Entertainment method and entertainment device
The entertainment method and device address the inability of existing systems to impart ion effects by emitting ions in response to entertainment stimuli, thereby enhancing the human experience during entertainment activities.
Patent Information
- Application Number
- JP2022546923
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2020-09-02
- Filing Date
- 2021-08-31
- Publication Date
- 2025-05-21
- Estimated Expiration
- 2041-08-31
AI Technical Summary
Existing game systems are unable to impart the effects of ions to humans, which could enhance the entertainment experience by influencing mood and mental state.
An entertainment method and device that outputs entertainment-related images and sounds while simultaneously emitting ions based on these stimuli to increase ion concentration in a space, thereby affecting humans present.
The proposed solution effectively imparts the effects of ions to humans, enhancing their entertainment experience by improving concentration, mood, and overall engagement during activities like playing computer games.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to an entertainment method and an entertainment device. [Background technology]
[0002] The game system described in Patent Document 1 includes a game device and a controller. The game device executes a computer game based on a game program. The controller provides input to the game device. The controller is operated by a user. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-80990 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, the game system described in Patent Document 1 was unable to impart the effects of ions to humans.
[0005] The present invention has been made in view of the above-mentioned problems, and has an object to provide an entertainment method and an entertainment device that can provide an effect of ions to humans. [Means for solving the problem]
[0006] According to one aspect of the present invention, an entertainment method includes an output step and a sending step. The output step outputs an entertainment-related image and / or entertainment-related sound. The sending step sends ions based on the image and / or the sound so that an ion concentration in a space where a person is present increases.
[0007] According to another aspect of the present invention, an entertainment method includes the steps of: outputting and transmitting ions, the outputting step being for outputting entertainment-related images and / or entertainment-related sounds, the transmitting step being for transmitting ions to a human based on the images and / or sounds.
[0008] According to yet another aspect of the present invention, an entertainment method includes an outputting step, a detecting step, and a transmitting step. The outputting step outputs entertainment-related images and / or entertainment-related sounds. The detecting step detects a change in the state of the person. The transmitting step transmits ions to increase an ion concentration in a space in which the person is present based on a detection result indicating the change in the state of the person.
[0009] According to yet another aspect of the present invention, an entertainment method includes an outputting step, a detecting step, and a transmitting step. The outputting step outputs entertainment-related images and / or entertainment-related sounds. The detecting step detects a change in the state of the human. The transmitting step transmits ions toward the human based on a detection result indicating the change in the state of the human.
[0010] According to yet another aspect of the present invention, an entertainment device includes an output device, an ion emission device, and an emission control unit. The output device outputs an image related to entertainment and / or a sound related to entertainment. The ion emission device emits ions. The emission control unit controls the ion emission device based on the image or the sound.
[0011] According to yet another aspect of the present invention, an entertainment device includes an output device, an ion emission device, a detection unit, and a emission control unit. The output device outputs entertainment-related images and / or entertainment-related sounds. The ion emission device emits ions. The detection unit detects a change in the state of the person. The emission control unit controls the ion emission device based on the change in the state of the person. Effect of the Invention
[0012] According to the entertainment method and entertainment device of the present invention, the effect of ions can be imparted to humans. [Brief description of the drawings]
[0013] [Figure 1] 1 is a diagram showing an entertainment device according to a first embodiment of the present invention. [Diagram 2] 1 shows a block diagram of an entertainment device according to a first embodiment of the present invention. [Diagram 3] 4 shows a flowchart of a process executed by a control unit according to the first embodiment. [Figure 4] 11 shows a flowchart of a process executed by a control unit according to a second embodiment of the present invention. [Diagram 5] 13 shows a flowchart of a process executed by a control unit according to a third embodiment of the present invention. [Figure 6] 13 shows a flowchart of a process executed by a control unit according to a fourth embodiment of the present invention. [Figure 7] FIG. 1 shows a laboratory in which the entertainment device according to the present invention is arranged. [Figure 8] FIG. 8 is a diagram showing a schedule of experiments carried out in the laboratory shown in FIG. [Figure 9] Graph G1 shows an example of the present invention and a comparative example. [Figure 10] Graph G2 showing an example and a comparative example of the present invention. [Figure 11] Graph G3 shows an example of the present invention and a comparative example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the drawings, the same or corresponding parts are designated by the same reference characters and description thereof will not be repeated.
[0015] [Embodiment 1] First, an entertainment device 100 according to an embodiment of the present invention will be described with reference to Fig. 1. Fig. 1 is a diagram showing the entertainment device 100 according to an embodiment of the present invention. The entertainment device 100 provides entertainment to a user H. The user H corresponds to an example of a "human being."
[0016] The entertainment is, for example, a movie. The entertainment is, for example, a video. The entertainment is, for example, videos and music on television broadcasts. The entertainment is, for example, videos and music on cable television. The entertainment is, for example, a computer game. The computer game is, for example, a video game, an action game, a role-playing game, a puzzle game, a simulation game, a shooting game, a sports game, a racing game, a music game, a card game, a fighting game, a board game, and a table game. The computer game may be executed via a server or may be executed without the server. A computer game executed via a server is a so-called online game. A computer game executed without the server is a so-called offline game.
[0017] As shown in Fig. 1, an entertainment device 100 is placed in a room. A user H exists in a space R inside the room. A desk DS and a chair CH are placed in the space R. A part of the entertainment device 100 is placed on the desk DS. The user H is sitting on the chair CH. The entertainment device 100 includes a game device 10, an output device AV, an ion emission device 40, a controller 50, and a detection unit 60.
[0018] The output device AV outputs images related to entertainment. Furthermore, the output device AV outputs sounds related to entertainment. For example, the output device AV outputs images related to movies or sounds related to movies. Furthermore, the output device AV outputs images related to movies and sounds related to movies. For example, the output device AV outputs images related to computer games or sounds related to computer games. Furthermore, the output device AV outputs images related to computer games and sounds related to computer games.
[0019] The output device AV includes a display unit 20 and an audio output unit 30. The display unit 20 displays an image. Specifically, the display unit 20 displays an image based on image information. The image information includes information related to the display of the image. The image information is, for example, image information related to a movie. Also, for example, the image information is image information related to a computer game. The display unit 20 is, for example, a liquid crystal display, an organic EL (Electro Luminescence) display, a micro LED (Light Emitting Diode), or a plasma display.
[0020] The audio output unit 30 outputs sound. The audio output unit 30 is, for example, a speaker. The audio output unit 30 is, for example, an earphone output terminal. Specifically, the audio output unit 30 outputs sound based on audio information. The audio information includes information related to the output of audio. The audio information is, for example, audio information related to a movie. The audio information is, for example, audio information related to a computer game.
[0021] The game device 10 progresses a computer game. Specifically, the game device 10 accepts an operation signal from the user H via the controller 50 to progress the computer game. In other words, the game device 10 allows the user H to play the computer game. The computer game is, for example, a game in which a match can be played. The match includes, for example, a match between the user H and an opponent operated by a game program, a match between the user H and another user H using a computer game, and a match in an e-sports (Electronic Sports) tournament via a server device. The game device 10 may play a movie to allow the user H to appreciate images and sounds. The game device 10 is a dedicated device for progressing the computer game or a general-purpose device. The general-purpose device is, for example, a personal computer.
