PROGRAM, INFORMATION PROCESSING METHOD AND INFORMATION PROCESSING APPARATUS
By setting a performance execution decision unit in the information processing device, and performing the performance of simulating human visual actions when judging specific conditions, the problem in the prior art is solved that it is difficult to suppress screen poisoning while maintaining game immersion, and the effect of effectively suppressing screen poisoning is achieved.
Patent Information
- Application Number
- JP2022144315
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-12
- Publication Date
- 2025-05-14
- Estimated Expiration
- 2042-09-12
AI Technical Summary
The prior art is difficult to effectively suppress the symptoms of screen poisoning for players while maintaining the immersion of the game.
By setting a performance execution decision unit in the information processing device, it is judged that when a specific condition (such as up and down motion of a virtual camera, game events, etc.) is satisfied, performance (such as blinking action) that simulates human visual actions is performed to reduce the risk of screen poisoning.
It effectively suppresses the symptoms of screen poisoning for players, while maintaining the immersion of the game, providing a more natural gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an information processing method, and an information processing device. [Background technology]
[0002] In recent years, due to the increase in the amount of information displayed on the screen, users may experience motion sickness (3D motion sickness). VR games, which are highly immersive, are particularly prone to motion sickness. In this regard, for example, a technique has been proposed for suppressing motion sickness caused by the vertical movement of a virtual camera by restricting the vertical movement of the virtual camera (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-017746 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, the above-mentioned Patent Document 1 only suppresses the screen sickness caused by the vertical movement of the virtual camera, and the scope of the effect is limited. In addition, even if other conventional technologies can suppress the screen sickness to some extent, there is a problem that the immersion in the game is greatly reduced.
[0005] The present invention has been made in consideration of the above circumstances, and aims to provide a technology that suppresses video-induced motion sickness in players while maintaining a sense of immersion in the game.
[0006] In order to achieve the above object, the first aspect of the present invention is An information processing device, a content processing execution means for executing processing relating to a predetermined content; A performance execution decision means for deciding to execute a performance for preventing a user from getting sick from the content when a predetermined condition related to a process executed by the content is satisfied; a performance execution means for executing the performance simulating a human visual action when the performance is determined; It is a program that functions as a
[0007] Also, in the first aspect, the effect execution decision means can decide to execute the effect when a predetermined event that is set in advance is reproduced in the content.
[0008] Also, in the first aspect, the effect execution decision means can decide to execute the effect when the condition related to a change in the image or angle of view presented to the user is satisfied.
[0009] Also, in a first aspect, the content is a game in which the viewpoint of a game character is displayed as a game image, and the effect execution means is capable of executing the effect in which all or part of the game image is darkened and displayed.
[0010] In addition, in the first aspect, the content may be a game in which the user progresses by manipulating an object or a part of an object displayed in a virtual space using a specified hardware device for experiencing virtual reality.
[0011] In addition, in the first aspect, the effect execution means can execute the effect imitating a human blink.
[0012] In addition, in the first aspect, the performance execution means can change the mode of the performance depending on the content of the condition that is satisfied.
[0013] Also, in the first aspect, the effect execution means can execute the effect by adding the effect to an image related to the content.
[0014] The second aspect of the present invention is An information processing method executed by an information processing device, a content processing execution means for executing processing relating to a predetermined content; A performance execution decision means for deciding to execute a performance for preventing a user from getting sick from the content when a predetermined condition related to a process executed by the content is satisfied; a performance execution means for executing the performance simulating a human visual action when the performance is determined; The present invention relates to an information processing method.
