-13
Estimated Expiration
2041-09-27

AI Technical Summary

Technical Problem

The prior art is difficult to provide an attractive gaming service to users riding in vehicles.

Method used

By installing a transparent display screen and a gripping unit on the vehicle, a game program is developed that can generate game objects based on the outdoor scene captured by an external camera, and control the game characters through the user's operation information, synthesize game images and output them to the transparent display screen, covering the outdoor scene.

Benefits of technology

It provides passengers with a more attractive gaming experience within the vehicle, allowing users to enjoy the exterior landscape while playing interactive games.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game with higher amusement properties to a user moving in a vehicle.SOLUTION: A game program includes: a first image input step for acquiring a first image; a first operation input step for acquiring first operation information from a first grip part; a first generation step for generating a first game object on the basis of the first image; a first operation step for controlling a first character object on the basis of the first operation information; and a first image output step for outputting a first output image including the first character object and the first game object. The first image input step is a step for acquiring an image including part of a landscape outside a vehicle recognized through a first transmission type display from a viewpoint of a first user. The first image output step is a step for outputting the first output image to the first transmission type display so that it is superposed on the landscape outside the vehicle recognized through the first transmission type display from the viewpoint of the first user.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present disclosure relates to a game program, a game system, and an information processing method. [Background technology]

[0002] In recent years, there is a technology for providing video services to users using the window glass of a vehicle that a user can board, such as a car or a bus. Patent Document 1 discloses a game program that adjusts the occurrence of events according to the progress of the vehicle. Patent Document 2 discloses an augmented reality representation system that displays information related to a feature present in a viewed scene on a see-through display based on geographical position information of the feature so as to be superimposed on the scene. Patent Document 3 discloses a display device that actively displays information on the window glass of a vehicle. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-30064 [Patent Document 2] Patent Publication No. 2012-68481 [Patent Document 3] Patent Publication No. 2017-151981 Summary of the Invention [Problem to be solved by the invention]

[0004] There is a problem in that sufficiently interesting game services are not being provided to users who travel on vehicles.

[0005] Therefore, the present disclosure has been made to solve the above-mentioned problems, and its purpose is to provide a more interesting game program, game system, and information processing method for users traveling on a vehicle. [Means for solving the problem]

[0006] A game program for executing a game in a computer system including a computer having a processor and a memory unit, and a vehicle that can be boarded by a user and that has a transparent display and a gripping unit, the game program executing a first image input step of acquiring a first image, a first operation input step of acquiring first operation information from the first gripping unit, a first generation step of generating a first game object based on the first image, a first operation step of controlling a first character object based on the first operation information, and a first image output step of outputting a first output image including the first character object and the first game object, wherein the first image input step is a step of acquiring an image including a portion of a scene outside the vehicle viewed from the viewpoint of a first user through the first transparent display, and the first image output step is a step of outputting the first output image to the first transparent display so as to be superimposed on the scene outside the vehicle viewed from the viewpoint of the first user through the first transparent display, and the gripping unit is held by the hand of a user boarding the vehicle to support his or her body. Effect of the Invention

[0007] According to the present disclosure, a more interesting game service can be provided to users traveling on a vehicle. [Brief description of the drawings]

[0008] [Figure 1] 1 is a diagram showing an overall configuration of an information processing system 1. FIG. [Diagram 2] FIG. 2 is a block diagram showing the functional configuration of the server 10. [Diagram 3] FIG. 2 is a block diagram showing a functional configuration of a window unit 20 (first embodiment). [Figure 4] 10A shows the data structure of a user table 1011, FIG. 10B shows the data structure of a deck table 1012, and FIG. 10C shows the data structure of a character table 1013. FIG. [Diagram 5]FIG. 13 is a diagram showing the data structure of an item table 1014. [Figure 6] 10A is a diagram showing the data structure of a window table 1021, and FIG. 10B is a diagram showing the data structure of a gripping part table 1022. FIG. [Figure 7] 13 is a flowchart showing the operation of a game progress process in the server 10 and the window unit 20. [Figure 8] 5 is a flowchart showing the operation of an object generation process (first embodiment) in the window unit 20. [Figure 9] 13 is a diagram showing an example of a display screen by a transmissive display 207 of the window unit 20. FIG. [Figure 10] FIG. 4 is a block diagram showing a functional configuration of a window unit 20 (second embodiment). [Figure 11] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. In all the drawings explaining the embodiment, the same reference numerals are given to common components, and repeated explanations are omitted. Note that the following embodiment does not unduly limit the contents of the present disclosure described in the claims. In addition, not all of the components shown in the embodiment are essential components of the present disclosure. In addition, each figure is a schematic diagram and is not necessarily illustrated strictly.

[0010] <Outline of Information Processing System 1> 1 is a diagram showing an overall configuration of an information processing system 1. The information processing system 1 in the present disclosure is an information processing system that provides a game service to a user aboard a vehicle 21, based on image data obtained by photographing an outside landscape from the vehicle 21.

[0011] A user aboard the vehicle 21 can view the scenery outside the vehicle through a window provided on the front or side of the vehicle 21. A game image is drawn so as to be superimposed on the scenery outside the vehicle on a transparent display 207 provided over the vehicle window. This allows the user aboard the vehicle 21 to view the game image superimposed on the real scenery outside the vehicle, and to play a game that uses the real scenery outside the vehicle.

[0012] <Basic configuration of information processing system 1> An information processing system 1 in the present disclosure is shown in Fig. 1. The information processing system 1 is configured to include a server 10 and a plurality of window units 20A, 20B, 20C, etc. provided in a vehicle 21, which are connected via a network N. Fig. 2 is a block diagram showing the functional configuration of the server 10. Fig. 3 is a block diagram showing the functional configuration of a window unit 20 (first embodiment).

[0013] The server 10 is an information processing device that provides a service for controlling the progress of a game according to image data (outside-vehicle image data) of the outside of the vehicle 21 acquired from the window unit 20. The window unit 20 is an information processing device that controls the display of game images on a transmissive display 207 that is provided over a window through which a user in the vehicle 21 can view the scenery outside the vehicle.

[0014] Each information processing device is configured by a computer equipped with a calculation device and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the server 10 and the window unit 20, descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer described later will be omitted.

[0015] The configuration and operation of each device will be described below.

[0016] <Functional configuration of Server 10> 2 shows a functional configuration realized by the hardware configuration of the server 10. The server 10 includes a storage unit 101 and a control unit 104.

[0017] <Configuration of the storage unit of the server 10> The memory unit 101 of the server 10 includes a user table 1011 , a deck table 1012 , a character table 1013 , an item table 1014 , a window table 1021 , and a grip table 1022 .

[0018] FIG. 4A is a diagram showing the data structure of the user table 1011. As shown in FIG. User table 1011 is a table that stores and manages information on member users (hereinafter, users) who use the service according to the present disclosure. When a user registers to use the service, the user's information is stored in a new record in user table 1011. This allows the user to use the service according to the present disclosure. The user table 1011 is a table having a user ID as a primary key and columns of a user name and selected characters.

[0019] The user ID is an item that stores an identifier for uniquely identifying a user. The user name is an item that stores the user's name. The playable character is an item that stores the character ID of an in-game character that the user selected from his / her deck when playing the game. If the user has multiple in-game characters in the deck table 1012, the character stored in the playable character is the character that the user will control in the game.

[0020] Note that users who have not registered (unregistered users) may also be able to use the service. In this case, a user called a guest user, who has a predetermined user ID, user name, and selected character value, is stored in the user table 1011. The guest user values ​​are then applied to unregistered users, so that the service according to the present disclosure can be provided to unregistered users as well. In other words, registration to the service is not essential to use this service.

