System, Program, and Processing Method
The game system addresses dull interactions in e-commerce by enabling interactive communication with multiple characters, determining order targets based on user responses and attachment, enhancing user engagement.
Patent Information
- Application Number
- JP2024033567
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-06
- Publication Date
- 2025-07-03
- Estimated Expiration
- 2037-12-15
AI Technical Summary
Conventional e-commerce systems lack interactive communication between users and store clerk characters, failing to consider user attachment to characters and their personalities, leading to dull interactions.
A game system that includes a character processing unit, storage unit, and presentation processing unit to determine order targets based on user responses and attachment degrees, allowing interactive communication through multiple characters and dynamic question menus.
Enhances user engagement by allowing interactive communication with multiple characters, tailoring order targets to user preferences and attachment levels, and providing diverse experiences.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to Si stems 、 programs and processing method and the like.
Background Art
[0002] Conventionally, an e-commerce system for selling various products to users via the Internet has been known. As a conventional technology of such an e-commerce system, the technology disclosed in Patent Document 1 is known. In this e-commerce system, when a user visits a virtual store on the Internet, a clerk character appears to explain the products. Then, it accepts the user's order, manages the inventory of the products, and after the products are shipped, it displays information about the status and location of the products on the user terminal. Further, Patent Document 2 discloses a system in which a consumer wearing a head-mounted display unit can select and order a product from a table of contents. In this system, it detects a viewpoint area where the consumer has continuously fixed their gaze for a predetermined period or more, and when an outline of a product is posted in the viewpoint area, it displays detailed information about the product in a specific area.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, the conventional system aims to accurately identify the products that the user desires to purchase, accept orders for such products, and enable the user to make purchases. Therefore, the store clerk characters appearing in the virtual store only provide product descriptions in order to accurately convey the details of the products to the user, and no consideration is given to the user's attachment to the characters or the personalities and characteristics that the characters possess as anthropomorphic entities. As a result, the relationship between the user and the store clerk characters becomes dull and uninteresting, and interactive communication between the user and the characters cannot be realized. In addition, there is only one store clerk character that appears in the virtual store and communicates with the user, and no consideration is given at all to interactive communication between multiple characters and the user.
[0005] According to some aspects of the present invention, it is possible to provide a game system, a program, etc. that can determine an order target to be presented to the user while realizing interactive communication between the user and the characters.
Means for Solving the Problem
[0006] One aspect of the present invention relates to a game system including a character processing unit that performs processing for operating a character, a storage unit that stores information on a menu, which is a list of order targets, in association with the character, and a presentation processing unit that receives a user's response to a question asked by the character and performs processing for presenting to the user, using the character, an order target determined based on the user's response result. The presentation processing unit determines a processing for determining an order target to be presented to the user from at least one of the menus corresponding to the first character and the menus corresponding to the second character based on at least one of the user's response result to the question asked by the first character and the user's response result to the question asked by the second character. The present invention also relates to a program that causes a computer to function as each of the above units, or a computer-readable information storage medium storing the program.
[0007] In one aspect of the present invention, a user's answer to a character's question is received, and an order target determined based on the answer result is presented to the user using the character. Then, the first and second characters appear as characters, and at least one of the answer results to the questions of the first character and the answer results to the questions of the second character is used. Based on this, the order target is determined from at least one of the menus corresponding to the first and second characters and presented to the user. In this way, an interactive communication in which the first character or the second character asks a question and the user answers is performed, and the order target corresponding to the user's answer result in this communication is determined from the menu and presented to the user. Therefore, it becomes possible to realize a game system or the like that can determine the order target to be presented to the user while realizing an interactive communication between the user and the character.
[0008] Also, in one aspect of the present invention, the presentation processing unit may perform a determination process of an order target to be presented to the user based on the user's answer result and the user's attachment degree information for the first and second characters.
[0009] In this way, the order target presented to the user changes according to the attachment degree information for the character, and it becomes possible to realize a determination process of the order target that reflects the attachment degree information.
[0010] Also, in one aspect of the present invention, when the order target determined based on the user's answer result and the attachment degree information is not in the menu, the presentation processing unit may perform a process for the non-existence of the order target.
[0011] In this way, even when a situation occurs where the order target to be presented to the user is not in the menu, it becomes possible to handle this by performing a process for the non-existence of the order target.
[0012] In another aspect of the present invention, the presentation processing unit may perform processing to change the questions asked to the user according to the degree of attachment information.
[0013] In this way, according to the degree of attachment to the character, the questions asked by the character to the user will vary diversely, and it becomes possible to realize a game system or the like that is less likely to bore the user.
[0014] In another aspect of the present invention, the presentation processing unit may perform processing to change the order target or menu presented to the user according to the degree of attachment information.
[0015] In this way, according to the degree of attachment to the character, the order target and menu presented to the user will change, and it becomes possible to realize a game system or the like that is less likely to bore the user.
[0016] In another aspect of the present invention, the presentation processing unit may perform processing to increase the degree of attachment represented by the degree of attachment information according to the number of visits of the user to the physical store or virtual store.
[0017] In this way, the change in the degree of attachment can serve as a motivation to encourage the user to visit the physical store or virtual store.
[0018] In another aspect of the present invention, the presentation processing unit may perform processing to increase the degree of attachment represented by the degree of attachment information according to the charging to the user.
[0019] In this way, it becomes possible to effectively motivate the user to pay the consideration for charging.
[0020] In another aspect of the present invention, when the degree of attachment of the user to the character exceeds a given threshold, the presentation processing unit may perform processing to add an additive to the order target.
[0021] By doing so, when the degree of attachment exceeds the threshold value, the user can obtain not only the order target but also the add-ons, so that it becomes possible to give the user an effective motivation to increase the degree of attachment.
[0022] Also, in one aspect of the present invention, the presentation processing unit acquires user information including at least one of the number of times the user visits a physical store or a virtual store, the charging for the user, the position information of the user, and the date and time information, and according to the user information, performs a process of setting at least one of the question to be asked to the user, the menu to be presented to the user, the order target included in the menu, and the dialogue content of the character.
[0023] By doing so, it becomes possible to variously change the degree of attachment of the character or variously change the question, menu, product, or dialogue content according to user information such as the number of times the user visits the store, the charging for the user, the position information, or the date and time information.
[0024] Also, in one aspect of the present invention, the presentation processing unit acquires user information including at least one of the number of times the user visits a physical store or a virtual store, the charging for the user, the position information of the user, and the date and time information, and based on the user's answer result and the user information, may perform a determination process of the order target to be presented to the user.
[0025] By doing so, the order target to be presented to the user changes according to user information such as the number of times the user visits the store, the charging for the user, the position information, or the date and time information, and a determination process of the order target reflecting the user information can be realized.
[0026] Also, in one aspect of the present invention, when the order target determined based on the user's answer result and the user information is not in the menu, the presentation processing unit may perform a process for non-existence of the order target.
[0027] In this way, even when a situation occurs where the order target determined based on the user's response result and user information is not in the menu, by performing processing for the non-existence of the order target, it becomes possible to handle this situation.