[0015] The third aspect of the present invention is a content processing execution means for executing processing relating to a predetermined content; A performance execution decision means for deciding to execute a performance for preventing a user from getting sick from the content when a predetermined condition related to a process executed by the content is satisfied; a performance execution means for executing the performance simulating a human visual action when the performance is determined; The information processing device includes:
[0016] An information processing method and an information processing device according to one aspect of the present invention are also provided as an information processing method or an information processing device corresponding to a program according to one aspect of the present invention. Effect of the Invention
[0017] According to the present invention, it is possible to provide a technology that suppresses motion sickness in a player while maintaining a sense of immersion in the game. [Brief description of the drawings]
[0018] [Figure 1] 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present invention. [Diagram 2] 2 is a diagram illustrating an example of a game operation method according to the information processing system of FIG. 1. [Diagram 3] 1 is a diagram showing an example of a hardware configuration of a game device in an information processing system according to an embodiment of the present invention. [Figure 4] 4 is a diagram showing an example of a functional configuration of the game device of FIG. 3 and the server of FIG. 1, etc. [Diagram 5] 5 is an image diagram showing an example of a game image for explaining an overview of a blink effect processing executed by the game device of FIG. 4. FIG. [Figure 6] 5 is a flowchart showing an example of the flow of a blinking effect process executed by the game device of FIG. [Figure 7] FIG. 11 is a diagram showing an example of the correspondence between the progress of a game and the content of presentation. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0019] [Embodiment] First, before explaining an embodiment of the present invention, the contents of a game (hereinafter referred to as "this game") to which an information processing system (hereinafter referred to as "this system") according to one embodiment of the present invention is applied will be explained. This game is, for example, an action game executed using VR (Virtual Reality) technology. The player wears an HMD (Head Mounted Display) and progresses through the game while viewing various game images that reflect the viewpoint of the character in the game. Games of this type are extremely effective in increasing the player's immersion in the game. Specifically, the player operates a character (or a part of the character's body) displayed in a virtual space by performing input operations, etc., and progresses through the game by defeating enemy characters in the game using guns, explosives, etc. Although such games can be played using only a normal push-button game controller, this embodiment uses an HMD capable of acquiring position information and a controller with built-in sensor functions to provide a more immersive gaming experience. Specifically, in this embodiment, the system is equipped with various sensors in the HMD and the controller, so that it is possible to recognize coordinates and grasp various actions in the real space. Therefore, in this game, the player's actions in the real space and the character's actions in the game can be linked. For example, when a player takes aim with a gun in the real space, the input operation is processed in the game device 1, and the character takes aim with a gun in the game. By adopting such specifications, the system can provide the player with an environment in which he can play the game in a highly immersive state, as if he were defeating enemies while adventuring himself. Furthermore, in action games, a large number of game contents are generally set. While this is effective in expanding the range of choices available to the player in the game, it also means that a large number of game contents must be managed and operated. This is a problem in normal action games as well, but is particularly likely to be a problem in VR games such as the present embodiment. In this embodiment, one of the objectives of the system is to provide an environment in which the player can easily play the game without losing the sense of immersion in the game, while taking into account all or some of the circumstances unique to VR games. It should be noted that game media is a general term for electronic data relating to weapons, armor, items, etc. that characters use in the virtual space. Furthermore, in the following description, when the term "character (object)" is used, it does not mean only one independent character, but also includes an image of only a part of a character (for example, a hand).
[0020] <Summary> FIG. 1 shows an example of the configuration of this system. As shown in Fig. 1, the system includes a game device 1, an HMD 2, a controller 3, and a server 4. The game device 1, the HMD 2, and the controller 3 are connected to each other by a communication method such as a LAN (Local Area Network). The game device 1 and the server 4 are also connected to each other via a predetermined network N such as the Internet. Note that the form of these communication methods is not limited, and for example, Bluetooth (registered trademark), Wi-Fi, etc. may be used. In the following description, when the term "image" is used simply, it includes any image such as a "moving image" or a "still image."
[0021] The game device 1 is used by a player who wishes to use this system. The game device 1 is composed of a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, etc. The game device 1 executes various processes required for the progress of the game.
[0022] The HMD 2 is a head mounted display connected to the game device 1 via a LAN or the like. The HMD 2 displays various game images generated by the game device 1 on a display unit (not shown). The HMD 2 can also recognize coordinates in real space together with the controller 3 (described later). The HMD 2 may also have functions as a general-purpose information processing device, such as various control units such as a CPU and SSD, and a storage unit.
[0023] The controller 3 is equipped with a sensor function and the like and is connected to the game device 1 via a LAN or the like. The controller 3 is provided with various buttons, a touch panel, and the like, as well as sensors and a tracking function, and can recognize coordinates in real space in conjunction with the HMD 2.
[0024] The server 4 is managed by an administrator of the system, etc. The server 4 is composed of a general-purpose PC, etc. While communicating with the game device 1, etc., the server 4 stores and manages various information required for the progress of the game.
[0025] Next, a method of operating this game will be briefly described with reference to Fig. 2. Fig. 2 is a diagram for explaining an example of a method of operating a game according to this system.