[0021] FIG. 4B is a diagram showing the data structure of the deck table 1012. The deck table 1012 is a table for storing characters owned by the user. Deck table 1012 is a table having columns for user ID, character ID, name, performance value, and experience value.

[0022] The character ID is an item that stores the character ID of an in-game character owned by the user. The name is an item that stores the name of an in-game character owned by the user. Users can freely set names for their in-game characters. The performance value is an item that stores the performance parameters (stamina, attack power, defense power) of an in-game character owned by the user. The experience value is an item that stores the experience value of an in-game character owned by the user.

[0023] FIG. 4C is a diagram showing the data structure of the character table 1013. The character table 1013 is a table that stores and manages information about characters in the game. The character table 1013 is a table having a character ID as a primary key, and columns of a character name and an initial performance value.

[0024] The character ID is an item for storing an identifier for uniquely identifying an in-game character. The character name is an item for storing an initial value of the in-game character's name. The initial performance value is an item for storing an initial value of the performance value of the in-game character.

[0025] FIG. 5A is a diagram showing the data structure of the item table 1014. The item table 1014 is a table that stores and manages information about in-game items. The item table 1014 is a table having an item ID as a primary key, and columns of an item name, an item image, a condition string, a condition image, an assigned content, and a score.

[0026] The item ID is an item that stores an identifier for uniquely identifying an in-game item. The item name is an item that stores the name of the in-game item. The condition string is an item that stores a string that is a condition for whether or not an in-game item is made to appear in the game as an item object. The condition image is an item that stores image data that is a condition for whether or not an in-game item is made to appear in the game as an item object. The item image is an item that stores an image of the in-game item. The granted content is an item that stores a benefit that is granted to the playable character or the user when the playable character acquires the in-game item. The score is an item that stores a score that is granted to the user when the playable character acquires the in-game item.

[0027] FIG. 6A is a diagram showing the data structure of the window table 1021. As shown in FIG. The window table 1021 is a table that stores and manages information related to the window units installed in the vehicle. The window table 1021 is a table having a window ID as a primary key and columns of display information, drawing range, start flag, switching flag, user presence / absence, user position, and window state flag.

[0028] The window ID is an item for storing an identifier for identifying the window unit 20 installed in the vehicle. The game is controlled for each window unit specified by the window ID.

[0029] The display information is an item that stores information including the shape, position, and direction of the transmissive display provided in the window unit identified by the window ID. The shape of the transmissive display is coordinate information of the outline of the transmissive display. If the shape of the transmissive display is a rectangular window, the information is the length, width, and depth. The shape of the transparent display refers to the shape of the part of the transparent display that is visible to the user, and does not include the part embedded inside the vehicle that is invisible to the user. Therefore, if an openable window such as a car window is used as the transparent display, the shape of the transparent display changes as the user opens and closes the window. When the user opens the window, the vertical size of the transparent display becomes smaller, and when the user closes the window, the vertical size of the transparent display becomes larger. The transparent display may be configured to change its horizontal size using a shutter or curtain. The position of the transmissive display is information on the installation position of the transmissive display. The position of the transmissive display may be a relative position from a specific position in the vehicle. The position of the transmissive display may be an absolute position such as latitude and longitude obtained using a global positioning system (GPS) (not shown) or the like. The direction of the transmissive display is the normal vector of the screen of the transmissive display, and the direction may be positive either toward the outside of the vehicle or toward the inside of the vehicle.

[0030] The drawing range is an item that stores information that defines the drawing range of a game object on a transparent display identified by a window ID. The drawing range is set so as to fit within the transparent display based on the shape information of the transparent display in the display information. If the transparent display is an openable window such as a car window, the drawing range changes as the user opens and closes the window. When the user opens the window, the vertical drawing range becomes smaller, and when the user closes the window, the vertical drawing range becomes larger. The drawing range may also be configured to change horizontally using shutters or curtains.

[0031] The start flag is an item for storing a game start condition. The start flag stores True or False.

[0032] The switching flag is an item that stores the condition for switching to the mini-game. The switching flag stores either True or False.

[0033] The presence or absence of a user is information indicating whether or not a user is present in front of or around the window unit 20 identified by the window ID. If a user is present, True is stored, and if not, False is stored.

[0034] The user position is information indicating the head position of a user (user position) in front of or around the window unit 20 identified by the window ID. Specifically, information indicating the relative position of the user with respect to the vehicle is stored with reference to a specific position in the vehicle. Note that, since the position of each window unit 20 with respect to the vehicle is stored in the display information, the user's head position with respect to the window unit 20 can be calculated by combining the display information and the user position.

[0035] The window state flag is set to True for the window unit 20 identified by the window ID to be operated while the user is performing the window opening / closing operation. The window state flag is set to False for the window unit 20 identified by the window ID to be operated while the user is not performing the window opening / closing operation. Note that some vehicles do not support window opening / closing operations. In such cases, the window state flag is always stored as False.

[0036] FIG. 6B is a diagram showing the data structure of the gripping part table 1022. The gripping part table 1022 is a table for storing and managing information relating to one or more gripping parts prepared for each window unit. The gripping part table 1022 is a table having a gripping part ID as a primary key and columns of a window ID and a user ID.

[0037] The gripping unit ID is an item for storing an identifier for uniquely identifying the gripping unit. The window ID is an item for storing the window ID of the window unit connected to the gripping unit. The user ID is an item for storing the user ID of the user who operates the gripping unit.

[0038] <Configuration of the control unit of the server 10> The control unit 104 of the server 10 includes a game control unit 1041 and an object control unit 1042 . FIG. 7 is a flowchart showing the operation of the game progress processing in the server 10 and the window unit 20. As shown in FIG.

[0039] The game control unit 1041 performs game progression processing, the details of which will be described later.

[0040] The object control unit 1042 performs object generation processing, the details of which will be described later.

[0041] <Functional configuration of the window unit 20 (first embodiment)> 3 shows a functional configuration realized by the hardware configuration of the window unit 20 (first embodiment). The window unit 20 includes a storage unit 201 and a control unit 204. In addition, the window unit 20 is connected to an input device 206, a transmissive display 207, and a grip unit 208 via an input / output interface (not shown).

[0042] <Configuration of the memory unit 201 of the window unit 20> The storage unit 201 of the window unit 20 stores a game program 2011 , a mini-game program 2012 , a window ID 2013 for identifying the window unit 20 , and a game object 2014 .

[0043] The game objects 2014 are object data relating to the game used when executing the game program 2011. The game objects include a character object 2015 operated by the user, a stage object 2016 that defines the movement range of the character object 2015, an item object 2017 that the character acquires, a score object 2018 that indicates the score acquired by the user as the game progresses, a play date and time object 2019, and other objects such as scenery, background, etc.

[0044] The character object 2015 is object data including a character image and position information of the character within the drawing range. The character object 2015 is an object of a character (operable character) that is an object to be operated by the user in the game.

[0045] The stage object 2016 is object data relating to a stage on which the character object 2015 can move. Specifically, the user can move the playable character drawn on the stage up, down, left, and right by inputting. The stage is provided with holes and the like, and if the playable character falls into a hole, it is a mistake. The user can progress through the game by operating the playable character to jump over pitfalls provided on the stage, for example by jumping.

[0046] The item object 2017 is object data relating to an in-game item, including an item ID, an item image, and information about the item's position within the drawing area. When the character object 2015 satisfies an acquisition condition, the item object 2017 gives the operated character a performance value, an experience value, etc., or gives the user a privilege of a new character. The predetermined conditions are, for example, as follows. The position information of the character object 2015 and the position information of the item object 2017 are close to each other within a predetermined distance. During the appearance of the item object 2017, the character object 2015 takes a predetermined action. Operation on the character object 2015 is maintained while the item object 2017 is appearing.