[0028] Also, in one aspect of the present invention, it may include a virtual space setting unit that performs setting processing of a virtual space, and a display processing unit that generates a display image of a head-mounted display device worn by the user so as to cover the field of view, as an image visible from a virtual camera in the virtual space. (A computer may function as the virtual camera setting unit and the display processing unit.)
[0029] In this way, it becomes possible to realize a game system that can determine an order target to be presented to the user while realizing an interactive communication between the character appearing in the VR space realized by the head-mounted display device and the user.
[0030] Also, one aspect of the present invention relates to a game system including a virtual space setting unit that performs setting processing of a virtual space, a character processing unit that processes a character appearing in the virtual space, a storage unit that stores menu information which is a list of order targets, a presentation processing unit that accepts a user's response to a question asked by the character and performs processing for presenting the order target determined based on the user's response result to the user using the character, and a display processing unit that generates a display image of a head-mounted display device worn by the user so as to cover the field of view, as an image visible from a virtual camera corresponding to the user's viewpoint in the virtual space. The present invention also relates to a program that causes a computer to function as each of the above units, or a computer-readable information storage medium storing the program.
[0031] In one aspect of the present invention, a virtual space is set, a user's response to a question of a character appearing in the virtual space is received, and an order target determined based on the response result is presented to the user using the character. At this time, the state of the character and the virtual space is displayed on the head-mounted display as an image of the VR space. As a result, it is possible to realize a game system or the like that can determine an order target to be presented to the user while realizing an interactive communication between the character appearing in the VR space realized by the head-mounted display and the user.
[0032] Also, in one aspect of the present invention, the presentation processing unit may set at least one of a question to be asked to the user, a menu to be presented to the user, an order target included in the menu, and the dialogue content of the character according to the user's gaze information with respect to the character.
[0033] In this way, it becomes possible to realize various processes that reflect the user's gaze situation.
Brief Description of the Drawings
[0034]
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Mode for Carrying Out the Invention
[0035] Hereinafter, this embodiment will be described. Note that the embodiment described below does not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in this embodiment are essential constituent elements of the present invention.
[0036] 1. Game System FIG. 1 is a block diagram showing a configuration example of a game system (simulation system, simulator) according to the present embodiment. The game system according to the present embodiment can be applied to a system that simulates, for example, virtual reality (VR). Note that the game system according to the present embodiment is not limited to the configuration of FIG. 1, and various modifications such as omitting a part of its components (each part) (for example, a virtual space setting unit, a virtual camera control unit, etc.) or adding other components are possible.
[0037] The operation unit 160 is for a user (player) to input various operation information (input information). The operation unit 160 can be realized by various operation devices such as operation buttons, direction keys, joysticks, handles, pedals, or levers.
[0038] The storage unit 170 stores various types of information. The storage unit 170 functions as a work area for the processing unit 100, the communication unit 196, etc. A game program and game data necessary for the execution of the game program are held in this storage unit 170. The function of the storage unit 170 can be realized by a semiconductor memory (DRAM, VRAM), an HDD (hard disk drive), an SSD, an optical disk device, etc. The storage unit 170 includes an object information storage unit 172, a character information storage unit 174, a conversation information storage unit 175, a menu information storage unit 176, and a drawing buffer 178.
[0039] The information storage medium 180 (a medium readable by a computer) stores programs, data, etc., and its function can be realized by an optical disk (DVD, BD, CD), an HDD, or a semiconductor memory (ROM), etc. The processing unit 100 performs various processes according to the present embodiment based on the programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for causing a computer (a device including an input device, a processing unit, a storage unit, and an output unit) to function as each part of the present embodiment (programs for causing a computer to execute the processing of each part).
[0040] The display unit 190 outputs the image generated according to the present embodiment, and its function can be realized by the HMD (head-mounted display), LCD, organic EL display, or CRT shown in FIG. 2 described later. The sound output unit 192 outputs the sound generated according to the present embodiment, and its function can be realized by a speaker or headphones.
[0041] The I / F (interface) unit 194 performs interface processing with the portable information storage medium 195, and its function can be realized by an ASIC for I / F processing or the like. The portable information storage medium 195 is for the user to store various information, and is a storage device that retains the storage of this information even when the power supply is cut off. The portable information storage medium 195 can be realized by an IC card (memory card), USB memory, magnetic card, or the like.
[0042] The communication unit 196 (communication interface) communicates with the outside (other devices) via a wired or wireless network, and its function can be realized by hardware such as a communication ASIC or communication processor, or communication firmware.
[0043] Note that the program (data) for causing each part of the present embodiment to function as a computer may be distributed from the information storage medium of the server (host device) to the information storage medium 180 (or storage unit 170) via the network and the communication unit 196. The use of the information storage medium by such a server (host device) can also be included within the scope of the present invention.
[0044] The processing unit 100 (processor) performs character processing, presentation processing, virtual space setting processing, virtual camera control processing, game processing, display processing, or sound processing based on the operation information from the operation unit 160, the tracking information (information on at least one of the position and direction of the HMD. Information on at least one of the viewpoint position and line-of-sight direction) in the HMD 200 (head-mounted display) shown in FIG. 2 described later, the program, and the like.
[0045] Each process (each function) of the present embodiment performed by each part of the processing unit 100 can be realized by a processor (a processor including hardware). For example, each process of the present embodiment can be realized by a processor that operates based on information such as a program and a memory that stores information such as a program. The processor may be realized by, for example, individual hardware for each part's function, or the functions of each part may be realized by integrated hardware. For example, the processor includes hardware, and the hardware can include at least one of a circuit that processes digital signals and a circuit that processes analog signals. For example, the processor can also be composed of one or more circuit devices (such as ICs, etc.) mounted on a circuit board and one or more circuit elements (such as resistors, capacitors, etc.). The processor may be, for example, a CPU (Central Processing Unit). However, the processor is not limited to the CPU, and various processors such as a GPU (Graphics Processing Unit) or a DSP (Digital Signal Processor) can be used. Also, the processor may be a hardware circuit by an ASIC. Also, the processor may include an amplifier circuit or a filter circuit that processes analog signals. The memory (storage unit 170) may be a semiconductor memory such as SRAM or DRAM, or a register. Alternatively, it may be a magnetic storage device such as a hard disk drive (HDD), or an optical storage device such as an optical disk drive. For example, the memory stores instructions readable by a computer, and when the instructions are executed by the processor, the processes (functions) of each part of the processing unit 100 are realized. The instructions here may be an instruction set that constitutes a program or instructions that instruct the operation of the hardware circuit of the processor.
[0046] The processing unit 100 includes an input processing unit 102, an arithmetic processing unit 110, and an output processing unit 140. The arithmetic processing unit 110 includes a character processing unit 112, a presentation processing unit 114, a virtual space setting unit 116, a virtual camera control unit 117, a game processing unit 11, a display processing unit 120, and a sound processing unit 130. As described above, each process of the present embodiment executed by each of these units can be realized by a processor (or a processor and a memory). Note that various modifications such as omitting some of these components (each unit) or adding other components are possible.