[0026] FIG. 2 shows the situation of the player playing the game in real space, along with an example of the game screen at that time. Specifically, looking at (a1) in Fig. 2, the character is playing the game in real space with his right hand extended toward the TV screen (simulating a posture of firing a gun with one hand). Looking at (a2) in Fig. 2, an example of a game image at the same time shows the character aiming a gun in his right hand to attack. Similarly, in Fig. 2(b1), a player is shown playing a game in real space with both hands held out towards the TV screen (simulating a posture of firing a gun with both hands). In addition, in the game screen at this time, that is, in Fig. 2(b2), a character is shown holding a weapon with both hands and aiming to attack. In this way, in this game, the movement and posture of the player holding the HMD 2 and controller 3 are acquired, and this information is processed as input information for the game. In principle, the characters in the game are placed and act in the game space according to the movement and posture of the player in the real space. This allows the player to enjoy playing the game as if he or she were adventuring in the game space. However, as described above, the controller 3 is provided with various buttons, a touch panel, etc. The player can freely perform input operations via the buttons, touch panel, etc. according to the situation of the game.
[0027] <Hardware configuration> FIG. 3 shows the hardware configuration of the game device 1 that constitutes this system.
[0028] As shown in FIG. 3, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, a memory unit 16, a communication unit 17, and a drive 18.
[0029] The control unit 11 is configured with a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 16 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as appropriate.
[0030] The control unit 11, the ROM 12, and the RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to the bus 14. A storage unit 16, a communication unit 17, and a drive 18 are connected to the input / output interface 15.
[0031] In addition, the HMD 2 and the controller 3 are also connected to the input / output interface 15. The HMD 2 is an output device that outputs, for example, images and sounds related to a game. For example, the HMD 2 displays a game image generated as a result of various processes of the control unit 11 on a display unit (not shown). Also, for example, the HMD 2 outputs game sounds generated as a result of various processes of the control unit 11 in a format that can be recognized by the player. The controller 3 is, for example, an input device that accepts operational instructions from a player when various processes are executed by the control unit 11. For example, the controller 3 obtains, as input information, the contents of operational instructions executed by the player in a game.
[0032] The storage unit 16 is composed of a hard disk drive (HDD) or a solid state drive (SSD) and stores various data. For example, the storage unit 16 stores various game programs required for the progress of the game, information on the progress of the game being progressed on other hardware, etc.
[0033] The communication unit 17 controls communications with other hardware and the like via a network N including the Internet.
[0034] The drive 18 is provided as necessary. Removable media 31, which may be a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is appropriately attached to the drive 18. The program read from the removable media 31 by the drive 18 is installed in the storage unit 16 as necessary. The removable media 31 can also store various data stored in the storage unit 16 in the same manner as the storage unit 16.
[0035] The hardware configurations of the HMD 2 and the server 4 can be basically the same as the hardware configuration of the game device 1, so a description thereof will be omitted here.
[0036] FIG. 4 is a diagram showing an example of a functional configuration of the game device of FIG. 3 and the server of FIG. As shown in FIG. 4, the control unit 11 of the game device 1 executes various programs and the like, thereby causing a game processing execution means 60, an input operation receiving means 62, a performance execution decision means 64, a performance execution means 66, and a display control means 68 to function.
[0037] The game process execution means 60 executes various processes relating to the game. Specifically, the game processing execution means 60 executes a game program by reading out virtual game space objects and textures included in game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images and sounds related to the game. In other words, the game processing execution means 60 controls the progress of the game by generating and managing the results of operational instructions by the player. Furthermore, the game processing execution means 60 transmits various pieces of information relating to the game to the server 4 as appropriate.
[0038] The input operation receiving means 62 receives an input operation from a player. Here, the input information received by the input operation receiving means 62 includes, for example, information regarding pressing of various buttons provided on the controller 3, information regarding the placement of the player in real space and the direction of each controller 3, information regarding acceleration accompanying changes in the position of the controller 3 in real space, etc. In this embodiment, the movement of a part of the body of the character displayed in the virtual space (for example, a hand) and the central viewpoint of the game screen are determined in response to each piece of input information thus input by the controller. This allows the player to play the game with a sensation very close to that of the real space.