[0022] The ion discharge device 40 is disposed in the room and discharges ions. Specifically, the ion discharge device 40 is fixed to the output device AV. The ion discharge device 40 emits ions.
[0023] The controller 50 accepts an operation from the user H. For example, the user H operates the controller 50. Then, the controller 50 accepts the operation from the user H. Furthermore, the operation accepted by the controller 50 is sent to the game device 10 as an operation instruction. The controller 50 is a dedicated or general-purpose operating device for the game device 10. The controller 50 may be, for example, a keyboard or a pointing device such as a mouse.
[0024] The detection unit 60 detects changes in the state of the user H. The detection unit 60 includes a camera and an infrared sensor. The camera captures an image of the user H and outputs an image signal as a detection signal to the game device 10. The infrared sensor detects the surface temperature of the user H. Specifically, the infrared sensor detects the surface temperature of the face of the user H. The infrared sensor includes an infrared absorbing film and a thermistor. The infrared absorbing film receives thermal radiation (infrared rays) emitted from the surface of an object. The infrared absorbing film has a heat-sensitive portion that absorbs thermal radiation from the object and increases in temperature. The thermistor detects the temperature of the infrared absorbing film. The detection result of the infrared sensor is output to the game device 10.
[0025] Next, the entertainment device 100 of the present embodiment will be described in detail with reference to Figures 1 and 2. Figure 2 shows a block diagram of the entertainment device 100.
[0026] As shown in FIG. 2, the game device 10 includes an image processing unit 11, a sound processing unit 12, a storage unit 13, a connection unit 14, and a control unit 15.
[0027] The image processing unit 11 generates image information related to entertainment. The image processing unit 11 includes, for example, a GPU (Graphics Processing Unit). Specifically, the image processing unit 11 generates two-dimensional image information related to a computer game, or three-dimensional image information related to a computer game. The image processing unit 11 is connected to the display unit 20. The image information generated by the image processing unit 11 is transmitted to the display unit 20.
[0028] The audio processing unit 12 generates audio information related to entertainment. The audio processing unit 12 includes, for example, a DSP (Digital Signal Processor). The generated audio information is D / A (Digital to Analog) converted and output from the audio output unit 30 as the audio of a computer game. The audio processing unit 12 is connected to the audio output unit 30. The audio information generated by the audio processing unit 12 is transmitted to the audio output unit 30.
[0029] The storage unit 13 stores data, computer programs, and game programs. For example, the storage unit 13 temporarily stores data necessary for each process of the control unit 15. For example, the storage unit 13 stores setting data for the display unit 20, setting data for the audio output unit 30, setting data for the detection unit 60, setting data for the controller 50, and setting data for the ion emission device 40. The storage unit 13 includes a main storage device (e.g., a semiconductor memory) such as a ROM (Read Only Memory) and a RAM (Random Access Memory), and includes an auxiliary storage device (e.g., a hard disk drive). The RAM includes, for example, a VRAM (Video RAM). The storage unit 13 may include a removable medium.
[0030] The connection unit 14 is an interface for connecting the ion emission device 40, the controller 50, and the detection unit 60 to the game device 10. For example, a signal is transmitted from the control unit 15 to the ion emission device 40 via the connection unit 14. Also, for example, a signal related to an operation is transmitted from the controller 50 to the control unit 15 via the connection unit 14. Also, for example, a signal indicating a detection result is transmitted from the detection unit 60 to the control unit 15 via the connection unit 14.
[0031] The ion discharge device 40 includes an ion generating section 41 and a blowing section 42 .
[0032] The ion generating unit 41 generates ions. The ion generating unit 41 may include a pair of discharge electrodes. Each of the pair of discharge electrodes may be a needle-shaped or brush-shaped electrode. Each of the pair of discharge electrodes may be made of, for example, a metal having electrical conductivity. Furthermore, each of the pair of discharge electrodes may be made of, for example, a carbon fiber or a resin having electrical conductivity.
[0033] The pair of discharge electrodes discharges. Specifically, the pair of discharge electrodes to which a high voltage is applied discharges and generates active species. The active species includes ions. For example, when a high voltage is applied to the pair of discharge electrodes, a corona discharge occurs between the discharge electrodes. Then, one of the pair of discharge electrodes discharges and releases positive ions. The positive ions include hydrogen ions (H + ) is a cluster ion (H + (H 2 O) m (m is an arbitrary integer equal to or greater than zero). Furthermore, the other electrode of the pair of discharge electrodes emits negative ions by discharging. The negative ions are oxygen ions (O 2 - ) is a cluster ion (O 2 - (H 2 O) n (n is any positive number greater than or equal to zero).
[0034] The released positive and negative ions can, for example, surround mold and general bacteria floating in the air and cause a chemical reaction on the surface of the mold and general bacteria. The active species hydroxyl radical (·OH) is generated by the chemical reaction. The action of the hydroxyl radical (·OH) can then eliminate the mold and general bacteria.
[0035] The blower 42 generates wind. The blower 42 is, for example, a fan. The fan is, for example, a sirocco fan, a propeller fan, a turbo fan, a mixed flow fan, a line flow fan (registered trademark), or a cross flow fan. The wind generated by the blower 42 flows in a first direction F1 and a second direction F2, for example, as shown in FIG. 1. The first direction F1 is, for example, a direction toward the space R. The second direction F2 is, for example, a direction toward the user H.
[0036] The wind generated by the blower 42 contains the ions generated by the ion generator 41. That is, the wind containing the ions is blown out in the first direction F1 and the second direction F2. The ions are then blown out into the room, filling the space R with the ions.
[0037] The control unit 15 includes a processor such as a CPU (Central Processing Unit) or an ASIC (Application Specific Integrated Circuit), and a storage device. For example, the control unit 15 receives a signal output by the controller 50. The control unit 15 controls each element of the game device 10 based on the received signal. Specifically, as shown in FIG. 2, the control unit 15 controls each element of the game device 10 such as the image processing unit 11, the sound processing unit 12, the storage unit 13, and the connection unit 14.
[0038] 1 and 2, the game device 10 will be described in detail. The control unit 15 of the game device 10 includes a sending control unit 151. The control unit 15 functions as the sending control unit 151 by executing a computer program.
[0039] The emission control unit 151 controls the ion emission device 40 .
[0040] Specifically, the sending control unit 151 controls the ion sending device 40 to send ions based on an image or sound related to entertainment. More specifically, the sending control unit 151 controls the ion sending device 40 to send ions based on an image or sound related to entertainment. By sending out ions, the ion concentration in the space R in which the user H exists increases. The user H who has seen an image or heard a sound related to entertainment changes his / her mood. The mood indicates the mental state of the user H. The mental state of the user H can be excitement, impatience, dejection, elation, etc. Therefore, ions can be sent out in accordance with the change in the mental state of the user H. As a result, the effect of ions can be given to the user H when the mental state changes. The effect of ions will be described later with reference to the embodiment shown in FIG. 7 to FIG. 11.