[0047] The input processing unit 102 performs, as input processing, processing for receiving operation information and tracking information, processing for reading information from the storage unit 170, and processing for receiving information via the communication unit 196. For example, the input processing unit 102 performs processing for acquiring operation information input by the user using the operation unit 160 and tracking information detected by a sensor unit of the HMD or the like, processing for reading information specified by a read instruction from the storage unit 170, and processing for receiving information from an external device (such as a server) via a network as input processing. Here, the reception processing is processing for instructing the communication unit 196 to receive information, or processing for acquiring the information received by the communication unit 196 and writing it to the storage unit 170.
[0048] The arithmetic processing unit 110 performs various arithmetic processes. For example, it performs arithmetic processes such as character processing, presentation processing, virtual space setting processing, virtual camera control processing, game processing (simulation processing), display processing, or sound processing.
[0049] The character processing unit 112 (a program module for character processing) performs various processes on characters. The presentation processing unit 114 (a program module for presentation processing) performs various processes such as presentation processing for an order target. Details of the character processing unit 112 and the presentation processing unit 114 will be described later.
[0050] The virtual space setting unit 116 (a program module for virtual space setting processing) performs setting processing for a virtual space (object space) in which a plurality of objects are arranged. For example, it performs processing for arranging and setting various objects (objects composed of primitive surfaces such as polygons, free-form surfaces, or subdivision surfaces) representing display objects such as characters (humans, robots, monsters, or animals, etc.), maps (terrains), buildings, spectator seats, courses (roads), trees, walls, water surfaces, etc. in the virtual space. That is, it determines the position and rotation angle (synonymous with orientation, direction) of the object in the world coordinate system, and arranges the object at that position (X, Y, Z) with that rotation angle (rotation angles around the X, Y, and Z axes). Specifically, in the object information storage unit 172 of the storage unit 170, object information such as the position, rotation angle, movement speed, and movement direction of the object (part object) in the virtual space is stored in association with the object number. The virtual space setting unit 116 performs processing such as updating this object information, for example, for each frame.
[0051] The virtual camera control unit 117 performs control processing for a virtual camera corresponding to the user's viewpoint. For example, the virtual camera control unit 117 controls the virtual camera set as the user's first-person viewpoint. For example, by setting the virtual camera at a position corresponding to the viewpoint of the virtual user in the virtual space corresponding to the user in the real space, and setting the viewpoint position and line-of-sight direction of the virtual camera, the position (position coordinates) and posture (rotation angle around the rotation axis) of the virtual camera are controlled. Then, the display processing unit 120 generates an image that can be seen from the virtual camera (user viewpoint) in the virtual space as the display image (display video) of the display unit 190 (HMD, etc.). For example, it generates an image that can be seen from a given viewpoint in the object space which is the virtual space. The generated image is, for example, an image for stereoscopic viewing.
[0052] The game processing unit 118 (game processing program module) performs various game processes for the user to play games. In other words, the game processing unit 118 (simulation processing unit) executes various simulation processes for the user to experience virtual reality. Game processes include, for example, a process of starting a game when the game start condition is satisfied, a process of advancing the started game, a process of ending the game when the game end condition is satisfied, or a process of calculating game scores.
[0053] The display processing unit 120 (display processing program module) performs display processing of game images (simulation images). For example, rendering processing is performed based on the results of various processes (game processes, simulation processes) performed by the processing unit 100, thereby generating an image and displaying it on the display unit 190. Specifically, geometric processes such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, perspective transformation, or light source processing are performed, and based on the results of these processes, rendering data (position coordinates of vertices of primitive surfaces, texture coordinates, color data, normal vectors, or alpha values, etc.) is created. Then, based on this rendering data (primitive surface data), the object (one or more primitive surfaces) after perspective transformation (after geometric processing) is drawn on the rendering buffer 178 (a buffer capable of storing image information in pixel units such as a frame buffer or a work buffer). Thereby, an image visible from a virtual camera (a given viewpoint, the first and second viewpoints for the left eye and the right eye) in the object space (virtual space) is generated. Note that the rendering processing performed by the display processing unit 120 can be realized by vertex shader processing, pixel shader processing, or the like.
[0054] The sound processing unit 130 (sound processing program module) performs sound processing based on the results of various processes performed by the processing unit 100. Specifically, it generates game sounds such as music (audio, BGM), sound effects, or voices, and outputs the game sounds to the sound output unit 192.
[0055] The output processing unit 140 performs output processing of various types of information. For example, the output processing unit 140 performs, as output processing, processing of writing information to the storage unit 170 and processing of transmitting information via the communication unit 196. For example, the output processing unit 140 performs processing of writing the information specified by a write instruction to the storage unit 170 and processing of transmitting information to an external device (such as a server) via a network. The transmission processing is processing such as instructing the communication unit 196 to transmit information or instructing the communication unit 196 about the information to be transmitted.
[0056] And the game system of the present embodiment includes a character processing unit 112, a storage unit 170, and a presentation processing unit 114 as shown in FIG. 1.
[0057] The character processing unit 112 performs processing for operating (acting) a character. Specifically, it performs processing for operating or moving a character in the game space. For example, the character processing unit 112 performs various types of processing for acting a character in the game space based on the character information stored in the character information storage unit 174 of the storage unit 170. For example, when the character is an object that appears in the virtual space, the character processing unit 112 performs various types of processing for the character (moving body) that appears in the virtual space. For example, the character processing unit 112 performs control processing for moving a character (model object) in the virtual space or operating (motion, animation) the character based on the operation information input by the user via the operation unit 160, the acquired tracking information, a program (movement / action algorithm), and various types of data (motion data). Specifically, it performs simulation processing for sequentially obtaining the movement information (position, rotation angle, speed, or acceleration) and operation information (position or rotation angle of a part object) of the character every 1 frame (for example, 1 / 60 second). Note that a frame is a unit of time for performing the movement / operation processing (simulation processing) and image generation processing of the character.
[0058] Also, the character processing unit 112 performs interactive processing between the character and the user. For example, the character performs various processes for conversing (asking questions) with the user. Specifically, based on the character's conversation information (question information) stored in the conversation information storage unit 175 of the storage unit 170, the character processing unit 112 causes the audio output unit 192 to output the voice of the character's utterance, or performs a process of causing the display unit 190 to display the content of the character's conversation. Also, based on the scenario information that is the character's conversation information, it performs conversation branching processing according to various scenarios.
[0059] The storage unit 170 stores information on the menu, which is a list of items to be ordered. Specifically, the menu information storage unit 176 stores the menu information in association with the character. For example, the character information storage unit 174 stores character information about a plurality of characters appearing in the game. The menu information storage unit 176 (broadly speaking, the storage unit) stores the menu information in association with each of these plurality of characters. In the menu, a plurality of items to be ordered are associated in a list format. This menu may be displayed to the user as a display item, and in this case, an image in which a plurality of items to be ordered are displayed in the menu is displayed to the user.