[0047] The score object 2018 is object data including the score acquired by the user as the game progresses. As the game progresses, the user acquires a score based on the item objects he or she has acquired.

[0048] The play date and time object 2019 is object data including the start date and time and the end date and time of the game. The play date and time object may be determined in advance according to the game content and the user who plays the game. The play date and time object 2019 may estimate the travel date and time based on the travel route or vehicle travel route of the user playing the game, and may set the travel start date and time of the estimated date and time as the play start date and time, and the arrival date and time as the play end date and time. This makes it possible to provide the user with a game service that matches the travel date and time.

[0049] <Configuration of the control unit 204 of the window unit 20> The control unit 204 of the window unit 20 includes a game execution unit 2041. The control unit 204 executes the game program 2011 or the mini-game program 2012 stored in the storage unit 201, whereby the functional units of the game execution unit 2041 are realized. Fig. 8 is a flowchart showing the operation of the object generation process (first embodiment) in the window unit 20. Fig. 9 is a diagram showing an example of a display screen on the transmissive display 207 of the window unit 20.

[0050] The game execution unit 2041 of the window unit 20 reads out the game object 2014 and renders it on the transmissive display 207 , allowing the user to visually recognize the contents of the game object 2014 .

[0051] The game execution unit 2041 of the window unit 20 receives operations by the user, information from the outside camera 2061, the inside camera 2062, and the position information sensor 2063 provided in the input device 206, and information from the server 10, controls the contents of the game object 2014, and executes control processing of the display contents of the transmissive display 207. This allows the user to operate the game by operating the grip unit 208.

[0052] The game executing unit 2041 of the window unit 20 also executes a process of transmitting the contents of the operation of the operation button 2082 of the grip unit 208 by the user, information output from the motion sensor 2083, etc., together with the grip unit ID 2081 to the server 10.

[0053] <Operation of the game execution unit 2041> In this embodiment, an example of a game executed by the game executing unit 2041 of the window unit 20 is an action game, and an example of a display screen on the transmissive display 207 is shown in FIG.

[0054] In the present disclosure, the game executed by the game execution unit 2041 of the window unit 20 is not limited to an action game, and any game may be applied. Specifically, it may be a shooting game, an action game, a role-playing game, an adventure game, a racing game, a puzzle game, a simulation game, a table game, etc. In addition, the window unit 20 may be provided with a microphone and a speaker (not shown), so that the game execution unit 2041 of the window unit 20 may realize a music game.

[0055] In the action game of the present disclosure, a user can operate the operation buttons 2082 or the motion sensor 2083 to move the playable character 601 depicted on the screen 60 of the transparent display 207 left and right along the stage 611, or jump up and down relative to the stage 611.

[0056] In-game items 621, 622 are depicted on the screen 60, and the user can obtain the in-game items 621, 622, for example, by operating the playable character 601 so that the distance between the in-game items 621, 622 is within a predetermined distance. When the user obtains the in-game items 621, 622, the user can obtain a bonus or score according to the in-game item.

[0057] The score 631 and the play time 641 are displayed on the screen 60.

[0058] In the present disclosure, a second user different from the above-mentioned user may be configured to operate the game played by the first user, participate in the game played by the first user, and support the game played by the first user by operating the operation button 2082B and the motion sensor 2083B of the second holding unit 208B. For example, a configuration may be adopted in which the second user can operate the in-game items 621 and 622. By operating the in-game items 621 and 622 by the second user, the user operating the playable character 601 can advance the game advantageously. In other words, a configuration may be adopted in which the second user can support the game play of the user operating the playable character 601. A configuration may be adopted in which the second user can operate a support character different from the playable character 601 operated by the first user. Also, a configuration may be adopted in which the second user operates the operation button 2082B and the motion sensor 2083B of the second holding unit 208B to draw objects such as images and stamps on the screen 60, thereby livening up the game played by the first user. Also, a configuration may be adopted in which the second user operates the operation button 2082B and the motion sensor 2083B of the second holding unit 208B to improve the performance value of the playable character 601. In this case, a benefit according to the in-game items 621 and 622 may also be given to the second user.

[0059] <Configuration of the game execution unit 2041> The game execution unit 2041 of the window unit 20 can control the images of the playable character 601, in-game items 621, 622, score 631, and play time 641 displayed on the screen 60 by updating the data of the character object, stage object, item object, score object, and play time object included in the game object 2014.

[0060] Specifically, when the user operates the operation button 2082 of the grip portion 208, the coordinate information of the character object 2015 is updated, and the game can be progressed by performing operations such as moving the playable character 601 left and right or jumping up and down on the screen 60.

[0061] A user positioned in front of the transmissive display 207 can see images of the playable character 601, in-game items 621, 622, score 631, and play time 641 displayed on the screen 60, superimposed on the real scenery 661 outside the vehicle that can be seen through the transmissive display 207.

[0062] <Object Creation Process (First Example)> The game execution unit 2041 of the window unit 20 generates a stage object 2016 and an item object 2017 based on the photographic data acquired from the exterior camera 2061. The operation of the object generation process (first embodiment) executed in the window unit 20 will be described with reference to the flowchart of FIG. 8 and the display screen example of FIG. 9.

[0063] In step S201, the game execution unit 2041 of the window unit 20 acquires image data (outside-vehicle photographed data) captured by the outside-vehicle camera 2061. The outside-vehicle photographed data is data captured of the outside of the vehicle by one or more cameras provided around the transmissive display 207 of the window unit 20. The outside-vehicle photographed data desirably includes the entire range of scenery that the user can view through the transmissive display 207, but it is sufficient if it includes at least a portion of the scenery that the user can view through the transmissive display 207.

[0064] In step S202, the game execution unit 2041 of the window unit 20 extracts contour data from the acquired outside-vehicle image data. The contour data is data obtained by extracting contour information contained in the outside-vehicle image data. The contour data is image data generated by applying an edge extraction filter such as a differential filter or a Sobel filter to the outside-vehicle image data. For example, if the outside-vehicle photographed data is a landscape photograph including an image of a mountain, the boundary portion between the image of the mountain and the image of the sky is extracted as the contour data. Also, if the outside-vehicle photographed data is a landscape photograph including an image of a building, the boundary portion between the image of the building and the image of the sky is extracted as the contour data. The contour data may be extracted based on three-dimensional photographic data acquired using a remote sensing device such as LiDAR (Light Detection and Ranging) that irradiates an object with near-infrared light, visible light, ultraviolet light, etc., and captures the reflected light with an optical sensor to measure the distance. The LiDAR may be used instead of or in combination with the external camera 2061.

[0065] In step S203, the game executing unit 2041 of the window unit 20 generates a stage object 2016 based on the extracted contour data. Specifically, the stage object 2016 is generated along the lines of the contour data. For example, if the outside-vehicle shot data is a landscape photo including an image of a mountain, a stage object 2016 is generated at the boundary between the image of the mountain and the image of the sky. The game executing unit 2041 of the window unit 20 draws a stage 611 on the transmissive display 207 based on the stage object 2016. The game executing unit 2041 of the window unit 20 may generate the stage object 2016 based on the outside-of-vehicle photographed data.

[0066] In step S203, if the game execution unit 2041 of the window unit 20 cannot properly extract contour data, if the game execution unit 2041 cannot properly generate the stage object 2016, or if a continuous stage object 2016 cannot be generated because an obstruction such as a building appears in front of the landscape, the game execution unit 2041 transmits a window ID and a switching request to the server 10. Upon receiving the switching request, the control unit 104 of the server 10 searches the window table 1021 using the received window ID as a key, and sets the switching flag item of the identified record to False. Otherwise, the control unit 104 sets the switching flag to True. The setting of the switching flag does not need to be included in the object generation process, and may be performed separately by the control unit 204 of the window unit 20 periodically.