[0041] For example, the transmission control unit 151 controls the ion transmission device 40 to transmit ions based on images and / or sounds related to a movie. The transmission of ions increases the ion concentration in the space R in which the user H exists. For example, the user H who sees an image of a car crashing in a movie, or hears the sound of a car crashing in a movie, experiences a change in mood. Therefore, the transmission control unit 151 can transmit ions at the timing when the mental state of the user H changes. As a result, the effect of ions can be imparted to the user H when the mental state changes.
[0042] The game device 10 of the entertainment device 100 of this embodiment progresses a computer game, for example. Specifically, the control unit 15 of the game device 10 receives an operation signal from the user H via the controller 50, and the control unit 15 of the game device 10 progresses the computer game, so that an image related to the computer game is displayed on the display unit 20. Also, the control unit 15 of the game device 10 receives an operation signal from the user H via the controller 50, and the control unit 15 of the game device 10 progresses the computer game, so that a sound related to the computer game is output from the audio output unit 30. That is, an image related to the computer game according to the operation of the user H and a sound related to the computer game according to the operation of the user H are output. In other words, ions are emitted according to the operation of the user H. The ion concentration in the space R in which the user H exists increases as the ions are emitted. Therefore, ions can be emitted according to the change in the mental state of the user H playing the computer game. As a result, the effect of ions can be given to the user H when the mental state changes.
[0043] For example, the transmission control unit 151 controls the ion transmission device 40 to transmit ions based on an image and / or a sound related to a computer game. The transmission of ions increases the ion concentration in the space R in which the user H exists. For example, the user H who sees an image of a car crashing in a computer game or hears the sound of a car crashing in a computer game will have a change in mood. Therefore, the transmission control unit 151 can transmit ions at the timing when the mental state of the user H changes. As a result, the effect of ions can be imparted to the user H when the mental state changes.
[0044] For example, by providing the user H with the effect of ions, the user H can concentrate on playing a computer game. Therefore, compared with a case where the ion discharge device 40 discharges ions and a case where the ion discharge device 40 does not discharge ions, the evaluation of the operation of the computer game is improved when ions are discharged. In other words, there is a possibility that the evaluation of the operation of the computer game played by the user H can be improved objectively or subjectively.
[0045] When the control unit 15 of the game device 10 receives an operation signal from the user H via the controller 50, the control unit 15 controls the image processing unit 11 so that the image processing unit 11 generates image information corresponding to the operation signal. Next, the image information generated by the image processing unit 11 is transmitted to the display unit 20. Then, the display unit 20 displays an image showing the image information. The image displayed on the display unit 20 is an image related to a computer game.
[0046] Furthermore, when the control unit 15 of the game device 10 receives an operation signal from the user H via the controller 50, the control unit 15 controls the sound processing unit 12 so that the sound processing unit 12 generates sound information corresponding to the operation signal. Next, the sound information generated by the sound processing unit 12 is transmitted to the sound output unit 30. Then, the sound output unit 30 outputs a sound indicating the sound information. The sound output by the sound output unit 30 is a sound related to the computer game.
[0047] Furthermore, the game device 10 of the entertainment device 100 of this embodiment outputs an image according to the progress of the computer game. Furthermore, the game device 10 of the entertainment device 100 outputs a sound according to the progress of the computer game. Then, the emission control unit 151 controls the ion emission device 40 so as to change the amount of ions emitted by the ion emission device 40 according to the progress of the computer game. As the computer game progresses, the mental state of the user H changes. Therefore, the amount of ions to be emitted can be changed according to the change in the mental state of the user H. As a result, the effect of ions can be given to the user H when the mental state changes.
[0048] For example, generally, at the end of an event included in a computer game, user H's mental state is likely to change. Also, generally, at the beginning of an event included in a computer game, user H's mental state is unlikely to change. Therefore, the amount of ions emitted at the end of the event is greater than the amount of ions emitted at the beginning of the event.
[0049] The change in the amount of ions sent out is performed by changing the air volume of the air blower 42. Specifically, for example, the sending control unit 151 controls the air blower 42 to change the air volume. Then, the air blower 42 sends air, and the ion generating unit 41 releases ions. Therefore, ions are included in the air generated by the air blower 42. That is, the amount of ions sent out can be increased in response to an increase in the air volume. Thus, the amount of ions sent out is changed by changing the air volume of the air blower 42. Also, for example, the sending control unit 151 controls the ion generating unit 41 to change the number of times ions are generated. Specifically, the sending control unit 151 controls the ion generating unit 41 to change the number of times discharge is performed. The more the number of times discharge is performed, the more the amount of ions generated increases. Then, the ion generating unit 41 generates ions, and the air blower 42 sends air. Therefore, ions are included in the air generated by the air blower 42. That is, the amount of ions sent out can be increased in response to an increase in the amount of ions generated. Therefore, the amount of ions sent out is changed by changing the amount of ions generated by ion generating unit 41. Note that the sending control unit 151 may increase the amount of air sent out by blower 42 and further increase the amount of ions generated by ion generating unit 41 to increase the amount of ions sent out.
[0050] Further, the sending control unit 151 can control the ion sending device 40 to send ions based on the change in the state of the user H detected by the detection unit 60. Specifically, the sending control unit 151 controls the ion sending device 40 to send ions based on the change in the state of the user H, images related to a computer game, and / or sounds related to a computer game. By sending ions, the ion concentration in the space R in which the user H exists increases. When the user H sees an image related to a computer game or hears a sound related to a computer game, the state of the user H changes. When the state of the user H changes, the mental state of the user H changes. Therefore, the timing of sending ions can be precisely matched to the timing of the change in the mental state of the user H. As a result, the effect of ions can be given to the user H at a more effective timing.
[0051] More specifically, the sending control unit 151 sends out ions based on a change in the state of the user H after an image related to a computer game is output and / or a change in the state of the user H after a sound related to a computer game is output. For example, the mood of the user H may not change immediately. For example, the mood of the user H may change 10 seconds after viewing an image related to a movie. Therefore, the detection unit 60 detects the state of the user H after the image and / or sound is output, and the sending control unit 151 controls the ion sending device 40 based on the detection result. As a result, the effect of ions can be given to the user H at a more effective timing.
[0052] The change in the state of the user H includes a change in the face of the user H and / or a change in the behavior of the user H. The change in the state of the user H includes a facial expression of the user H and / or a surface temperature of the face of the user H. The change in the mental state of the user H may appear in the face of the user H and the behavior of the user H. That is, a change in the face of the user H indicates that the mental state of the user H has changed. Specifically, a change in the facial expression of the user H indicates that the mental state of the user H has changed. A change in the surface temperature of the face of the user H indicates that the mental state of the user H has changed. A change in the behavior of the user H indicates that the mental state of the user H has changed. Therefore, among the changes in the state of the user H, the behavior that is likely to show the mental state of the user H can be detected. As a result, the effect of the ions can be given to the user H at a more effective timing.
[0053] The change in the motion of the user H includes, for example, body movement. Body movement indicates, for example, a change in the posture of the user H sitting on a chair. Also, body movement indicates, for example, a change in the position of the hands of the user H.
[0054] Next, the process executed by the control unit 15 of the first embodiment will be described with reference to Fig. 3. Fig. 3 shows a flowchart of the process executed by the control unit 15 of the first embodiment. The process executed by the control unit 15 shown in Fig. 3 includes steps S101 to S104. The ion emission device 40 may continue to emit ions after the game device 10 starts to progress with the computer game. When the ion emission device 40 continues to emit ions, the emission control unit 151 controls the ion emission device 40 to emit an amount of ions that is greater than the amount of ions that are continuously emitted.