[0060] The order target is, for example, a product that the user purchases. Examples of products that are order targets include food, clothing, ornaments, shoes, toys, game-related products, home appliances, video equipment such as cameras, mobile communication terminals such as smartphones, personal computers, watches, books, furniture, kitchen supplies, interior supplies, food, CDs, DVDs, sports-related products, outdoor-related products, daily sundry goods-related products, or housing-related products, etc. Various products can be envisioned. Also, the order target may be a service provided to the user. For example, examples of services that are order targets include travel-related services such as accommodation, amusement and hobby-related services, insurance-related services, food-related services, event-related services, beauty and health-related services, housing-related services, moving-related services, or sports-related services, etc. Various services can be envisioned. Also, the order target is not limited to products and services in the physical space, and may be virtual products and services in the virtual space (game space, network). Examples of order targets in such a virtual space include various things such as game items, characters appearing in games, game media such as game cards, or VR experience services in the virtual space.
[0061] The presentation processing unit 114 performs presentation processing on the order target. For example, the presentation processing unit 114 accepts the user's answer to the question asked by the character. Then, it performs processing for presenting the order target determined based on the user's answer result to the user using the character. For example, it performs processing for presenting the order target (recommended order target) determined based on the user's answer result to the user by the character. For example, the character presents the determined order target to the user by having a conversation. The determination processing of the order target to be presented to the user is performed by the order target determination unit 115.
[0062] Specifically, in this embodiment, a plurality of characters including first and second characters appear in the game space (virtual space). Then, the presentation processing unit 114 receives the user's answer to the question asked by the first character and the user's answer to the question asked by the second character. And the presentation processing unit 114 determines the order target to be presented to the user from at least one of the menus corresponding to the first character and the menus corresponding to the second character based on at least one of the user's answer result to the question asked by the first character and the user's answer result to the question asked by the second character. For example, the order target to be presented to the user is determined based on both the user's answer result to the question asked by the first character and the user's answer result to the question asked by the second character. Alternatively, the order target to be presented to the user may be determined based on either the user's answer result to the question asked by the first character or the user's answer result to the question asked by the second character. For example, only one of the first and second characters may ask the user a question, and based on the user's answer result to the question, the order target to be presented to the user may be determined from either the menu corresponding to the first character or the menu corresponding to the second character. Then, the presentation processing unit 114 performs processing for presenting the determined order target to the user using the character. Note that the menus corresponding to the first character and the second character do not necessarily have to be different menus. For example, the order targets listed in part may be common. For example, the order target to be presented to the user may be determined from one of the menus corresponding to the first character and the menus corresponding to the second character, or may be determined from both menus.
[0063] The user may input an answer to the question, for example, by voice, or may input an answer by key input on the operation unit 160 or touch operation on the touch panel. When an answer is input by voice, the presentation processing unit 114 performs, for example, voice recognition processing on the voice of the answer conversation, and acquires, for example, the content of the answer conversation as conversation data such as text data. For example, a phoneme sequence is extracted from the user's voice based on an acoustic model, and word candidates are estimated from the phoneme sequence. Then, recognition processing of the voice conversation content is performed based on the language model from the estimated word candidates to acquire the conversation data of the answer. When an answer is input by key input or touch operation, the conversation data of the answer is acquired based on the operation information of the key input or touch operation. Then, the presentation processing unit 114 determines the order target to be presented to the user based on the acquired conversation data of the answer. In this case, for example, an answer to the question is prepared as a plurality of options, and the user's answer result to the question may be determined by determining which option the user selects as the answer. By doing so, the user's answer result to the question can be determined with simpler processing.
[0064] Then, based on the user's answer result thus determined, the presentation processing unit 114 determines, for example, the order target to be presented to the user from among a menu that is a list of a plurality of order targets. For example, the recommended order target for the user is determined. Then, the determined order target is presented to the user using a character. This presentation of the order target may be performed by a conversation using the voice of the character, or may be presented by displaying the order target on the display unit 190. For example, the recommended order target for the user is spoken by the character in a voice conversation, or an image in a balloon format or the like in which characters such as the recommended order target are displayed is displayed on the display unit 190.
[0065] Also, various processes can be assumed as the process of determining the order target (recommended order target) to be presented to the user. For example, the menu is a list of order targets from the first to the Mth (M is an integer of 2 or more). And the character asks the user questions from the first to the Nth (N is an integer of 2 or more). And for each of the questions from the first to the Nth, weighting points are assigned to each of the order targets from the first to the Mth in the menu according to the answer given by the user. As an example, a plurality of options are prepared for each of the questions from the first to the Nth, and as an answer to the question, weighting points are assigned to each of the order targets from the first to the Mth in the menu according to the option selected by the user. And when the questions from the first to the Nth by the character are completed, for each of the order targets from the first to the Mth, the total value of the weighting points is obtained, and based on the obtained total value, the order target (recommended order target) to be presented to the user is determined from among the order targets from the first to the Mth and presented to the user. However, the process of determining the order target to be presented to the user is not limited to the above-described process, and various modifications can be implemented. For example, a table taking the user's answer to the questions from the first to the Nth as input, or a predetermined function taking the answer as input may be prepared, and the order target to be presented to the user may be determined based on the table or the function. For example, the process of determining the order target to be presented to the user is a process in which the same order target is uniquely determined if the user's answers to the questions from the first to the Nth by the character are the same.
[0066] Also, the presentation processing unit 114 performs a process of determining the order target to be presented to the user based on the user's answer result and the user's attachment degree information for the character. For example, the process of determining the order target to be presented to the user is performed based on the user's answer result and the user's attachment degree information for the first and second characters. For example, when the user answers a question, based on the answer result, among the menus corresponding to the first and second characters, the order target to be presented to the user is determined from the menu corresponding to the character with a higher attachment degree. Also, for example, the attachment degree information of the character may be used in the calculation of the above-described weighting points.
[0067] The degree of affection information is a parameter that represents, for example, the degree of a user's affection for a character, and is a parameter serving as an indicator of the degree of affection. For example, the degree of affection information can be a specific parameter of a character that changes when the user performs various operations and various actions. For example, as described below, when the user selects the character as a favorite character or performs an operation or action such as gazing at the character, the parameter corresponding to the degree of affection of the character changes. Also, when the user visits a physical store or a virtual store to meet the character or pays a price for a charge item such as purchasing a charged item for the character, the parameter corresponding to the degree of affection of the character changes. Further, when the user's position approaches the position of the character, or when it is the campaign period of the character, or a special day or special time zone for the character, the parameter corresponding to the degree of affection of the character changes. The degree of affection information is a parameter that changes with such user operations and actions. Also, the degree of affection information is used as a degree of affection parameter, which is one of the game parameters, in each process of the character processing unit 112, the presentation processing unit 114, or the game processing unit 118. This degree of affection information is stored in the storage unit 170 in association with the character, for example. For example, when a plurality of characters appear, the user's degree of affection information for each of the plurality of characters is stored in the storage unit 170. For example, the user's degree of affection information for the first character and the user's degree of affection information for the second character are stored in the storage unit 170. For example, the degree of affection information is stored in the character information storage unit 174 as character information in association with the character. Alternatively, the degree of affection information for each of the plurality of characters may be stored in the storage unit 170 as user information.