[0067] In step S204, the game executing unit 2041 of the window unit 20 generates an item object 2017 based on the vehicle exterior photographed data and the extracted contour data. The game executing unit 2041 of the window unit 20 extracts a part or all of the vehicle exterior photographed data and the contour data, and transmits them to the server 10.

[0068] The control unit 104 of the server 10 determines whether the received outside-of-vehicle image data and contour data include a condition character string or a condition image in the item table 1014. The determination may be performed by detecting a feature amount for the outside-of-vehicle image data and contour data. If the control unit 104 of the server 10 determines that a condition string or a condition image is included, it transmits to the window unit 20 the item ID of the in-game item, the item image, and the position where the condition string or the condition image is included.

[0069] When the window unit 20 receives the item ID, item image, condition string or the position including the condition image, it newly generates an item object 2017 having the item ID and item image at the position including the condition string or the condition image. The window unit 20 may newly generate an item object 2017 having an item ID and an item image, regardless of the position where the condition string or the condition image is included. The position where the item object 2017 is newly generated may be, for example, a preset position related to the generation of the item object, or may be a position related to the character object 2015. At this time, the control unit 104 of the server 10 may be configured not to transmit the position where the condition string or the condition image is included to the window unit 20.

[0070] The game execution unit 2041 of the window unit 20 draws in-game items 621, 622 on the transmissive display 207 based on the item object 2017. Note that the item object 2017 may store information on a plurality of in-game items 621, 622.

[0071] By setting a company name or the like in the condition string in the item table 1014, if the company name is included in the vehicle scenery, product advertisements for that company can be displayed to the user as in-game items 621, 622.

[0072] By setting an image of a tourist attraction or the like as the condition image in the item table 1014, in-game items 621, 622 related to the tourist attraction can be displayed to the user when the vehicle passes the tourist attraction. In addition, the condition image includes natural objects, scenery, buildings, etc., and the item image may be an icon related to the natural objects, scenery, or buildings.

[0073] In step S205, the game execution unit 2041 of the window unit 20 refers to the play date and time object 2019 and determines whether the current date and time has passed the play end date and time. If the play time has not passed, the object generation process is repeated. If the play time has passed, the game is ended and the process proceeds to step S206.

[0074] <Item acquisition process> The user can obtain the in-game items 621, 622 when the distance between the playable character 601 and the in-game items 621, 622 comes within a predetermined distance by operating the playable character 601. Specifically, the game executing unit 2041 of the window unit 20 calculates the distance between the character object 2015 of the operated character 601 and the item object 2017 of the in-game items 621 and 622 . The game executing unit 2041 of the window unit 20 determines that the item object whose distance is within the predetermined distance is the acquired in-game item, and deletes the in-game item from the item objects. The game execution unit 2041 of the window unit 20 transmits the obtained item ID of the in-game item to the server 10. The control unit 104 of the server 10 searches the item table 1014 using the item ID as a key, obtains the items of the granted content and the score, and transmits them to the window unit 20.

[0075] The game execution unit 2041 of the window unit 20 grants a privilege to the operated character or the user based on the received grant content. For example, the game execution unit 2041 grants the operated character parameters such as experience points and performance values, or grants a privilege such as making the character invincible for a certain period of time. The user may acquire a new character and item (add a new record to the deck table 1012), or may be granted coupons, discount coupons, points, etc. for products and services that can be used outside the game. Information related to tourist attractions may also be granted. The characters and items newly acquired by the user may be characters and items related to a condition image related to the items, and the user can check the acquired characters and items on a mobile terminal such as his / her smartphone. The user can also check the granted coupons, discount coupons, points, information related to tourist attractions, etc. for products and services that can be used outside the game on a mobile terminal such as his / her smartphone. This makes it possible to promote products, services, etc. by using images of the scenery outside the vehicle.

[0076] Furthermore, the game execution unit 2041 of the window unit 20 may control the granting of a benefit to the playable character or the user depending on the current date and time. For example, the game execution unit 2041 may control so as not to grant a benefit to the user within a specific date and time range.

[0077] In addition, the game execution unit 2041 of the window unit 20 displays the content of the bonus to be given to the playable character or the user based on the received content of the bonus on the transparent display 207 as a code such as a QR code (registered trademark), and the user may grant the bonus to the user by reading the code using a camera on a mobile terminal such as a smartphone. This makes it possible to provide benefits to users who play the game as guest users or to users who are not playing the game.

[0078] <Object Creation Process (Second Embodiment)> The operation of the object generation process (second embodiment) executed in the window unit 20 will be described. The object generation process (second embodiment) is composed of two window units 20A and 20B. The processes of steps S201, S202, S203, S205, and S206 of the object generation process (second embodiment) in the window unit 20A and the window unit 20B are common to the object generation process (first embodiment).

[0079] In step S204 in the object generation process (second embodiment), the game execution unit 2041 of the window unit 20A generates an item object 2017 based on the vehicle exterior photographed data of the window unit 20B and the extracted contour data. The game execution unit 2041 of the window unit 20B extracts a part or all of the vehicle exterior photographed data and the contour data, and transmits them to the server 10.

[0080] The control unit 104 of the server 10 judges whether or not the outside-of-vehicle image data and the contour data received from the window unit 20B contain a condition character string or a condition image in the item table 1014. The judgment may be performed by detecting a feature amount for the outside-of-vehicle image data and the contour data. When the control unit 104 of the server 10 determines that a condition string or a condition image is included, it transmits the item ID of the in-game item and the item image to the window unit 20A.

[0081] When the window unit 20A receives the item ID and the item image, it newly generates an item object 2017 having the item ID and the item image. The position at which the item object 2017 is newly generated may be, for example, a preset position related to the generation of the item object, or may be a position related to the character object 2015.

[0082] The game execution unit 2041 of the window unit 20A renders in-game items 621, 622 on the transmissive display 207 based on the item object 2017. Note that the item object 2017 may store information on a plurality of in-game items 621, 622.

[0083] In this way, in the object generation process (second embodiment), the game execution unit 2041 of the window unit 20A generates the item object 2017 based on the outside-of-vehicle photographed data of the window unit 20B provided at a position different from that of the window unit 20A. This allows the user playing the game at the window unit 20A to experience a more interesting game because the item object 2017 based on the scenery outside the range of the viewer's view appears.

[0084] In the object generation process (second embodiment), the item object 2017 in the window unit 20A is generated based on the vehicle exterior image data of the window unit 20B, but the stage object 2016 may be generated in whole or in part based on the vehicle exterior image data of the window unit 20B. Also, an example configured with two window units, 20A and 20B, has been described, but the stage object 2016 may be configured with a combination of at least any two of the window units 20A to 20E. The object generation process (second embodiment) may be executed regardless of the presence or absence of a user at the window unit 20B. In other words, even when a predetermined user is playing a game at the window unit 20B, the item object 2017 at the window unit 20A may be generated based on the outside-of-vehicle photographed data of the window unit 20B.

[0085] In the present disclosure, the object generation process (first embodiment) and the object generation process (second embodiment) may be executed in combination. That is, the stage object 2016 and the item object 2017 in the window unit 20A may be generated based on the outside-of-vehicle shooting data of the window unit 20A and the outside-of-vehicle shooting data of the window unit 20B.

[0086] <Configuration of the transmissive display 207> The transmissive display 207 is realized by a flat display such as an LCD (Liquid Crystal Display), an organic EL display, or a micro LED (Light Emitting Diode) display, a projector, etc. The transmissive display 207 is a see-through display that is displayed on at least one surface of the windshield, rear glass, side glass, and ceiling glass, or on any combination of surfaces. In a see-through display, the area where the image is displayed is rendered semi-transparent or opaque, and the other areas transmit external light at a predetermined transmittance. This allows the actual scenery and the game image to be displayed overlapping each other, enhancing the sense of realism. In the present disclosure, a see-through semi-transparent liquid crystal display or a projector capable of semi-transparent projection can be used as the see-through display.