[0055] In step S101, the control unit 15 of the game device 10 of the entertainment device 100 acquires a game program stored in the storage unit 13, and proceeds with the computer game. The process proceeds to step S102.
[0056] In step S102, the control unit 15 of the game device 10 causes the output device AV to output images and / or sounds related to the computer game in accordance with the progress of the computer game. The process proceeds to step S103.
[0057] In step S103, the control unit 15 of the game device 10 acquires from the detection unit 60 a change in the state of the user H after an image related to the computer game is output from the output device AV and / or a change in the state of the user H after a sound related to the computer game is output from the output device AV. The process proceeds to step S104.
[0058] In step S104, the emission control unit 151 of the game device 10 emits ions into the space R in which the user H exists, based on the detection result of the detection unit 60, the image related to the computer game, and / or the sound related to the computer game. The process then ends.
[0059] [Embodiment 2] Next, a second embodiment of the processing of the control unit 15 will be described with reference to Fig. 1, Fig. 2, and Fig. 4. The second embodiment differs from the first embodiment mainly in that the ion discharge device 40 discharges ions toward the user H. The differences between the second embodiment and the present embodiment will be described below.
[0060] The emission control unit 151 of the second embodiment controls the ion emission device 40 to emit ions toward the user H based on entertainment-related images and / or entertainment-related sounds. Thus, the ion emission device 40 emits ions in accordance with changes in the user H's mental state, and the user H inhales the ions emitted from the ion emission device 40. As a result, the effect of the ions can be exerted more directly when the user H's mental state changes. The effect of the ions will be described later with reference to examples shown in Figs. 7 to 11.
[0061] In the entertainment device 100 of the second embodiment, the control unit 15 of the game device 10 receives an operation signal from the user H via the controller 50, and the control unit 15 of the game device 10 progresses the computer game, whereby an image related to the computer game is displayed on the display unit 20. In addition, the control unit 15 of the game device 10 receives an operation signal from the user H via the controller 50, and the control unit 15 of the game device 10 progresses the computer game, whereby a sound related to the computer game is output from the audio output unit 30.
[0062] That is, images related to the computer game in response to the operation of the user H and / or sounds related to the computer game in response to the operation of the user H are output. In other words, ions are emitted toward the user H in response to the operation of the user H. Therefore, ions are emitted toward the user H in accordance with changes in the mental state of the user H playing the computer game, and the user H inhales the ions emitted from the ion emission device 40. As a result, the effect of the ions can be more directly exerted when the mental state changes.
[0063] Furthermore, the game device 10 of the entertainment device 100 outputs an image according to the progress of the computer game. Furthermore, the game device 10 of the entertainment device 100 outputs a sound according to the progress of the computer game. Then, the transmission control unit 151 controls the ion transmission device 40 so as to change the amount of ions transmitted by the ion transmission device 40 according to the progress of the computer game. As the computer game progresses, the mental state of the user H changes. Therefore, the amount of ions transmitted to the user H can be changed according to the change in the mental state of the user H. As a result, the effect of the ions can be given to the user H more directly when the mental state changes.
[0064] Furthermore, the emission control unit 151 controls the ion emission device 40 to emit ions toward the user H based on the change in the state of the user H detected by the detection unit 60, images related to the computer game, and / or sounds related to the computer game. Therefore, the timing of ion emission toward the user H can be precisely matched to the timing of the change in the mental state of the user H. As a result, the effect of the ions can be imparted to the user H at a more effective timing.
[0065] Specifically, the sending control unit 151 sends out ions to the user H based on the change in the state of the user H after an image related to a computer game is output and / or the change in the state of the user H after a sound related to a computer game is output. As a result, the effect of the ions can be given to the user H at a more effective timing.
[0066] Next, the process executed by the control unit 15 of the second embodiment will be described with reference to Fig. 4. Fig. 4 shows a flowchart of the process executed by the control unit 15 of the second embodiment. The process executed by the control unit 15 shown in Fig. 4 includes steps S201 to S204. Steps S201 to S203 shown in Fig. 4 correspond to steps S101 to S103 shown in Fig. 3. Therefore, step S204 will be described.
[0067] In step S204, the emission control unit 151 of the game device 10 emits ions toward the user H based on the detection result of the detection unit 60, the image related to the computer game, and / or the sound related to the computer game. The process then ends.
[0068] [Embodiment 3] Next, a third embodiment of the processing of the control unit 150 will be described with reference to Fig. 1, Fig. 2, and Fig. 5. The third embodiment is different from the first embodiment mainly in that the ion discharge device 40 discharges ions based on the state of the user H. The differences between the third embodiment and this embodiment will be described below.
[0069] The emission control unit 151 of the third embodiment controls the ion emission device 40 to emit ions into the space R in which the user H exists, based on a change in the state of the user H. The emission of ions increases the ion concentration in the space R in which the user H exists. The mental state of the user H changes when the user H sees an entertainment-related image or hears entertainment-related sound. Therefore, ions can be emitted into the space R in which the user H exists in accordance with the change in the mental state of the user H. As a result, the effect of ions can be imparted to the user H when the mental state changes.
[0070] In the entertainment device 100 of the third embodiment, the control unit 15 of the game device 10 receives an operation signal from the user H via the controller 50, and the control unit 15 of the game device 10 progresses the computer game, whereby an image related to the computer game is displayed on the display unit 20. In addition, the control unit 15 of the game device 10 receives an operation signal from the user H via the controller 50, and the control unit 15 of the game device 10 progresses the computer game, whereby a sound related to the computer game is output from the audio output unit 30.
[0071] That is, images related to the computer game are output in response to the operation of user H, and / or sounds related to the computer game are output in response to the operation of user H. In other words, ions are sent out toward user H in response to the operation of user H. Therefore, in accordance with changes in the mental state of user H playing a computer game, ions are sent out into space R in which user H exists, and user H inhales the ions in space R. As a result, the effect of the ions can be indirectly exerted when the mental state changes.
[0072] Furthermore, the change in user H's condition includes a change in user H's face and / or a change in user H's movements. Furthermore, the change in user H's condition includes user H's facial expression and / or the surface temperature of user H's face. A change in user H's mental state may be reflected in user H's face and / or user H's movements. Therefore, among the changes in user H's condition, movements that are likely to reflect user H's mental state can be detected. As a result, the effects of ions can be provided to user H at even more effective timing.
[0073] Next, the process executed by the control unit 15 of the third embodiment will be described with reference to Fig. 5. Fig. 5 shows a flowchart of the process executed by the control unit 15 of the third embodiment. The process executed by the control unit 15 shown in Fig. 5 includes steps S301 to S304. Steps S301 to S303 shown in Fig. 5 correspond to steps S101 to S103 shown in Fig. 3. Therefore, step S304 will be described.
[0074] In step S304, the emission control unit 151 of the game device 10 emits ions toward the user H based on the detection result of the detection unit 60. The process then ends.