[0039] The effect execution decision means 64 decides to execute an effect for preventing the user from getting sick from the game when a predetermined condition related to the processing executed in the game is satisfied. Here, the performance execution determination means 64 is provided with an event management means 80 and a virtual camera management means 82. The event management means 80 manages the progress of the game, the occurrence of events, etc. The event management means 80 determines that a predetermined condition is satisfied when a predetermined event that executes a performance imitating a blink (hereinafter referred to as a "blink performance") that reduces screen sickness, which is unique to this system, is to proceed. That is, the event management means 80 judges whether or not a predetermined event for executing a blinking effect has been reached in the progress of the game. In this embodiment, it is assumed that the game device 1 has information such as a list relating to events occurring within the game and the contents of the blinking effects to be executed at each event stored in the storage unit 16 or the like. Furthermore, the virtual camera management means 82 manages the movement of the virtual camera in the game based on information regarding the input operation accepted by the input operation acceptance means 62. Then, the virtual camera management means 82 determines that the condition is satisfied when the movement of the virtual camera is equal to or greater than a predetermined threshold. That is, the virtual camera management means 82 determines whether or not the movement amount or movement angle of the virtual camera exceeds a predetermined threshold value. The effect execution decision means 64 decides to execute a blink effect, for example, when the condition of either the event management means 80 or the virtual camera management means 82 is satisfied.
[0040] When it is determined that a performance is to be performed, the performance execution means 66 executes the performance that imitates the visual action of a human being. That is, when it is determined by the performance execution determination means 64 that a blink performance is to be performed, the performance execution means 66 executes various processes related to the blink performance. Here, the blink effect is, for example, an effect that imitates a blink. Specifically, the blink effect is, for example, a series of effects in which the area displaying the game image (characters and background) gradually decreases from the top and bottom ends of the game image toward the center, the entire game image goes dark once, and then the area displaying the game image (characters and background) gradually increases. The effect execution means 66 is also provided with a time and number of times determination means 90. The time and number of times determination means 90 determines the time for which the effect execution means 66 executes the blink effect (how often the blink effect is executed) and the number of times. Then, the effect execution means 66 executes a blink effect according to the time and number of times determined by the time and number of times determination means 90. Details of the blink effect will be described later with reference to FIG.
[0041] The display control means 68 executes control to display various game images and the like generated by the game processing execution means 60 on a display section (not shown) of the HMD 2. The display control means 68 also executes control to output game sounds and the like generated by the game processing execution means 60 to an output section (not shown) of the HMD 2.
[0042] As shown in FIG. 4, the control unit 400 of the server 4 executes various programs and the like, thereby causing a game information management means 420 to function.
[0043] The game information management means 420 of the server 4 manages various information required for the progress of the game by the game device 1, and executes various processes. Specifically, for example, the game information management means 420 executes authentication of account information transmitted from the game device 1, delivery of game information in response to a download request of various game information from the game device 1, and the like.
[0044] Fig. 5 is an image diagram showing an example of a game image for explaining an overview of the blink effect processing executed by the game device of Fig. 4. The example of Fig. 5 shows an example of a change in the game image displayed on the game device 1 when a blink effect is executed as a predetermined event that may cause screen sickness (hereinafter, referred to as a "effect execution event") progresses.
[0045] First, in (a) of FIG. 5, a game image showing a normal game screen is displayed. In the example of FIG. 5, a blinking effect starts from this state in accordance with the progress of the effect execution event. Next, in (b) of FIG. 5, a game image in which a part of the top and bottom of the game screen is painted black is displayed. That is, in (b) of FIG. 5, a game image in which only a part of the original game image is displayed is displayed. In (c) of FIG. 5, a game image in which the entire game screen is painted black is displayed. Then, in (d) of FIG. 5, a game image in which a part of the top and bottom of the game screen is painted black is displayed again, and in (e) of FIG. 5, a game image showing a normal game screen is displayed again. These game images in Fig. 5 (a) to (e) are displayed to the player via the game device 1 at a predetermined interval (for example, every 0.05 seconds). This allows the player to view the game images as if he or she were blinking. This effect has the advantage of reducing the risk of screen sickness by reducing the amount of information displayed to the player, and also has the advantage of allowing the player to continue playing the game more naturally because it is an effect similar to the actions that the player would normally perform. As described above, the time for which the blinking effect is executed (how long the blinking effect is performed) and the number of times the blinking effect is performed are at the discretion of the present system.
[0046] FIG. 6 is a flowchart showing an example of the flow of the blinking effect processing executed by the game device of FIG.