[0087] The transparent display 207 also includes a display that combines an exterior camera 2061 with a physically opaque display. Specifically, instead of a see-through display, an opaque display is attached at the position where the see-through display would be placed. The surroundings of the window unit 20 are photographed by a plurality of exterior cameras 2061, and the photographed images are controlled to be rendered on the opaque display. This makes it possible to display an image equivalent to that of a see-through display to a user in the vehicle using the opaque display.

[0088] <Configuration of gripping portion 208> The vehicle 21 according to the first embodiment is provided with one or more gripping parts 208. The gripping parts 208 are for a user in the vehicle to grip with his / her hands to support his / her body. By gripping the gripping part 208, the user can properly support his / her body even in a moving vehicle and can spend his / her time comfortably. The gripping parts 208 include those that the user grips in any posture, such as a standing position or a sitting position. In trains, buses, etc., the gripping portion 208 includes a strap and a gripping bar. In passenger cars, etc., it includes a gripping bar called an assist grip that is provided on the pillar (window pillar), roof, seat, etc. of the passenger car.

[0089] <Functional configuration of the window unit 20 (second embodiment)> 10 is a block diagram showing the functional configuration of the window unit 20 (second embodiment). The window unit 20 has a basic configuration in common with the window unit 20 (first embodiment), but differs in that a window operation button 2064 is provided on the connected input device 206.

[0090] <Window operation button 2064> The window operation button 2064 is a user interface for operating an area of ​​the transmissive display 207 that is visible to the user. Specifically, the window operation button 2064 allows the user to perform an operation for opening and closing the transmissive display 207 of the window unit 20. When the user operates the window operation button 2064 to open it, the control unit 204 of the window unit 20 drives an actuator (not shown) to perform control for storing a part of the transmissive display 207 inside the vehicle (control for opening the window). On the other hand, when the user operates the window operation button 2064 to close it, the control unit 204 of the window unit 20 drives an actuator (not shown) to perform control for taking a part of the transmissive display 207 out of the vehicle (control for closing the window).

[0091] The window operation button 2064 may be realized as a switch provided on the grip portion 208 . The window operation button 2064 may be realized by drawing it as a game object on the transparent display 207, and allowing the user to operate the object drawn on the transparent display 207 by operating the grip portion 208, thereby opening and closing the transparent display 207.

[0092] The window operation button 2064 is associated with at least one window ID 2012. One window operation button 2064 may be associated with a plurality of window IDs 2012. When the user operates the window operation button 2064, opening and closing control is performed on the transmissive displays 207 of all window units 20 having the window IDs 2012 corresponding to the window operation button 2064.

[0093] In addition, the operation of the window operation button 2064 not only opens and closes the transparent display 207, but also includes changing the area of ​​the transparent display 207 that is visible to the user by moving curtains or shutters installed in front of or behind the window.

[0094] When the user operates the window operation button 2064, the control unit 204 of the window unit 20 activates an actuator (not shown) to control changing the area of ​​the transparent display 207 visible to the user (visible range), and at the same time transmits a window ID and information about the area of ​​the transparent display 207 visible to the user to the server 10. The control unit 104 of the server 10 receives the information about the area of ​​the transparent display 207 visible to the user, and updates the shape, position, and orientation of the transparent display in the display information of the record identified by the window ID in the window table 1021.

[0095] Next, the control unit 104 of the server 10 updates the drawing range item of the window table 1021 based on the update of the display information item of the window table 1021. Specifically, by opening or closing the transparent display 207, the drawing range of the transparent display 207 in which the game is drawn is reduced or enlarged according to the area of ​​the transparent display 207 visible to the user.

[0096] The control unit 104 of the server 10 sets the value of the window state flag in the window table 1021 to True while performing control to change the area of ​​the transmissive display 207. When the control to change the area of ​​the transmissive display 207 ends, the control unit 104 of the server 10 sets the value of the window state flag in the window table 1021 to False.

[0097] The display information item of the window table 1021 stores information on the shape, position, and direction of the transparent display 207 as viewed by the user. The drawing range item of the window table 1021 stores information that defines the drawing range of the game according to the shape, position, and direction of the transparent display 207 as viewed by the user. Note that the display information and the drawing range may be updated either continuously while the user is operating the window operation button 2064, or only once after the operation is completed.

[0098] The grip portion 208 is not an essential component in a vehicle 21 equipped with the window unit 20. The user may play the game using an input device other than the grip portion 208.

[0099] The contents of the present disclosure may be applied to any vehicle, such as an airplane, helicopter, rocket, satellite, space station, drone, hyperloop, ship, submarine, or submarine, instead of vehicle 21 in the present disclosure, as long as the vehicle has windows and is capable of being boarded by a user.

[0100] <Operation of Information Processing System 1> Each process of the information processing system 1 will be described below.

[0101] <User connection process> The grip unit 208 includes a fingerprint authentication unit (not shown) that reads the user's fingerprint when the user grips the grip unit 208. The control unit 204 of the window unit 20 refers to a fingerprint table (not shown) in which the user ID and fingerprint information are associated and stored, and identifies the user ID. Instead of fingerprint authentication, the user ID of the user gripping the grip portion 208 may be identified based on the face or physical features of the user captured by the in-vehicle camera 2062. Instead of fingerprint authentication, the user ID of the user gripping the grip portion 208 may be identified by contact or contactless communication with a mobile terminal such as a smartphone carried by the user. The control unit 204 of the window unit 20 transmits the identified user ID, holding unit ID 2081, and window ID 2013 to the server 10. The control unit 104 of the server 10 stores the user ID and window ID 2013 in the holding unit table 1022 in association with the received holding unit ID 2081.

[0102] If the control unit 204 of the window unit 20 is unable to read the user's fingerprint for a certain period of time, it determines that the user is not holding the grip unit 208, and releases the connection between the grip unit 208 and the user. Instead of fingerprint authentication, it may be possible to determine that the user is not gripping the grip unit 208 based on the face or physical features of the user captured by the in-car camera 2062, and then release the connection between the grip unit 208 and the user. If no input information is received from the grip unit 208 for a certain period of time, it may be determined that the user is not holding the grip unit 208, and the connection between the grip unit 208 and the user may be released. The control unit 204 of the window unit 20 transmits the identified user ID, holding unit ID 2081, and window ID 2013 to the server 10. The control unit 104 of the server 10 deletes the record of the user ID and window ID 2013 linked to the received holding unit ID 2081 from the holding unit table 1022, and releases the connection with the user.

[0103] <User Presence Determination Process (First Example)> The in-vehicle camera 2062 provided in the window unit 20 periodically captures an image of the interior of the vehicle in front of the transmissive display 207, and monitors whether or not a user is present in front of the transmissive display 207. Specifically, the control unit 204 of the window unit 20 executes a face recognition program using the image captured by the in-vehicle camera 2062 as input data and determines whether or not a face image is included. The control unit 204 of the window unit 20 determines that a user is present if a face image is included, and determines that a user is not present if a face image is not included. A library such as OpenCV is known as a face recognition program.

[0104] The method of determining whether or not a user is present is not limited to using the in-vehicle camera 2062 . A switch or a pressure sensor may be installed on the floor or seat of the vehicle where the user is seated. In a passenger car or the like, the seat may include a child seat or other retrofitted equipment. The presence or absence of a user may be determined by whether the seat belt is fastened. A switch or a contact sensor may be installed on the gripping unit 208. The control unit 204 of the window unit 20 may determine whether the user is present in front of the transmissive display 207 using a detection value from the switch or sensor.