[0075] [Embodiment 4] Next, a third embodiment of the processing of the control unit 150 will be described with reference to Fig. 1, Fig. 2, and Fig. 6. The fourth embodiment differs from the first embodiment mainly in that the ion discharge device 40 discharges ions based on the state of the user H. The differences between the fourth embodiment and this embodiment will be described below.
[0076] The emission control unit 151 of the fourth embodiment controls the ion emission device 40 to emit ions toward the user H based on a change in the state of the user H. The mental state of the user H changes when the user H sees entertainment-related images and / or hears entertainment-related sounds. Therefore, ions can be emitted toward the user H in accordance with the change in the mental state of the user H. As a result, the effect of ions can be imparted to the user H when the mental state changes.
[0077] In the entertainment device 100 of the third embodiment, the control unit 15 of the game device 10 receives an operation signal from the user H via the controller 50, and the control unit 15 of the game device 10 progresses the computer game, whereby an image related to the computer game is displayed on the display unit 20. In addition, the control unit 15 of the game device 10 receives an operation signal from the user H via the controller 50, and the control unit 15 of the game device 10 progresses the computer game, whereby a sound related to the computer game is output from the audio output unit 30.
[0078] That is, images related to the computer game in response to the operation of user H and / or sounds related to the computer game in response to the operation of user H are output. In other words, ions are sent out toward user H in response to the operation of user H. Therefore, ions are sent out toward user H in accordance with changes in the mental state of user H playing a computer game, and user H inhales the ions in space R. As a result, the effect of the ions can be indirectly exerted when the mental state changes.
[0079] Furthermore, the change in user H's condition includes a change in user H's face and / or a change in user H's movements. Furthermore, the change in user H's condition includes user H's facial expression and / or the surface temperature of user H's face. A change in user H's mental state may be reflected in user H's face and movements. Therefore, among the changes in user H's condition, movements that are likely to reflect user H's mental state can be detected. As a result, the effects of ions can be provided to user H at even more effective timing.
[0080] Next, the process executed by the control unit 15 of the fourth embodiment will be described with reference to Fig. 6. Fig. 6 shows a flowchart of the process executed by the control unit 15 of the fourth embodiment. The process executed by the control unit 15 shown in Fig. 6 includes steps S401 to S404. Steps S401 to S403 shown in Fig. 6 correspond to steps S101 to S103 shown in Fig. 1. Therefore, step S404 will be described.
[0081] In step S404, the emission control unit 151 of the game device 10 emits ions toward the user H based on the detection result of the detection unit 60. The process then ends. EXAMPLES
[0082] Next, examples using the entertainment device 100 according to the present invention will be described together with comparative examples with reference to Figures 1, 2, and 7 to 11. The present invention will be specifically described based on the examples, but the present invention is not limited to the following examples.
[0083] First, an experimental procedure using the entertainment device 100 according to the present invention will be described with reference to Fig. 7 and Fig. 8. Fig. 7 is a diagram showing a laboratory room LB in which the entertainment device 100 according to the present invention was placed. A tent and a desk DS were placed in the laboratory room LB. In addition, an entertainment device 100 was also placed on a desk DS outside the tent. Note that the entertainment device 100 placed on the desk DS outside the tent does not emit ions from the ion emission device 40, or the entertainment device 100 placed on the desk DS outside the tent does not include the ion emission device 40.
[0084] Two tents were placed in the experimental room LB. In the space R inside the tents, the entertainment device 100 shown in FIG. 1 was placed. That is, the entertainment device 100 was placed in the space R1 inside the first tent. In addition, the entertainment device 100 was placed in the space R2 inside the second tent. The subjects answered the questionnaire at the desk DS.
[0085] Fig. 8 is a diagram showing a schedule of experiments to be performed in the laboratory LB shown in Fig. 7. The experiment schedule SH includes a first experiment schedule and a second experiment schedule.
[0086] The first experimental schedule includes 10 experimental schedules, as shown in Figure 8. In the first experiment, 10 subjects played a computer game.
[0087] For example, the first subject played a computer game on Thursday, December 19, 2019, between 1:30 PM and 2:30 PM. The second subject played a computer game on Thursday, December 19, 2019, between 2:30 PM and 3:30 PM. The third subject played a computer game on Friday, December 20, 2019, between 9:30 AM and 10:30 AM. The fourth subject played a computer game on Friday, December 20, 2019, between 10:30 AM and 11:30 AM. The fifth subject played a computer game on Friday, December 20, 2019, between 11:30 AM and 12:30 PM. The sixth subject played computer games on Thursday, December 26, 2019, between 09:30 and 10:30. The seventh subject played computer games on Thursday, December 26, 2019, between 10:30 and 11:30. The eighth subject played computer games on Thursday, December 26, 2019, between 11:30 and 12:30. The ninth subject played computer games on Thursday, December 26, 2019, between 13:30 and 14:30. The tenth subject played computer games on Thursday, December 26, 2019, between 14:30 and 15:30.
[0088] In the first experiment, ions were emitted into space R when the first, third, fifth, seventh, and ninth subjects played computer games. In the first experiment, ions may be emitted toward the first, third, fifth, seventh, and ninth subjects when they played computer games. In addition, ions were not emitted when the second, fourth, sixth, eighth, and tenth subjects played computer games.
[0089] The second experimental schedule includes 10 experimental schedules, as shown in Figure 8. In the second experiment, 10 subjects played a computer game.
[0090] For example, the first subject played computer games on Friday, January 24, 2020, between 10:30 and 11:30. The second subject played computer games on Friday, January 24, 2020, between 11:30 and 12:30. The third subject played computer games on Friday, January 24, 2020, between 1:30 and 2:30. The fourth subject played computer games on Friday, January 24, 2020, between 2:30 and 3:30. The fifth subject played computer games on Friday, January 24, 2020, between 3:30 and 4:30. The sixth subject played computer games on Friday, January 31, 2020, between 10:30 and 11:30. The seventh subject played computer games on Friday, January 31, 2020, between 11:30 and 12:30. The eighth subject played computer games on Friday, January 31, 2020, between 1:30 and 2:30. The ninth subject played computer games on Friday, January 31, 2020, between 2:30 and 3:30. The tenth subject played computer games on Friday, January 31, 2020, between 3:30 and 4:30.
[0091] In the second experiment, ions were emitted into space R when the second, fourth, sixth, eighth, and tenth subjects played a computer game. In the second experiment, ions may be emitted toward the second, fourth, sixth, eighth, and tenth subjects when they played a computer game. In addition, ions were not emitted when the first, third, fifth, seventh, and ninth subjects played a computer game.
[0092] In addition, to prevent the subjects from becoming accustomed to the game, the second experiment was conducted approximately one month after the first.
[0093] The experimental procedures in the examples include the first to seventh procedures.
[0094] The first step shows the procedure for the subject to wear the electroencephalograph. A simplified electroencephalograph was used. The electrodes of the electroencephalograph are attached to the ears and forehead of the subject, for example. The electroencephalograph acquires, for example, alpha waves and beta waves every second. The brain waves acquired from the simplified electroencephalograph are converted into values indicating the psychological state of user H by Sports KANSEI (manufactured by Little Software Co., Ltd.).