[0068] For example, when the user selects a favorite character from among a plurality of characters, the presentation processing unit 114 performs a process of increasing the degree of attachment to that favorite character. For example, when one of the first and second characters is selected as the favorite character, a process of increasing the degree of attachment to that favorite character is performed. Also, when a character is asking a question, if it is detected that the user has touched the character on the touch panel display or has been gazing at the user with an HMD or the like, the presentation processing unit 114 performs a process of increasing the degree of attachment to that character. In this case, depending on the touch time, the location of the touch, the gaze time, or the location of the gaze, the degree of attachment may be increased, decreased, or the magnitude of the increase value or decrease value may be controlled.
[0069] Also, when the order target determined based on the user's answer result and the degree of attachment information is not in the menu, the presentation processing unit 114 performs a process for the non-existence of the order target. For example, when there is no order target such as an optimal product according to the user's answer result and the degree of attachment information of the character, a special process is performed. For example, in the process of determining the order target, points corresponding to the user's answer result and the degree of attachment information are assigned to each of the first to M order targets in the menu list. For example, points such as the weighted points described above are assigned. Then, when the first to N questions by the character are completed, if the points have not reached a predetermined threshold value, it is determined that the order target to be determined (optimal order target) is not in the menu (the menu of at least one of the first and second characters). Then, the presentation processing unit 114 performs a process for the non-existence of the order target.
[0070] The process for non - existence of an order target is a process specially prepared for the case where the order target to be determined is not in the menu. For example, as the process for non - existence of an order target, the following processes can be considered. For example, the process for non - existence of an order target is a process that causes the first character (for example, the user's favorite character) to conduct a conversation that guides the selection of the order target from the menu of the second character. Or, the process for non - existence of an order target is a process (a process that allows the user to select) that determines the order target from among the menus when the order target to be determined is in the menu of another character rather than the menu of the favorite character. In this case, the other character may be a character that has not appeared in front of the user. Or, the process for non - existence of an order target is a process that determines the order target from a hidden menu that the user does not know, separate from the basic menu.
[0071] Also, the presentation processing unit 114 performs a process of changing the questions asked to the user according to the degree of attachment information. For example, it changes the questions asked by at least one of the first and second characters to the user according to the degree of attachment information. Specifically, according to the degree of attachment information, it changes the content of the questions asked by at least one of the first and second characters to the user, increases or decreases the number of questions, or changes the mode of the questions. For example, when the degree of attachment increases, accordingly, the number of options for the user's answer to the character's question increases. Or when the degree of attachment increases, the number of the character's questions increases. Or when the degree of attachment increases, accordingly, branches are added to the conversation of the questions. For example, it performs a process of increasing the scenario of the conversation of the questions. Or, it changes the number of times the first and second characters who appear ask questions according to the degree of attachment. For example, it increases the number of questions asked by the character with the higher degree of the user's attachment among the first and second characters.
[0072] Also, the presentation processing unit 114 performs processing to change the order target or menu presented to the user according to the degree of attachment information. For example, it changes the order target presented by at least one of the first and second characters according to the degree of attachment information, or changes the menus of the first and second characters themselves according to the degree of attachment information. For example, order targets and menus are prepared that appear on the condition that the degree of attachment to a character exceeds a predetermined threshold. For example, for a predetermined order target, if the degree of attachment does not exceed the predetermined threshold, the character does not present the order target (does not recommend it). Or, when the degree of attachment exceeds a given threshold, a special menu different from the normal one appears, and an order target is determined from this special menu and presented to the user.
[0073] Also, the presentation processing unit 114 performs processing to increase the degree of attachment represented by the degree of attachment information according to the number of times the user visits the physical store or virtual store. For example, as the number of visits increases, processing is performed to increase the degree of attachment to the characters appearing in the physical store or virtual store. For example, the degree of attachment is increased step by step according to the number of visits. For example, information on the number of times the user visits the physical store or virtual store is registered in association with the user information. The user information including this visit number information may be stored in the portable information storage medium 195 of FIG. 1, and the visit number may be updated at the next visit. Or, the user information including the visit number information is stored in the database (storage unit) of a server (server system) that is communicatively connected to a store (store management device) via a network such as the Internet, and the database is accessed at the next visit to update the visit number. Note that the physical store is a store in the real world (physical space) visited by the user in, for example, a VR system using an HMD. The virtual store is a virtual store in, for example, an Internet-accessible shopping site.
[0074] In addition, the presentation processing unit 114 performs a process of increasing the degree of attachment represented by the degree-of-attachment information in accordance with the charging for the user. For example, when the user pays a consideration for the charging for the user, the degree of attachment of the user to a specific character is increased. For example, when the user designates a favorite character and pays the consideration for the charging, the degree of attachment of the user to the designated favorite character is increased according to, for example, the amount of the charge. The payment of the charge may be made with in-game currency or with real currency. Also, the user may pay the consideration for the charging by purchasing a charging item or the like. For example, when the user designates a desired character and gives a present, which is a charging item, to the character, the degree of attachment to the character is increased. For example, the character to which the charging item is given determines that it is the user's favorite character and increases the degree of attachment. The degree of attachment in this case may be, for example, the initial value (offset value) of the degree of attachment to the character when the user visits a physical store or a virtual store. When the initial value of the degree of attachment of the character is increased by the payment for the charging, in various processes according to the degree of attachment as described above (for example, processes of changing a question, an order target, or a menu), a more advantageous development for the user will occur.
[0075] In addition, when the degree of attachment of the user to a character exceeds a given threshold value, the presentation processing unit 114 performs a process of adding an add-on to the order target. For example, when the degree of attachment exceeds a given threshold value, an add-on is added to the order target presented to the user and then presented. That is, an add-on is added to the order target and presented to the user. Alternatively, the order target is presented to the user, and when the user orders the order target, the order target and the add-on are given to the user. The add-on is, for example, something that comes with the order target. When the order target is a product, the add-on is a complimentary product.
[0076] In addition, the presentation processing unit 114 performs processing to change the degree of attachment information of the character based on external information related to the user and the character. For example, as external information related to the user and the character, information on a linked game (a game in which the character appears) and the user's purchase information (purchase history information) about products related to the character are acquired from the outside (acquired via a network or the like). Then, according to external information such as game information and product purchase information, the degree of attachment (parameter) represented by the degree of attachment information is changed.
[0077] In addition, the presentation processing unit 114 acquires user information including at least one of the number of times the user visits a physical store or a virtual store, the charging to the user, the user's location information, and the date and time information. Then, according to the user information, it performs processing to set at least one of the questions asked to the user, the menu presented to the user, the order target included in the menu, and the dialogue content of the character. For example, according to user information such as the number of visits, charging, location information, or date and time information, the questions, menu, order target, or dialogue content are changed. The number of times the user visits and the charging to the user are as described above. The user's location information may be determined, for example, by a location sensor (such as GPS) of a mobile communication terminal, or may be determined by which store the user is in. The date and time information is information on the date and time when the user is playing the game (time, date, etc.). The presentation processing unit 114 changes the content and number of questions, changes the type and content of the menu, changes the type and number of order targets included in the menu, or changes the content and dialogue branches of the conversation that the character has with the user according to the number of visits, charging, location information, or date and time information.