[0105] When the control unit 204 of the window unit 20 determines that a user is present, it transmits the window ID 2013 and a request indicating that a user is present to the server 10. On the other hand, when the control unit 204 of the window unit 20 determines that a user is not present, it transmits the window ID 2013 and a request indicating that a user is not present to the server 10.

[0106] When the control unit 104 of the server 10 receives a request indicating that a user exists, the control unit 104 sets the user presence / absence field of the record identified by the received window ID 2013 to True. On the other hand, when the control unit 104 of the server 10 receives a request indicating that a user does not exist, the control unit 104 sets the user presence / absence field of the record identified by the received window ID 2013 to False.

[0107] <User Presence Determination Process (Second Embodiment)> The control unit 104 of the server 10 may determine the presence or absence of a user without receiving a request regarding the presence or absence of a user from the window unit 20. For example, the control unit 104 of the server 10 may search the gripping unit table 1022 to identify a window ID linked to a user ID. The control unit 104 of the server 10 may search for a record in the window table 1021 using the identified window ID, set the user presence field of the record to True, and set the user presence fields of the other records to False. In this way, it may be possible to determine whether or not the user is present in front of the transmissive display 207 of the window unit 20 using the contents of the gripping part table 1022.

[0108] In the user presence / absence determination process (first embodiment), the presence / absence of a user can be determined without using the contents of the gripper table 1022. As a result, when the control unit 204 of the window unit 20 detects the presence of a user, it can guide the user by drawing a connection procedure with the gripper 208 as a video on the transmissive display 207 prior to connecting the gripper 208 to the user.

[0109] In the user presence determination process (second embodiment), it is possible to determine the presence or absence of a user with a simpler configuration than in the user presence determination process (first embodiment).

[0110] <User Location Identification Process (First Example)> The control unit 204 of the window unit 20 executes a face recognition program using the image captured by the in-vehicle camera 2062 as input data to determine whether or not a face image is included, and if a face image is included, identifies the position of the face image. The control unit 204 of the window unit 20 calculates the head position of the user located in front of the transmissive display 207 (user position) based on the position of the face image.

[0111] Identifying the user's position is not limited to using the in-vehicle camera 2062. A switch or a pressure sensor may be installed on the floor or seat of the vehicle where the user boards. Also, a switch or a contact sensor may be installed on the grip 208. The control unit 204 of the window unit 20 may calculate the head position of the user located in front of the transmissive display 207 using a detection value from the switch or sensor.

[0112] The control unit 204 of the window unit 20 transmits the window ID 2013 and the calculated user position to the server 10. If the control unit 204 of the window unit 20 cannot calculate the user position, it transmits the window ID 2013 and a request to the server 10 indicating that the user position could not be calculated.

[0113] When the control unit 104 of the server 10 receives the window ID and the user position, it stores the received user position value in the user position item of the record specified by the received window ID 2013. On the other hand, when the control unit 104 of the server 10 receives a request to the effect that the user position could not be calculated, it erases the user position item of the record specified by the received window ID 2013 or stores a null value.

[0114] <User Location Identification Process (Second Embodiment)> The control unit 104 of the server 10 may identify the user's position without receiving a request from the window unit 20 regarding the presence or absence of a user. For example, the control unit 104 of the server 10 searches the gripping unit table 1022 to identify the window ID and gripping unit ID linked to the user ID. A table (not shown) is prepared in advance in which the user position is linked to each gripping unit ID of the gripping unit 208. The control unit 104 of the server 10 searches the window table 1021 for a record using the identified window ID, and stores the value of each user position linked to the gripping unit ID in the user position field of the record. In this manner, the user's position may be identified using the contents of the gripping part table 1022.

[0115] In the user position identification process (first embodiment), the user position can be identified without using the contents of the gripping unit table 1022. As a result, when the control unit 204 of the window unit 20 identifies the user position, it can guide the user by drawing a video of the connection procedure with the gripping unit 208 and the like in a position on the transmissive display 207 that is easily visible to the user, prior to connecting the gripping unit 208 to the user.

[0116] In the user position specifying process (second embodiment), it is possible to determine the presence or absence of a user with a simpler configuration than in the user position specifying process (first embodiment).

[0117] <Game Progression Processing> The operation of the game progress processing executed in the server 10 and the window unit 20 will be described with reference to the flowchart of FIG.

[0118] In step S101, a process of determining whether or not a user is present and a process of identifying a user's position are performed. If the determination of whether or not a user is present is False, the process waits in step S101 and does not proceed to the next step.

[0119] In step S102, a user connection process is performed. If the user connection process is not performed, the guest user is selected and the process proceeds to the next step. If the user connection process is not performed, the process waits in step S102 and may not proceed to the next step.

[0120] In step S103, a character selection process is performed. In the character selection process, the control unit 204 of the window unit 20 searches the deck table 1012 using the user ID of the user (operating user) connected in step S102 as a key, and acquires a list of characters owned by the operating user. The control unit 204 of the window unit 20 displays the acquired list of characters together with an image on the transmissive display 207, and prompts the operating user to select a character. The user operates the grip unit 208 to select a character to play the game from the characters displayed in the list. If the operating user owns only one character, that character may be selected and step S103 may be omitted. The control unit 204 of the window unit 20 transmits the user ID of the operating user and the character ID of the selected character to the server 10. The control unit 104 of the server 10 identifies the record of the operating user from the user table 1011 based on the received user ID, and stores the received character ID in the field of the operated character.

[0121] In step S104, the game execution unit 2041 of the window unit 20 transmits a window ID to the server 10 and inquires about a window state flag. The control unit 104 of the server 10 searches the window table 1021 using the window ID as a key, acquires a window state flag associated with the window ID, and transmits the acquired flag to the window unit 20. If the window state flag is True, the game executing unit 2041 of the window unit 20 goes into a standby state without executing the game. If the window state flag is False, the game executing unit 2041 of the window unit 20 proceeds to step S105.

[0122] In step S105, the game execution unit 2041 of the window unit 20 transmits a window ID to the server 10 and inquires about the switching flag. The control unit 104 of the server 10 searches the window table 1021 using the window ID as a key, acquires the switching flag associated with the window ID, and transmits the acquired switching flag to the window unit 20. The game executing unit 2041 of the window unit 20 executes the game in step S106 if the switching flag received from the server 10 is False. If the switching flag received from the server 10 is True, the game executing unit 2041 of the window unit 20 suspends the execution of the game in step S106, and executes the mini-game program 2012 in step S107. The mini-game program 2012 is a type of game (mini-game) that does not use contour data of the outside-of-vehicle photographed data captured by the outside-vehicle camera 2061. When the game execution unit 2041 of the window unit 20 cannot properly extract contour data from the outside-vehicle photographed data, the game execution unit 2041 refers to the switching flag, temporarily suspends the game, and provides the mini-game to the user. This allows the user to comfortably play the game service even when the scenery is blocked by an obstruction. If the game execution unit 2041 of the window unit 20 determines that the switching flag acquired from the server 10 is False while executing the mini-game, it executes the game program 2011 and continues to provide the game from the state before the interruption, using the contour data of the outside-vehicle photographed data by the outside-vehicle camera 2061.

[0123] In step S108, the game execution unit 2041 of the window unit 20 refers to the play date and time object 2019 and determines whether the current date and time has passed the play end date and time. If the play time has not passed, the game execution process continues. If the play time has passed, the game is ended and the process proceeds to step S110.

[0124] In step S109, a bonus based on the contents of the in-game items acquired during the game is awarded to the playable character or the user as a game ending process. Note that the bonus may be awarded whenever an item is acquired, not just after the game ends.