[0095] The second procedure shows a procedure in which the subject practices by playing a computer game. In the second procedure, the subject practices by playing a computer game on the entertainment device 100 placed on the desk DS. Note that the entertainment device 100 placed on the desk DS does not have an ion discharge device 40. Specifically, in the second procedure, the subject practices by playing Mario Kart 8 Deluxe (Nintendo Co., Ltd.) using a Nintendo Switch (Nintendo Co., Ltd.). Mario Kart 8 Deluxe is a racing game. A racing game is a game in which a player controls a vehicle and races against another player or a computer. The player is the subject. In one experiment, the subject played the time trial of Mario Kart 8 Deluxe twice.
[0096] The third step shows the procedure for the subject to answer the questionnaire. The questionnaire in the third step is filled out at the desk DS shown in Figure 7. The questionnaire used the Two-dimensional Mood Scale-Short Term (TDMS-ST). The Two-dimensional Mood Scale (TDMS-ST) can measure changes in the subjective mood (psychological state) of the user H.
[0097] The fourth step shows a step in which the subject moves to the first tent or the second tent. The ion delivery device 40 was placed in the space R1 of the first tent. In the first tent in the fourth step, ions are delivered to the space R1, and the ions can be delivered to the user H. When the space R1 of the first tent is filled with ions, the ions are delivered to a depth of 1 cm. 3 The ion concentration was 100,000 or more per unit area. The same was true for the space R of the second tent. Furthermore, the subjects were unaware that wind containing ions was being blown out from the ion discharge device 40 in the first and second tents. Furthermore, the subjects were unaware that wind not containing ions was being blown out from the ion discharge device 40 in the first and second tents.
[0098] The fifth procedure shows a procedure in which a subject plays a computer game. In the fifth procedure, as shown in FIG. 1, the subject plays a computer game on an entertainment device 100. Specifically, in the fifth procedure, the subject plays Mario Kart 8 Deluxe (Nintendo Co., Ltd.) using a Nintendo Switch (Nintendo Co., Ltd.). In one experiment, the subject plays the time trial of Mario Kart 8 Deluxe three times.
[0099] The sixth step shows the procedure for the subject to answer the questionnaire. The questionnaire in the sixth step uses the two-dimensional mood scale (TDMS-ST). The subject answers the questionnaire regarding the mood (mental state) of user H based on the questionnaire results answered in the third step. In other words, the two-dimensional mood scale (TDMS-ST) measures the change in mood before and after playing a computer game.
[0100] Step 7 shows the procedure for the subject to remove the EEG device.
[0101] [Examples and Comparative Examples] An example of the present invention and a comparative example will be described with reference to Fig. 9 to Fig. 11. The example shows the results of an experiment in the space R where the ion discharge device 40 discharges ions. The comparative example shows the results of an experiment in the space R where the ion discharge device 40 does not discharge ions.
[0102] Fig. 9 is a graph showing examples and comparative examples of the present invention. Graph G1 is shown in Fig. 9. Graph G1 includes examples and comparative examples. The examples include experimental results TP1, TP2, TP3, and TP4. The comparative examples include experimental results CP1, CP2, CP3, and CP4.
[0103] Experimental result TP1 shows the average amount of change in activity calculated based on the results of a questionnaire survey of 10 subjects who played a computer game in space R where the ion discharge device 40 discharges ions. Experimental result CP1 shows the average amount of change in activity calculated based on the results of a questionnaire survey of 10 subjects who played a computer game in space R where the ion discharge device 40 does not discharge ions.
[0104] Experimental results TP1 and CP1 shown in FIG. 9 indicate the average change in activity level measured by administering the two-dimensional mood scale (TDMS-ST). Activity level is an index showing the degree to which user H feels energized. Specifically, activity level indicates the level of a psychological state with pleasant excitement and unpleasant calmness at the two extremes. For example, when the value showing activity level is high, user H is in a lively and energetic state. Also, for example, when the value showing activity level is low, user H is in a state of feeling lazy and lacking energy.
[0105] As shown in FIG. 9, the experimental result TP1 of the embodiment was significantly larger than the experimental result CP1 of the comparative example. Specifically, the average value of the change in activity level of the embodiment shown in FIG. 9 was "about 3". On the other hand, the average value of the change in activity level of the comparative example was "about 2". As shown in FIG. 9, the change in activity level of the embodiment is larger than that of the comparative example. The larger the change in activity level, the more active the user H is when playing the computer game. In other words, it can be inferred that the user H of the embodiment played the computer game in a lively and energetic state compared to the user H of the comparative example. Therefore, the larger the change in activity level, the more suitable the psychological state is for playing a computer game. Therefore, it can be inferred that the user H who played the computer game under the conditions of the embodiment was able to play the computer game in a psychological state more suitable for playing a computer game than the user H who played the computer game under the conditions of the comparative example.
[0106] Continuing to refer to Fig. 9, an embodiment and a comparative example of the present invention will be described. As shown in Fig. 9, a graph G1 shows an experimental result TP2 and an experimental result CP2. The experimental result TP2 shows an average value of the change in stability calculated based on the results of a questionnaire of 10 subjects who played a computer game in the space R where the ion discharge device 40 discharges ions. The experimental result CP2 shows an average value of the change in stability calculated based on the results of a questionnaire of 10 subjects who played a computer game in the space R where the ion discharge device 40 does not discharge ions.
[0107] Experimental results TP2 and CP2 shown in FIG. 9 indicate the average change in stability measured by administering the two-dimensional mood scale (TDMS-ST). Stability is an index showing the degree to which user H feels stable. Specifically, stability indicates the level of a psychological state with comfortable calm and unpleasant excitement at both ends. For example, when the numerical value showing stability is high, user H is in a relaxed and calm state. Also, for example, when the numerical value showing stability is low, user H is in an irritated and tense state.
[0108] As shown in FIG. 9, the experimental result TP2 of the embodiment was significantly smaller than the experimental result CP2 of the comparative example. Specifically, the average value of the change in stability of the embodiment shown in FIG. 9 was "about -2". On the other hand, the average value of the change in stability of the comparative example was "about -3". When the stability changes in the negative direction, the smaller the change in the negative direction, the smaller the degree of tension. In other words, it can be inferred that user H of the embodiment played the computer game in a state of less tension than user H of the comparative example. Therefore, it can be inferred that user H who played the computer game under the conditions of the embodiment was able to play the computer game in a psychological state more suitable for playing a computer game than user H who played the computer game under the conditions of the comparative example.
[0109] Continuing with reference to Fig. 9, an embodiment and a comparative example of the present invention will be described. As shown in Fig. 9, the graph G1 shows the experimental result TP3 and the experimental result CP3. The experimental result TP3 shows the average value of the change in the comfort level calculated based on the questionnaire results of 10 subjects who played a computer game in the space R where the ion discharge device 40 discharges ions. The experimental result CP3 shows the average value of the change in the comfort level calculated based on the questionnaire results of 10 subjects who played a computer game in the space R where the ion discharge device 40 discharges ions.
[0110] Experimental results TP3 and CP3 shown in FIG. 9 indicate the average change in comfort level measured by administering the two-dimensional mood scale (TDMS-ST). Comfort level is an index showing the degree to which user H feels comfortable. Specifically, comfort level indicates the level of a psychological state with pleasant and unpleasant extremes. For example, when the comfort level is high, user H is in a comfortable and positive state. Also, for example, when the comfort level is low, user H is in a negative state.