[0078] In addition, the presentation processing unit 114 acquires user information including at least one of the number of times the user visits a physical store or a virtual store, the charges imposed on the user, the user's location information, and the date and time information. Then, based on the user's response result and the user information, it performs a determination process for the order target to be presented to the user. For example, when the user answers a question, based on the answer result and the user information such as the number of times the user visits the store, the charge amount, the location information, or the date and time information, the order target to be presented to the user is determined. That is, when determining the order target to be presented to the user from among the menus, the user information such as the number of times the user visits the store, the charge amount, the location information, or the date and time information is reflected to determine the order target to be presented to the user. For example, depending on whether the number of visits is large or small, whether the charge amount is large or small, where the user is located, or the time or date when the user is playing the game, the order target to be presented to the user selected from the menus is changed.
[0079] In addition, when the order target determined based on the user's response result and the user information is not in the menu, the presentation processing unit 114 performs processing for the non-existence of the order target. For example, when there is no order target such as an optimal product according to the user's response result and the user information, special processing is performed. For example, in the determination process of the order target, points corresponding to the user's response result and the user information are assigned to each of the first to M order targets in the menu list. For example, points such as the weighted points as described above are assigned. Then, when the first to N questions by the character are completed, if the points have not reached a predetermined threshold, it is determined that the order target to be determined (optimal order target) is not in the menu (the menu of at least one of the first and second characters). Then, the presentation processing unit 114 performs processing for the non-existence of the order target. Various processes as described above can be considered as the processing for the non-existence of the order target.
[0080] Also, as shown in FIG. 1, the game system of the present embodiment includes a virtual space setting unit 116 that performs setting processing of a virtual space, a character processing unit 112 that processes characters appearing in the virtual space, a storage unit 170 that stores information on a menu which is a list of order targets, a presentation processing unit 114, and a display processing unit 120. The presentation processing unit 114 receives a user's answer to a question asked by a character, and performs a process of presenting an order target determined based on the user's answer result to the user using the character. The display processing unit 120 generates a display image of the HMD 200 (FIG. 2) worn by the user so as to cover the user's field of view as an image visible from a virtual camera in the virtual space.
[0081] For example, the virtual camera control unit 117 controls the virtual camera so as to follow the user's viewpoint change based on the tracking information of the user's viewpoint information. Specifically, the input processing unit 102 (input reception unit) acquires the tracking information of the viewpoint information of the user wearing the HMD 200. For example, it acquires the tracking information (viewpoint tracking information) of the viewpoint information which is at least one of the user's viewpoint position and the line-of-sight direction. This tracking information can be acquired, for example, by performing the tracking process of the HMD 200. Note that the user's viewpoint position and line-of-sight direction may be directly acquired by the tracking process. As an example, the tracking information can include at least one of the change information of the viewpoint position (the change value of the coordinates of the viewpoint position) from the user's initial viewpoint position and the change information of the line-of-sight direction (the change value of the rotation angle around the rotation axis of the line-of-sight direction) from the user's initial line-of-sight direction. Based on the change information of the viewpoint information included in such tracking information, the user's viewpoint position and line-of-sight direction (the information on the position and posture of the user's head) can be specified.
[0082] Then, the virtual camera control unit 117 changes the viewpoint position and the line-of-sight direction of the virtual camera based on the acquired tracking information (information on at least one of the user's viewpoint position and line-of-sight direction). For example, the virtual camera control unit 117 sets the virtual camera so that the viewpoint position and the line-of-sight direction (position and orientation) of the virtual camera in the virtual space change in accordance with the change in the user's viewpoint position and line-of-sight direction in the real space. By doing so, the virtual camera can be controlled to follow the user's viewpoint change based on the tracking information of the user's viewpoint information.
[0083] In this way, in a so-called VR system, for example, a character represented by a three-dimensional object appears in the virtual space and the character asks a question to the user. Then, when the user answers the character's question, the character represented by the three-dimensional object presents the order target determined based on the answer result to the user as, for example, a recommended order target. By doing so, the user can experience a virtual reality in which they receive a question from a real person and the person recommends the order target according to the answer result of the question. This can improve the user's sense of virtual reality.
[0084] Also in this case, the presentation processing unit 114 may set at least one of the questions to be asked to the user, the menu to be presented to the user, the order target included in the menu, and the dialogue content of the character according to the user's gaze information on the character. For example, according to the gaze information on the character, the question, menu, order target, or dialogue content may be changed. Here, the user's gaze information can be determined based on the tracking information obtained using the HMD200 or the like as described above. Then, according to the character the user is gazing at, the gazing time, or the gazing location, the question, menu, order target, or dialogue content may be changed. For example, according to which character among a plurality of characters (first and second characters) the user is gazing at, the question, menu, order target, or dialogue content may be changed. Alternatively, the time the user is gazing at is measured as the gazing time, or it is detected which location (part) of the character the user is gazing at, and according to the gazing time and the location (part) being gazed at, the question, menu, order target, or dialogue content may be changed.
[0085] Note that the processing of the game system of the present embodiment in FIG. 1 can be realized by various terminal devices such as a processing device such as a PC installed in a facility such as a store, a mobile communication terminal such as a smartphone owned by the user, a home game device, or a business game device. Alternatively, the processing of the game system of the present embodiment may be realized by a server system communicatively connected to the terminal device via a network, or by distributed processing between the server system and the terminal device.
[0086] 2. HMD, Tracking Processing Next, the HMD200 used when the method of the present embodiment is applied to a VR system and the tracking processing using the HMD200 will be described.
[0087] Fig. 2 shows an example of the HMD 200. As shown in Fig. 2, user US wears the HMD 200 so as to cover the field of view and enjoys the VR world. In Fig. 2, the user is wearing the headphones 270, and thus can hear conversations such as questions from the character. Also, a microphone (not shown) or the like may be provided so that the user can perform voice input.
[0088] The HMD 200 can include a sensor unit, a display unit, and a processing unit. It is also possible to provide a modified embodiment in which a light emitting element is provided in the HMD 200. The sensor unit is for realizing tracking processing such as head tracking, for example. For example, the position and direction of the HMD 200 are specified by the tracking processing using the sensor unit. By specifying the position and direction of the HMD 200, the viewpoint position and the line-of-sight direction of the user can be specified.