[0125] <Variations in the granting of benefits> The benefit given to the operated character or the user may be changed according to the installation position of each window unit 20. For example, a user playing a game at a window unit 20 ahead of the vehicle travel direction may find the game difficult because the user cannot see the scenery at the window unit 20 ahead of the user's own window unit 20. In such a case, the benefit given to the user may be corrected to be larger. Specifically, the window table 1021 of the server 10 may be referenced, and a benefit given to the operated character or the user may be given based on the display information. The benefit given to the playable character or the user may be changed depending on the date and time when the user plays the game. For example, during commuting and school hours on weekdays, vehicles used in public transportation are expected to be crowded. Therefore, during such hours, the benefit given to the playable character or the user is corrected to be smaller. Specifically, when a benefit is given to the user, the current date and time is obtained, and it is determined whether or not there is correction information for the benefit given for each date and time. If it is determined that there is correction information, the correction information is applied to the benefit given to the user. This makes it possible to alleviate congestion during commuting and school hours.

[0126] <Basic computer hardware configuration> 11 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 901, a main storage device 902, an auxiliary storage device 903, and a communication IF 991 (interface). These are electrically connected to each other by a communication bus 921.

[0127] The processor 901 is hardware for executing an instruction set described in a program, and is composed of an arithmetic unit, a register, a peripheral circuit, and the like.

[0128] The main memory device 902 is for temporarily storing programs, data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).

[0129] The auxiliary storage device 903 is a storage device for saving data and programs, such as a flash memory, a hard disk drive (HDD), a magneto-optical disk, a CD-ROM, a DVD-ROM, or a semiconductor memory.

[0130] The communication IF 991 is an interface for inputting and outputting signals for communicating with other computers via a network using a wired or wireless communication standard. The network is composed of the Internet, LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via a specified access point (e.g., Wi-Fi (registered trademark)), etc. In the case of wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. In the case of wired connection, the network also includes those directly connected by a USB (Universal Serial Bus) cable, etc.

[0131] It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration among multiple computers 90 and connecting them together via a network. In this way, the computer 90 is a concept that includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.

[0132] <Basic functional configuration of computer 90> A description will now be given of the functional configuration of a computer realized by the basic hardware configuration (FIG. 11) of a computer 90. The computer comprises at least the functional units of a control unit, a storage unit, and a communication unit.

[0133] The functional units of the computer 90 can also be realized by distributing all or part of the functional units among multiple computers 90 connected to each other via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.

[0134] The control unit is realized by the processor 901 reading out various programs stored in the auxiliary storage device 903, expanding the programs in the main storage device 902, and executing processes according to the programs. The control unit can realize functional units that perform various information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.

[0135] The storage unit is realized by a main storage device 902 and an auxiliary storage device 903. The storage unit stores data, various programs, and various databases. Furthermore, the processor 901 can secure a storage area corresponding to the storage unit in the main storage device 902 or the auxiliary storage device 903 in accordance with a program. Furthermore, the control unit can cause the processor 901 to execute processes of adding, updating, and deleting data stored in the storage unit in accordance with the various programs.

[0136] A database refers to a relational database, which is used to manage data sets called tables, which are structured according to rows and columns, by relating them to each other. In a database, a table is called a table, a column in a table is called a column, and a row in a table is called a record. In a relational database, it is possible to set relationships between tables and associate them. Usually, a column that serves as a primary key for uniquely identifying a record is set in each table, but setting a primary key to a column is not essential. The control unit can cause the processor 901 to add, delete, or update records in a specific table stored in the storage unit according to various programs.

[0137] The communication unit is realized by the communication IF 991. The communication unit realizes a function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input the information to the control unit. The control unit can cause the processor 901 to execute information processing on the received information in accordance with various programs. In addition, the communication unit can transmit information output from the control unit to other computers 90.

[0138] <Additional Notes> The matters described in the above embodiments will be supplemented below.

[0139] (Appendix 1) a first operation input step (S203, S204) of generating a first game object based on the first image; a first operation step (S205) of controlling a first character object based on the first operation information; and a first image output step (S206) of outputting a first output image including the first character object and the first game object, wherein the first image input step is a step of acquiring an image including a part of a scene outside the vehicle viewed from the viewpoint of a first user through the first transparent display, and the first image output step is a step of outputting the first output image to the first transparent display so as to be superimposed on the scene outside the vehicle viewed from the viewpoint of the first user through the first transparent display, and the gripping part is for a user on board the vehicle to support his / her body by holding it with his / her hand. This allows the user to enjoy the game service more comfortably while supporting his or her body.

[0140] (Appendix 2) 2. The game program according to claim 1, which executes a step of determining whether a first user is present (S101), and a step of starting execution of a game if the first user is present (S101). This allows the provision of game services to begin in time with the user boarding the vehicle.

[0141] (Appendix 3) 3. The game program according to claim 1 or 2, further comprising: a step (S102) of acquiring a position of a first user; and a first image output step of outputting a first output image based on the position of the first user. This makes it possible to output the first output image at a suitable position that matches the user's boarding position, allowing the user to play a game with a sense of realism.

[0142] (Appendix 4) A game program described in any of Appendices 1 to 3, which executes a first contour calculation step (S202) of calculating first contour information contained in the first image based on the first image, and a first generation step is a step (S203, S204) of generating a first game object based on the first contour information. This makes it possible to provide users with a more entertaining game service.

[0143] (Appendix 5) The game program according to claim 4, wherein the first generating step is a step (S203) of generating a stage object that defines a movement path of the first character object based on the first contour information. This makes it possible to provide users with a more entertaining game service.

[0144] (Appendix 6) A game program described in any one of Appendices 1 to 5, which executes a second operation input step of acquiring second operation information from a second holding portion, and a first image output step of outputting a first output image based on the second operation information. This allows users to play the game in cooperation with other users, thereby providing a more entertaining game service for the users.

[0145] (Appendix 7) A bonus providing step (S109) of providing a bonus to the first user. This allows users to obtain benefits through the game, making it possible to provide a more entertaining game service.

[0146] (Appendix 8) The game program described in Appendix 7, wherein the first generation step is a step (S204) of generating a first item object based on a first image, and the bonus granting step is a step (S109) of granting a bonus when the first character object and the first item object satisfy an acquisition condition.

[0147] (Appendix 9) 9. The game program according to claim 7 or 8, wherein the bonus granting step is a step of granting a bonus based on a position and a direction of the first transparent display within the vehicle. This allows a greater reward to be given to a user who plays the game at a boarding position with a higher level of difficulty.

[0148] (Appendix 10) A game program as described in any one of Appendices 1 to 9, which executes a second image input step (S201) of acquiring a second image, wherein the first generation step is a step of generating a first item object based on the second image (S203, S204), and the second image input step is a step (S201) of acquiring an image including a part of the scenery outside the vehicle viewed through the second transparent display from the viewpoint of the second user. In this way, by using images in a range that is not visible to the user, it is possible to provide a game service that is more interesting to the user.

[0149] (Appendix 11) 11. The game program according to any one of appendices 1 to 10, which executes the steps of: changing the visible range of the first transmissive display; and pausing execution of the game while the visible range of the first transmissive display is changing. This makes it possible to provide users with a more comfortable game service.

[0150] (Appendix 12) A game program as described in Appendix 11, which executes a step of changing the visible range of the first transparent display, and a first image output step is a step of outputting a first output image to the first transparent display so as to overlap with the scenery outside the vehicle viewed from the viewpoint of the first user through the first transparent display after the visible range has been changed. This makes it possible to provide users with a more entertaining game service.