[0111] As shown in FIG. 9, the experimental result TP3 of the embodiment was significantly larger than the experimental result CP3 of the comparative example. Specifically, the average value of the change in comfort level of the embodiment shown in FIG. 9 was "about 1". On the other hand, the average value of the change in comfort level of the comparative example was "about -1". User H of the embodiment, whose comfort level changed to the positive side, played the computer game in a state where he felt positive and comfortable, compared to user H of the comparative example, whose comfort level changed to the negative side. Therefore, it can be inferred that user H, who played the computer game under the conditions of the embodiment, was able to play the computer game in a more suitable psychological state for playing the computer game than user H, who played the computer game under the conditions of the comparative example.
[0112] Further, with reference to Fig. 9, an embodiment and a comparative example of the present invention will be described. As shown in Fig. 9, the graph G1 shows the experimental result TP4 and the experimental result CP4. The experimental result TP3 shows the average value of the change in the degree of awakening calculated based on the results of a questionnaire of 10 subjects who played a computer game in the space R where the ion discharge device 40 discharges ions. The experimental result CP4 shows the average value of the change in the degree of awakening calculated based on the results of a questionnaire of 10 subjects who played a computer game in the space R where the ion discharge device 40 does not discharge ions.
[0113] Experimental results TP4 and CP4 shown in FIG. 9 indicate the average value of the change in arousal level measured by administering the two-dimensional mood scale (TDMS-ST). Arousal level is an index showing the degree of arousal of user H. Specifically, arousal level indicates the level of a psychological state with excitement and calm at the two extremes. For example, when the value showing arousal level is high, user H is in an excited and active mood. Also, for example, when the value showing arousal level is low, user H is in a sleepy and inactive mood.
[0114] As shown in FIG. 9, the experimental result TP4 of the embodiment was significantly higher than the experimental result CP4 of the comparative example. Specifically, the average value of the change in the degree of arousal of the embodiment shown in FIG. 9 was "about 5". On the other hand, the average value of the change in the degree of arousal of the comparative example 1 was "about 4". As shown in FIG. 9, the change in the degree of arousal of the embodiment is larger than that of the comparative example 1. The larger the change in the degree of arousal, the more awake the user H is playing the computer game. Also, the larger the change in the degree of arousal, the more suitable the psychological state of the user H is for playing a computer game. In other words, it can be inferred that the user H of the embodiment played the computer game in, for example, an excited and active psychological state compared to the user H of the comparative example. Therefore, it can be inferred that the user H who played the computer game under the conditions of the embodiment was able to play the computer game in a psychological state more suitable for playing the computer game than the user H who played the computer game under the conditions of the comparative example.
[0115] As described in the examples, in the items of activity level, stability level, comfort level, and alertness, the experimental results TP1 to TP4 in the case of playing a computer game using the ion discharge device 40 have significantly larger average changes measured by the two-dimensional mood scale (TDMS-ST) than the experimental results CP1 to CP4 in the case of playing a computer game without using the ion discharge device 40. In other words, it can be inferred that discharging ions using the ion discharge device 40 was more effective in changing the psychological state of user H to a psychological state more suitable for playing a computer game.
[0116] Next, an embodiment of the present invention and a comparative example will be described with reference to FIG. 10. FIG. 10 is a graph showing an embodiment of the present invention and a comparative example. FIG. 10 includes a graph showing the average value of the change in concentration in the embodiment and the comparative example, and a graph showing the average value of the change in zone in the embodiment and the comparative example. FIG. 10 shows a graph G2. The graph G2 includes an embodiment and a comparative example. The embodiment includes the experimental result TP5 and the experimental result TP6. The comparative example includes the experimental result CP5 and the experimental result CP6.
[0117] Experimental result TP5 shows the average value of the amount of change in the first concentration degree calculated based on the brain waves acquired from 10 subjects who played a computer game in space R where the ion discharge device 40 discharges ions. Experimental result CP5 shows the average value of the amount of change in the first concentration degree calculated based on the brain waves acquired from 10 subjects who played a computer game in space R where the ion discharge device 40 does not discharge ions.
[0118] FIG. 10 shows the first concentration degree measured by measuring the subject's brain waves using an electroencephalograph. The first concentration degree is output by Sports KANSEI (manufactured by Little Software Co., Ltd.) based on the value output from the electroencephalograph. The first concentration degree is a value calculated from a frequency analysis of the brain waves. The first concentration degree is an index indicating the degree of concentration of user H playing a computer game.
[0119] As shown in FIG. 10, the experimental result TP5 of the embodiment tended to be larger than the experimental result CP5 of the comparative example. Specifically, the change in the first concentration degree of the embodiment shown in FIG. 10 was "about 25". On the other hand, the average value of the change in the first concentration degree of the comparative example was "about 15". As shown in FIG. 10, the change in the first concentration degree of the embodiment is larger than the change in the first concentration degree of the comparative example. The larger the change in the first concentration degree, the more concentrated the user H was playing the computer game. Therefore, it can be inferred that the user H who played the computer game under the conditions of the embodiment was able to play the computer game in a more suitable psychological state for playing a computer game than the user H who played the computer game under the conditions of the comparative example.
[0120] 10, in the first concentration level category, the experimental result TP5 in which a computer game was played using the ion emission device 40 tended to have a larger change in psychological state measured by electroencephalogram compared to the experimental result CP5 in which a computer game was played without using the ion emission device 40. In other words, it can be inferred that playing a computer game while emitting ions with the ion emission device 40 improved the evaluation of the operation of the computer game.
[0121] Experimental result TP6 shows the average value of the amount of change in the second concentration degree calculated based on the brain waves acquired from 10 subjects who played a computer game in space R where the ion discharge device 40 discharges ions. Experimental result CP6 shows the average value of the amount of change in the second concentration degree calculated based on the brain waves acquired from 10 subjects who played a computer game in space R where the ion discharge device 40 does not discharge ions.
[0122] FIG. 10 shows the second concentration level measured by measuring the subject's brain waves using an electroencephalograph. The second concentration level is output by Sports KANSEI (manufactured by Little Software Co., Ltd.) based on the value output from the electroencephalograph. The second concentration level is a value calculated from frequency analysis of the brain waves. The second concentration level is calculated based on SMR (Sensory Motor Rhythm) waves. SMR waves are a type of beta wave that is output when a balance is achieved between relaxation (alpha waves) and concentration (beta waves). The period during which SMR waves are output is the so-called zone. The zone is the level of arousal at which user H playing a computer game can best demonstrate his or her abilities.
[0123] As shown in FIG. 10, the experimental result TP6 of the embodiment tended to be larger than the experimental result CP6 of the comparative example. Specifically, the change in the second concentration level of the embodiment shown in FIG. 10 was "about 20". On the other hand, the average value of the change in the second concentration level of the comparative example was "about 15". As shown in FIG. 10, the change in the second concentration level of the embodiment is larger than the change in the second concentration level of the comparative example. The larger the change in the second concentration level, the more concentrated the user H was playing the computer game. Therefore, it can be inferred that the user H who played the computer game under the conditions of the embodiment was able to play the computer game in a more suitable psychological state for playing a computer game than the user H who played the computer game under the conditions of the comparative example.