[0047] In step S1, the event management means 80 determines whether or not a predetermined event for executing a blinking effect has occurred in the progress of the game. If the predetermined event has not been reached, step S1 is determined as NO, and the process proceeds to step S2. On the other hand, if the predetermined event has been reached, step S1 is determined as YES, and the process proceeds to step S3.
[0048] In step S2, the virtual camera management means 82 determines whether or not the movement amount or movement angle of the virtual camera exceeds a predetermined threshold value. If the threshold value is not exceeded, step S2 is determined as NO, and the process returns to step S1. On the other hand, if the threshold value is exceeded, step S2 is determined as YES, and the process proceeds to step S3.
[0049] In step S3, the effect execution decision means 64 decides to execute a blink effect when the condition of either the event management means 80 or the virtual camera management means 82 is satisfied.
[0050] In step S4, the time and number of times determining means 90 determines the time and number of times that the effect executing means 66 will execute the blink effect.
[0051] In step S5, the effect execution means 66 executes a blink effect according to the time and number of times determined by the time and number of times determination means 90.
[0052] Fig. 7 is a diagram showing an example of the correspondence between the progress of a game and the content of the effect. In the example of Fig. 7, the content of events in the game and details of the blink effect to be executed in each event are displayed as a list. For example, by storing such information, the game device 1 can determine the timing to execute the blink effect and the content of the blink effect to be executed.
[0053] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications and improvements within the scope that can achieve the object of the present invention are included in the present invention.
[0054] <Other embodiments>
[0055] Here, the blinking effect of the above embodiment will be described in more detail. The blinking effect of this system is fundamentally different in concept from, for example, lowering the brightness of the background when the virtual camera moves, darkening the entire screen, etc. Although lowering the brightness, darkening the entire screen, and other effects are certainly effective in reducing the risk of screen sickness, both of these effects are situations that players do not usually experience in the real world, and as a result, it is thought that the sense of immersion in the game will decrease. In contrast, the blinking effect of this system mimics the everyday action of blinking that players perform, in which the field of view gradually narrows, causing a temporary state in which nothing can be seen, and then vision regains. This makes it possible to naturally reduce the risk of motion sickness without interrupting the immersive feeling of the game.
[0056] In the above embodiment, the effect of imitating a human visual action is described as an effect of imitating a blink, but is not limited thereto. The present system may adopt any effect of imitating a human visual action, such as closing the eyes, squinting the eyes, meditating, wearing sunglasses (reducing the transparency of the background), etc.
[0057] In the above embodiment, the condition for performing the blinking effect has been described as being when a predetermined event is reached or when the amount of movement of the virtual camera is equal to or greater than a threshold, but this is not limited thereto. For example, the system may perform the blinking effect only when a predetermined event is reached and the amount of movement of the virtual camera is equal to or greater than a threshold, or may determine whether or not to perform the blinking effect based on any other condition.
[0058] In the above embodiment, the game according to the present system is described as a VR action game, but is not limited thereto. The game according to the present system may be an action game not classified as VR, or may be a game of another genre. Furthermore, the application of this system is not limited to games, but may be any content that may involve motion sickness, such as videos or movies.
[0059] In addition, in the above-mentioned embodiment (particularly in FIG. 5 etc.), an example of a blinking effect has been described, but it is merely an example and is not limited thereto. For example, the present system may execute a blinking effect in which the shape of the area where the game image is not displayed (the area filled in black in FIG. 5) is changed to an arc shape that more closely resembles an eye.
[0060] Although not described in the above embodiment, the system may change the duration, number of times, shape, etc. of the blinking effect depending on the state of the character during the game (stamina value, abnormal state, equipped weapons and armor, etc.) Specifically, for example, when the character's stamina value is low, the system may change the color that fills the screen to red and execute the blinking effect.
[0061] Also, although not described in the above embodiment, the game may be executed by any hardware (e.g., game device 1), such as a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, a smartphone, or a tablet.
[0062] Although the description has been omitted in the above embodiment, the content of the game related to this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action game, simulation game, sports game, card game, battle royale (symmetric type, asymmetric type), MOBA (Multiplayer online battle arena), music game, fighting game, quiz game, etc.
[0063] Furthermore, the above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 4 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function capable of executing the above-mentioned series of processes as a whole, and the type of functional block used to realize this function is not limited to the example in Fig. 4, etc. Furthermore, the location of the functional block is not limited to the example in Fig. 4, etc., and may be arbitrary. Furthermore, one functional block may be configured as a single piece of hardware, may be configured as a single piece of software, or may be configured as a combination of both.