[0089] Various tracking methods can be adopted. In a first tracking method, which is an example of a tracking method, a plurality of light receiving elements (such as photodiodes) are provided as a sensor unit provided in the HMD 200. Then, by receiving light (such as a laser) from a light emitting element (such as an LED) provided outside with these plurality of light receiving elements, the position and direction of the HMD 200 (the user's head) in the three-dimensional space of the real world are specified. In a second tracking method, a plurality of light emitting elements (LEDs) are provided in the HMD 200. Then, by imaging the light from these plurality of light emitting elements with an imaging unit provided outside, the position and direction of the HMD 200 are specified. In a third tracking method, a motion sensor is provided as a sensor unit, and the position and direction of the HMD 200 are specified using this motion sensor. The motion sensor can be realized by, for example, an acceleration sensor or a gyro sensor. For example, by using a six-axis motion sensor using a three-axis acceleration sensor and a three-axis gyro sensor, the position and direction of the HMD 200 in the three-dimensional space of the real world can be specified. Note that the position and direction of the HMD 200 may be specified by a combination of the first tracking method and the second tracking method, or a combination of the first tracking method and the third tracking method. Also, instead of specifying the user's viewpoint position and line-of-sight direction by specifying the position and direction of the HMD 200, a tracking process that directly specifies the user's viewpoint position and line-of-sight direction may be adopted.
[0090] The display unit of the HMD200 can be realized by, for example, an organic EL display (OEL) or a liquid crystal display (LCD). For example, the display unit of the HMD200 is provided with a first display or a first display area set in front of the user's left eye, and a second display or a second display area set in front of the right eye, enabling stereoscopic display. When performing stereoscopic display, for example, left-eye images and right-eye images with different parallaxes are generated, the left-eye image is displayed on the first display, and the right-eye image is displayed on the second display. Alternatively, the left-eye image is displayed in the first display area of one display, and the right-eye image is displayed in the second display area. Also, the HMD200 is provided with two eyepieces (fisheye lenses) for the left eye and the right eye, thereby representing a VR space that spreads across the entire periphery of the user's field of view. And correction processing for correcting distortion generated by the optical system such as the eyepiece is performed on the left-eye image and the right-eye image.
[0091] Also, as the HMD200, a type called a so-called smartphone VR or VR goggles may be used. In this type of HMD200, the smartphone is housed in the goggle unit of FIG. 2 so that the display unit of the smartphone faces the user's eyes. Inside the goggle unit (VR goggles), a left-eye eyepiece and a right-eye eyepiece are built in. The user can view the left-eye image and the right-eye image displayed on the display unit of the smartphone through the left-eye eyepiece and the right-eye eyepiece respectively, and thus enjoy the VR stereoscopic image. And the tracking process for specifying the user's viewpoint position and line-of-sight direction can be realized based on a motion sensor (acceleration sensor, gyro sensor) built in the smartphone. And in this case, the game system of the present embodiment is realized by the program of the application installed in the smartphone and the hardware of the smartphone.
[0092] 3. The method of this embodiment Next, the method of this embodiment will be described in detail. In the following, the case where the order target is a product such as food will be mainly described. However, the order target of this embodiment may be not only products in the real world but also services in the real world or virtual products and services in the virtual space. Also, in the following, the case where the method of this embodiment is applied to a game system in which an image is displayed on an HMD will be mainly taken as an example for description. However, the method of this embodiment is also applicable to a game system in which a game image is displayed on a display unit other than the HMD.
[0093] 3.1 VR Café In this embodiment, the user visits a VR café (café bar) and enjoys an interactive communication with the characters in the café. The characters are, for example, characters that appear in well-known game software sold by game makers and so on. The user can enjoy conversations with the characters of this game in the VR café.
[0094] FIG. 3 is a diagram showing a VR café which is a virtual café that the user visits. When the user wears the HMD200 in FIG. 2, an image of the VR café as shown in FIG. 3 is displayed to the user. By the user wearing the HMD200, the world of the virtual space (VR space) spreads in all directions around the user. For example, if the user wearing the HMD200 faces forward, an image that appears forward in the virtual space is displayed on the HMD200. If the user faces right, an image that appears right in the virtual space is displayed on the HMD200. Thereby, a virtual reality feeling as if the user has really entered the virtual space can be given to the user. Also, in this embodiment, for example, in cooperation with a store in the real world, this VR café system may be realized. For example, a VR café simulating a store in the real world is constructed in the virtual space. Then, the user can visit the store and, by wearing the HMD200, view the state of the VR café corresponding to the store via the HMD200.
[0095] When a user visits the VR café in Figure 3, the character of the female store manager and the characters appearing in the game will welcome the user. The user sits on the chair at the counter shown in A1 of Figure 3 and enjoys conversations with the characters. For example, in Figure 4, characters CHA and CHB visit on both sides of the user US, and the user US is sitting on the counter chair sandwiched between characters CHA and CHB. Then the user US enjoys interactive communication with characters CHA and CHB in the VR space.
[0096] In this embodiment, the characters in the VR space communicate with the user. For example, the user's favorite character will quietly sit next to the user. Then, the character senses the user's mood and selects a recommended product (food) from the VR café menu. For example, if the user gives a tip to the character (purchases a paid item), the user can receive a thank-you fan service from the character.
[0097] For example, in Figure 5(A), character CHA comes to sit next to user US and proposes to decide on the menu items on behalf of user US. Specifically, as shown in Figure 5(B), character CHA asks user US a question. Since character CHA is a character that appears in the well-known game RPG, it asks questions related to the game. Specifically, it asks about how to collect treasure chests when visiting a town on the RPG map. Specifically, character CHA presents options for answering the question, and user US answers the question by selecting from those options. When user US answers, as shown in Figure 6(A), character CHA asks the next question. Specifically, it asks about the preparations to be made before a battle. In this case, three options are also presented as answers, and user US answers the question by selecting from those options.
[0098] In this way, character CHA asks the user US a series of questions one after another. These questions have no direct relation to the products that the user US selects from the menu, but are questions related to the game in which the character CHA appears. And after all the questions are finished, as shown in FIG. 6(B), from the menu corresponding to the character CHA, the character CHA presents the user US with a recommended product (food). The menu of the character CHA is a menu related to desserts, and from that menu, in FIG. 6(B), a special dessert plate is presented to the user US as the recommended product. Since the user US is recommended by the character CHA (the favorite character) that they are attached to, they will happily order that product. Specifically, for example, the user US orders the product (special dessert plate) recommended by the character CHA at a real-world store corresponding to the VR café.
[0099] Also, in this embodiment, a plurality of characters appear as characters that conduct interactive communication with the user US. For example, in FIG. 7(A), two characters CHA and CHB come to the seat of the user US and talk to the user US while sandwiching them. These characters CHA and CHB are characters that appear in the same game (RPG). The user US can select, for example, either one of the characters CHA and CHB as their favorite character.
[0100] In FIG. 7(A), it is conveyed to the user US that the character CHA is a cake faction and the character CHB is a pudding faction. Therefore, the character CHA selects a recommended product from, for example, the cake menu, and the character CHB selects a recommended product from, for example, the pudding menu.
[0101] In FIG. 7(B), character CHA is asking about the actions that user US takes when the user has desired equipment in the game. Specifically, three answer options are presented, and user US selects the option of collecting funds when having desired equipment from among them. At this time, the other character CHB makes a conversation (such as "Sure enough, money rules the world") corresponding to the answer of user US. By making the conversation of character CHB linked to the answer of user US in this way, the pleasure of conversation as an interactive communication can be given to user US.