[0124] 10, in the second concentration level category, the experimental result TP6 in which a computer game was played using the ion emission device 40 tended to have a larger change in psychological state measured by electroencephalogram compared to the experimental result CP6 in which a computer game was played without using the ion emission device 40. In other words, it can be inferred that playing a computer game while emitting ions with the ion emission device 40 improved the evaluation of the operation of the computer game.
[0125] FIG. 11 is a graph showing an example and a comparative example of the present invention. FIG. 11 shows a graph G3. The graph G3 includes an example and a comparative example. The example includes an experimental result TP7. The comparative example includes an experimental result CP7. The example and the comparative example shown in the graph G3 were performed using the time trial of Mario Kart 8 Deluxe. Specifically, each of the 10 subjects performed five time trials. Two of the time trials were practice trials. Three of the time trials were trials. The example and the comparative example were compared by comparing the average of two practice trials and the average of three trials.
[0126] More specifically, the experimental result TP7 shows the amount of change (seconds) in the time trial of ten subjects who played Mario Kart 8 Deluxe in the space R where the ion discharge device 40 discharges ions. The experimental result CP1 shows the amount of change (seconds) in the time trial of ten subjects who played Mario Kart 8 Deluxe in the space R where the ion discharge device 40 does not discharge ions.
[0127] As shown in FIG. 11, the experimental result TP7 of Example 1 has a larger change (seconds) than the experimental result CT7 of the comparative example. Specifically, the average value of the change (seconds) of the example shown in FIG. 11 was "about -3 (seconds)". On the other hand, the average value of the change (seconds) of the comparative example was "about -1 (seconds)". As shown in FIG. 11, the average value of the change (seconds) of the example is larger than the average value of the change (seconds) of the comparative example. The larger the change (seconds), the higher the evaluation of the computer game operation. In the time trial, the shorter the time, the higher the evaluation of the computer game operation. Specifically, in the time trial of Mario Kart 8 Deluxe, the shorter the time from the start to the goal, the higher the evaluation of the computer game operation. In other words, the larger the change in the negative direction, the shorter the time from the start to the goal. Therefore, it can be inferred that the evaluation of the computer game operation of user H of the example is improved compared to user H of the comparative example. Therefore, it can be inferred that User H who performed the time trial under the conditions of Example 1 was able to improve his evaluation of the operation of the computer game compared to User H who performed the time trial under the conditions of the comparative example.
[0128] In other words, it can be inferred from the experimental result TP7 that user H was able to improve his evaluation of the operation of the computer game by playing the computer game while emitting ions from the ion emission device 40.
[0129] The embodiments of the present invention have been described above with reference to the drawings. However, the present invention is not limited to the above embodiments, and can be implemented in various aspects without departing from the gist of the present invention. In addition, various inventions can be formed by appropriately combining multiple components disclosed in each of the above embodiments. For example, some components may be deleted from all components shown in the embodiments. Furthermore, components across different embodiments may be appropriately combined. The drawings are mainly shown schematically for ease of understanding, and the thickness, length, number, spacing, etc. of each component shown in the drawings are different from the actual ones due to the convenience of drawing. In addition, the speed, material, shape, dimensions, etc. of each component shown in the above embodiments are examples and are not particularly limited, and various changes are possible within a range that does not substantially deviate from the configuration of the present invention.
[0130] (1) Although the ion emission device 40 in the first to fourth embodiments is attached to the output device AV, this is not limiting. For example, the ion emission device 40 may be installed on a desk DS. The ion emission device 40 may also be, for example, an air purifier equipped with an ion generating function. The ion emission device 40 may also be, for example, an air conditioner equipped with an ion generating function, or other air conditioning equipment equipped with an ion generating function. The ion emission device 40 may also be, for example, an electric fan equipped with an ion generating function. In other words, the ion emission device 40 may be disposed within the space R.
[0131] Furthermore, the ion emission device 40 may be, for example, a headset with an ion generation function. The headset has a speaker and a microphone. When the headset includes the ion emission device 40, the ion generation unit 41 and the air blowing unit 42 emit ions to the face of the user H. The ion generation unit 41 and the air blowing unit 42 are disposed, for example, near the microphone.
[0132] (2) The sending control unit 151 of the first to fourth embodiments may change the amount of ions sent out depending on the play time of the computer game. The play time indicates the time during which the game device 10 has progressed through the game. The sending control unit 151 changes the amount of ions sent out based on the play time. Specifically, for example, the sending control unit 151 controls the blowing unit 42 to change the air volume. The amount of ions sent out is changed by changing the air volume of the blowing unit 42. Specifically, the blowing unit 42 increases the air volume as the play time increases. Therefore, the air volume of the blowing unit 42 can be changed depending on the play time. As a result, the air volume can be increased to increase the amount of ions sent out in accordance with the mental state of the user H, which changes depending on the play time.
[0133] In addition, the ion generating unit 41 releases ions while the blower unit 42 blows air. Therefore, the air generated by the blower unit 42 contains ions. In other words, the amount of ions sent out can be increased in accordance with an increase in the air volume. As a result, when the play time increases, more air containing ions can be sent out to the user H.
[0134] (3) The emission control unit 151 of the first to fourth embodiments may constantly emit ions. The emission control unit 151 may also emit ions based on a change in the state, an image, and / or a sound of the user H. That is, in addition to constantly emitting ions, the emission control unit 151 may emit ions based on a change in the state, an image, and / or a sound of the user H. (4) The send control unit 151 in the second and fourth embodiments sends out ions to the user H, but this is not limiting. For example, the user H may include a player who plays a game and a person who is watching the game. [Industrial Applicability]
[0135] The present invention provides an entertainment method and an entertainment device, and has industrial applicability. [Explanation of symbols]
[0136] 10: Game device 15: Control section 40: Ion emitter 50: Controller 60: Detection unit 100: Entertainment equipment 150: Control section 151: Transmission control unit AV: Output device H: User (human) R: Space S102: Step (output step) S103: Step (detection step) S104: Step (sending step) S202: Step (output step) S203: Step (detection step) S204: Step (sending step) S302: Step (output step) S303: Step (detection step) S304: Step (sending step) S402: Step (output step) S403: Step (detection step) S404: Step (sending step)
Claims
1. A method for detecting a change in a human condition, comprising: and a step of causing the computer to emit ions from the ion emission device so that the ion concentration in the space in which the human is present increases; In the step of emitting the ions, the computer causes the ion emitting device to emit the ions based on a change in the state of the person after an entertainment-related image or sound is output from an output device. Entertainment method.
2. A step in which a detection unit detects a change in a human condition; and a computer causing an ion delivery device to deliver ions such that the ions are delivered toward the human; In the step of emitting the ions, the computer causes the ion emitting device to emit the ions based on a change in the state of the person after an entertainment-related image or sound is output from an output device. Entertainment Methods
3. the change in the state of the human includes a change in the face of the human or a change in the movement of the human; The entertainment method according to claim 1 or 2, wherein the changes in the human face include an expression on the human face or a surface temperature of the human face.
4. An ion emission device that emits ions; A detection unit that detects a change in a human state; and a transmission control unit that controls the ion transmission device based on a change in the state of the person after an entertainment-related image or sound is output from an output device. Entertainment equipment.
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