[0064] Furthermore, the number of different hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.
[0065] Furthermore, when the series of processes is executed by software, the programs constituting the software are installed into a computer or the like from a network or a recording medium.
[0066] The computer may be a computer that is built into dedicated hardware, or a computer that is capable of executing various functions by installing various programs. That is, for example, the various hardware in the above-described embodiment may be freely adopted as any computer, any mobile terminal such as a smartphone, any game machine, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.
[0067] Furthermore, the recording medium containing such a program may not only be constituted by a removable medium (not shown) provided separately from the device main body in order to provide the program to a player, etc., but may also be constituted by a recording medium provided to the player in a state in which it is pre-installed in the device main body.
[0068] In this specification, the steps of describing the program to be recorded on the recording medium may be executed in parallel or individually, as well as in chronological order. Also, some of the steps described in the above embodiment may be omitted.
[0069] In addition, in this specification, the term "system" refers to an overall device that is composed of a plurality of devices or a plurality of means.
[0070] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other.
[0071] In summary, the program to which the present invention is applied can take various forms having the following configurations. An information processing device, A content processing execution means (e.g., a game processing execution means 60) that executes processing related to a predetermined content; A performance execution determination means (e.g., a performance execution determination means 64) that determines to execute a performance for preventing a user from getting drunk on the content when a predetermined condition related to a process executed by the content is satisfied; a performance execution means (e.g., performance execution means 66) for executing the performance imitating a human visual action when the execution of the performance is determined; Any program that functions as such will suffice.
[0072] <Effects> The player can enjoy the game while feeling fully immersed in it, without feeling motion sickness. [Explanation of symbols]
[0073] 1. Game device 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 Production execution decision means 80 Event Management Tools 82 Virtual camera management means 66 Means of production execution 90 Time and Number Determination Method 68 Display Control Means 2 HMD 3. Controller 4 Server 400 Control section 420 Game information management means
Claims
1. Information processing device for games, a virtual camera management means for managing movement of a virtual camera of the game based on an input operation of a user of the game; a first condition determination means for determining that a first condition is satisfied when a predetermined event that has been set in advance is reproduced in the game; a second condition determination means for determining that a second condition is satisfied when a movement amount or a movement angle of the virtual camera based on the input operation of the user exceeds a predetermined threshold; a performance execution determination means for determining to execute a performance in the game when the first condition or the second condition is satisfied; a performance execution means for executing the performance imitating a movement related to a human eye when the execution of the performance is determined; A program that functions as a
2. the game displays a character's viewpoint as a game image, the effect execution means executes the effect of darkening all or a part of the game image. The program according to claim 1.
3. The game is a game in which the user progresses while operating an object or a part of an object displayed in a virtual space using a predetermined hardware device for experiencing virtual reality. The program according to claim 1.
4. The performance execution means executes the performance imitating a human blink. The program according to claim 1.
5. The performance execution means changes the mode of the performance depending on the content of the first condition or the second condition that is satisfied. The program according to claim 4.
6. the effect execution means executes the effect by adding the effect to an image related to the game. The program according to claim 5.
7. The effect execution means changes the mode of the effect in accordance with a progress status of the game. The program according to claim 1.
8. An information processing method executed by an information processing device related to a game, a virtual camera management step of managing movement of a virtual camera of the game based on an input operation of a user of the game; a first condition determination step of determining that a first condition is satisfied when a predetermined event that has been set in advance is reproduced in the game; a second condition determination step of determining that a second condition is satisfied when a movement amount or a movement angle of the virtual camera based on the input operation of the user exceeds a predetermined threshold; a performance execution determination step of determining to execute a performance in the game when the first condition or the second condition is satisfied; a performance execution step of executing the performance that imitates a movement related to a human eye when the execution of the performance is determined; An information processing method comprising:
9. An information processing device for a game, a virtual camera management means for managing movement of a virtual camera of the game based on an input operation of a user of the game; a first condition determination means for determining that a first condition is satisfied when a predetermined event that has been set in advance is reproduced in the game; a second condition determination means for determining that a second condition is satisfied when a movement amount or a movement angle of the virtual camera based on the input operation of the user exceeds a predetermined threshold; a performance execution determination means for determining to execute a performance in the game when the first condition or the second condition is satisfied; a performance execution means for executing the performance imitating a movement related to a human eye when the execution of the performance is determined; An information processing device comprising:
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