[0151] (Appendix 13) A game system including a computer having a processor and a memory unit, and a vehicle that a user can board and that has a transparent display and a gripping unit, the game system having a processor executes a first image input step (S201) of acquiring a first image, a first operation input step of acquiring first operation information from the first gripping unit, a first generation step (S203, S204) of generating a first game object based on the first image, a first operation step of controlling a first character object based on the first operation information, and a first image output step of outputting a first output image including the first character object and the first game object, wherein the first image input step is a step of acquiring an image including a part of a scene outside the vehicle viewed from the viewpoint of a first user through the first transparent display, and the first image output step is a step of outputting the first output image to the first transparent display so as to be superimposed on the scene outside the vehicle viewed from the viewpoint of the first user through the first transparent display, and the gripping unit is for a user on board the vehicle to support his or her body by holding it with his or her hand. This allows the user to enjoy the game service more comfortably while supporting his or her body.

[0152] (Appendix 14) An information processing method for causing a computer system including a computer having a processor and a storage unit, and a vehicle that can be boarded by a user and that has a transmissive display and a grip unit, to execute information processing, the information processing method including causing the processor to perform a first image input step (S201) of acquiring a first image, a first operation input step of acquiring first operation information from the first grip unit, a first generation step (S203, S204) of generating a first game object based on the first image, a first operation step of controlling a first character object based on the first operation information, and and a first image output step of outputting a first output image including the first object and a first game object, wherein the first image input step is a step of acquiring an image including a portion of a scene outside the vehicle viewed through the first transmissive display from the viewpoint of the first user, and the first image output step is a step of outputting the first output image to the first transmissive display so as to be superimposed on the scene outside the vehicle viewed through the first transmissive display from the viewpoint of the first user, and the gripping portion is for a user on the vehicle to support his or her body by gripping it with his or her hand. This allows the user to enjoy the game service more comfortably while supporting his or her body. [Explanation of symbols]

[0153] 1 Information processing system, 10 Server, 101 Memory unit, 104 Control unit, 20A, 20B, 20C Window unit, 201 Memory unit, 204 Control unit

Claims

1. A game program for executing a game in a computer system including a computer having a processor and a storage unit, and a vehicle having a transmissive display and capable of being boarded by a user, comprising: The processor, a position acquiring step of acquiring a head position of a first user with respect to a see-through display; A first image input step of acquiring a first image; a first operation input step of acquiring first operation information input by a first user; a first generation step of generating a first game object based on the first image; a first operation step of controlling a first character object based on first operation information; a first image output step of outputting a first output image including the first character object and the first game object; Run the command, the first image input step is a step of acquiring an image including a part of a scene outside the vehicle viewed through the first transmissive display from a viewpoint of the first user that is determined according to a head position of the first user with respect to the transmissive display in the position acquisition step; the first image output step is a step of outputting a first output image to the first transmissive display so as to overlap a scene outside the vehicle viewed from the viewpoint through the first transmissive display; Game program.

2. The processor, determining whether a first user is present at a position where the transmissive display is visible; starting execution of a game when it is determined that a first user is present; Execute the The game program according to claim 1.

3. The processor, obtaining a location of a first user; Run the command, The first image output step is a step of outputting a first output image based on a position of the first user.

3. The game program according to claim 1 or 2.

4. The processor, a first contour calculation step of calculating first contour information included in the first image based on the first image; Run the command, The first generation step is a step of generating a first game object based on the first contour information. The game program according to any one of claims 1 to 3.

5. A game program for executing a game in a computer system including a computer having a processor and a storage unit, and a vehicle having a transmissive display and capable of being boarded by a user, comprising: The processor, A first image input step of acquiring a first image; a first operation input step of acquiring first operation information input by a first user; a first contour calculation step of calculating first contour information included in the first image based on the first image; a first generation step of generating a first game object based on the first image; a first operation step of controlling a first character object based on first operation information; a first image output step of outputting a first output image including the first character object and the first game object; Run the command, The first image input step is a step of acquiring an image including a part of a scene outside the vehicle viewed through the first transmissive display from a viewpoint of the first user; the first image output step is a step of outputting a first output image to the first transmissive display so as to overlap a scene outside the vehicle viewed through the first transmissive display from a viewpoint of the first user; The first generation step is a step of generating a stage object that defines a movement path of the first character object based on the first contour information. Game program.

6. The vehicle includes a second gripping portion, The processor, a second operation input step of acquiring second operation information from the second gripping portion; Run the command, The first image output step is a step of outputting a first output image based on the second operation information. The game program according to any one of claims 1 to 5.

7. The processor, a reward granting step of granting a reward to the first user; Run the command, The game program according to any one of claims 1 to 6.

8. The first generation step is a step of generating a first item object based on the first image; the benefit providing step is a step of providing a benefit when the first character object and the first item object satisfy an acquisition condition; The game program according to claim 7.

9. The reward providing step is a step of providing a reward based on a position and a direction of the first transmissive display within the vehicle.

9. The game program according to claim 7 or 8.

10. The vehicle includes a grip portion, The first operation input step is a step of acquiring first operation information from the grip portion.

10. The game program according to claim 1.

11. A game program for executing a game in a computer system including a computer having a processor and a storage unit, and a vehicle having a transmissive display and capable of being boarded by a user, comprising: The processor, A first image input step of acquiring a first image; a first operation input step of acquiring first operation information input by a first user; a first generation step of generating a first game object based on the first image; a first operation step of controlling a first character object based on first operation information; a first image output step of outputting a first output image including the first character object and the first game object; Varying a viewable range of a first transmissive display; interrupting execution of the game while the visible range of the first transmissive display is changing; Run the command, The first image input step is a step of acquiring an image including a part of a scene outside the vehicle viewed through the first transmissive display from a viewpoint of the first user; The first image output step is a step of outputting a first output image to the first transmissive display so as to overlap a scene outside the vehicle viewed through the first transmissive display from a viewpoint of the first user. Game program.

12. The processor, Varying a viewable range of the first transmissive display; Run the command, the first image output step is a step of outputting a first output image to the first transmissive display so as to overlap a scene outside the vehicle viewed from a viewpoint of the first user through the first transmissive display after the change in the visible range; The game program according to claim 11.

13. A game system including a computer having a processor and a memory unit, and a vehicle having a transmissive display that a user can board, The processor, a position acquiring step of acquiring a head position of a first user with respect to a see-through display; A first image input step of acquiring a first image; a first operation input step of acquiring first operation information input by a first user; a first generation step of generating a first game object based on the first image; a first operation step of controlling a first character object based on first operation information; a first image output step of outputting a first output image including the first character object and the first game object; Run the command, the first image input step is a step of acquiring an image including a part of a scene outside the vehicle viewed through the first transmissive display from a viewpoint of the first user that is determined according to a head position of the first user with respect to the transmissive display in the position acquisition step; the first image output step is a step of outputting a first output image to the first transmissive display so as to overlap a scene outside the vehicle viewed from the viewpoint through the first transmissive display; Game system.

14. An information processing method for executing information processing in a computer system including a computer having a processor and a storage unit, and a vehicle having a transmissive display and capable of being boarded by a user, comprising: The processor, a position acquiring step of acquiring a head position of a first user with respect to a see-through display; A first image input step of acquiring a first image; a first operation input step of acquiring first operation information input by a first user; a first generation step of generating a first game object based on the first image; a first operation step of controlling a first character object based on first operation information; a first image output step of outputting a first output image including the first character object and the first game object; Run the command, the first image input step is a step of acquiring an image including a part of a scene outside the vehicle viewed through the first transmissive display from a viewpoint of the first user that is determined according to a head position of the first user with respect to the transmissive display in the position acquisition step; the first image output step is a step of outputting a first output image to the first transmissive display so as to overlap a scene outside the vehicle viewed from the viewpoint through the first transmissive display; Information processing methods.

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