[0102] In this way, in the present embodiment, characters CHA and CHB successively ask questions to user US. In this case, both characters CHA and CHB may ask questions to user US, or only one character may ask questions to user US. When only one character asks questions, for example, as shown in FIG. 7(B), the other character takes the position of enlivening the conversation, such as echoing the answer of user US.
[0103] When all the questions are finished, as shown in FIG. 8, characters CHA and CHB select recommended products from their own menus and present them to user US. For example, character CHA of the cake faction presents a special fruit tart to user US as a recommended product from its own cake menu. Also, character CHB of the pudding faction presents a chocolate banana pudding to user US as a recommended product from its own pudding menu. For example, for user US, since character CHB is the favorite character, user US decides to order the product recommended by character CHB. Then, user US orders the product (chocolate banana pudding) recommended by character CHB at a real-world store. Note that both characters CHA and CHB may present recommended products from their own menus, or only one character (for example, the user's favorite character) may present recommended products from its own menu. Also, characters CHA and CHB may select and present recommended products from a menu that is partially or entirely common.
[0104] 3.2 Presentation of Order Targets from Menus As described above, in this embodiment, when a user places an order at a VR café, instead of simply selecting from a paper menu, while enjoying conversations with multiple characters, the characters determine the recommended products to be ordered from the menu. Specifically, in an event where the user determines the product to be ordered while answering the characters' questions, the characters have a menu table in which recommended products are registered. Then, the first character and the second character appear as characters, and the content of the questions is presented to the user from the characters. Then, according to the user's answer results, the characters select the optimal product as the recommended product from the menu table and present it to the user.
[0105] Specifically, in this embodiment, as shown in FIGS. 5(A) to 6(B), the character CHA is operated in a virtual space (game space). For example, in the virtual space, the character CHA moves to the position of the user US and performs actions such as talking to the user US. Also, information on the menu, which is a list of products (broadly speaking, items subject to ordering) presented by the character CHA, is stored in the storage unit 170. Then, as shown in FIGS. 5(B) and 6(A), the character CHA asks a series of questions. When the user US answers these questions, as shown in FIG. 6(B), the character CHA presents to the user US the product determined based on the answer results as a recommended product. For example, instead of the user US who is having trouble deciding what product to order, the character CHA selects the product to be ordered for the user US.
[0106] In this case, the questions asked by the character CHA are, for example, questions like a psychological test, and as an example, they are questions related to the game in which the character CHA appears. For example, in the prior art of Patent Document 1 mentioned above, a store clerk character is providing product explanations to accurately understand the product the user wants to purchase. However, in this prior art method, the store clerk character is merely an explainer and is not an object of the user's attachment or affection.
[0107] In contrast, in the present embodiment, the character CHA that also appears in the game is the object of the user US's memories and affection. And since the character CHA asks questions like a psychological test that has no direct relation to the product, it is possible to give the user US a feeling as if the character CHA is asking questions because it wants to know about the user US. Also, when the character CHA asks a question and the user US answers, it is possible to make the user US feel as if the character CHA has understood the user US based on the answer content. And the character CHA that has thus understood the user US selects a recommended product for the user US from the menu. Therefore, the user US can feel that the character CHA that they are attached to understands them through the questions and selects a recommended product for them. For this reason, even if the recommended product is not to the user US's taste, for example, since the beloved character CHA recommended it, the user US will be inclined to place an order. In the prior art, only the products that the user themselves like are selected, but in the present embodiment, the product to be ordered is selected through the communication between the user US and the character CHA. Therefore, it becomes possible to select the ordered product through the interactive communication with the character CHA, and it becomes possible to provide a system that cannot be realized in the prior art.
[0108] Also, in this embodiment, as shown in FIG. 7(A), a plurality of characters CHA and CHB appear. Then, based on at least one of the user US's response results to the questions asked by character CHA (the first character) and the user US's response results to the questions asked by character CHB (the second character), the product to be presented to the user is determined. For example, the recommended product to be presented to the user is determined from at least one of the menus corresponding to character CHA and the menu corresponding to character CHB. For example, in FIG. 7(A), since character CHA is a pudding fan, the menu corresponding to character CHA is a pudding menu. On the other hand, since character CHB is a cake fan, the menu corresponding to character CHB is a cake menu. And in FIG. 7(B), character CHA is asking the user US questions like a psychological test, and the user US is answering the questions. Character CHB is having a conversation, for example, echoing the user US's answers, and the interactive conversation between the user US and characters CHA and CHB is being executed. Also, following the questions of character CHA in FIG. 7(B), for example, character CHB asks the user US questions and the user US answers. Thus, in FIGS. 7(A) and 7(B), an interactive conversation between the user US and characters CHA and CHB is carried out, such that the user US answers the questions of at least one of characters CHA and CHB. And when all the questions are completed, as shown in FIG. 8, character CHA presents a recommended product to the user US from its own menu, and character CHB also presents a recommended product to the user US from its own menu. Note that a recommended product may be presented from the menu of one of the characters.
[0109] In this way, recommended products for the user US are selected and presented from the interactive question-and-answer exchanges between the user US and multiple characters CHA and CHB. For example, while the user US is enjoying conversations with multiple characters CHA and CHB, recommended products corresponding to the answers to the questions in those conversations are selected and presented to the user US. Therefore, the user US can have recommended products selected from within the conversation just by enjoying the conversation, making it possible to realize a game system that is not easily boring for the user US. That is, it becomes possible to realize a game system that can determine the order target to be presented to the user while realizing an interactive communication between the user US and the characters CHA and CHB.
[0110] Next, a specific example of the process for determining the products to be presented to the user from the menu will be described. FIG. 9(A) is an example of menu information. Menu MA is the menu corresponding to the character CHA in FIG. 7(A), and menu MB is the menu corresponding to the character CHB. Since the character CHA is a pudding lover who likes pudding, the products IA1 to IA5 in menu MA are a list of multiple puddings of different types. Since the character CHB is a cake lover who likes cake, the products IB1 to IB5 in menu MB are a list of multiple cakes of different types. The information of these menus MA and MB is stored in the menu information storage unit 176 in FIG. 1.
[0111] FIG. 9(B) is an example of an operation table used for the determination process of the product presented to the user. The operation table TBA is a table for the character CHA, and the operation table TBB is a table for the character CHB. AC1, AC2, and AC3 are the answer options explained in FIG. 7(B). IA1 to IA5 in the operation table TBA are the products listed in the menu MA in FIG. 9(A). IB1 to IB5 in the operation table TBB are the products listed in the menu MB. And in the operation table TBA, for each of the products IA1 to IA5, the weighted points when the user selects each of the options AC1, AC2, and AC3 are set. In the operation table TBB, for each of the products IB1 to IB5, the weighted points when the user selects each of the options AC1, AC2, and AC3 are set.
[0112] For example, as an answer to the question of the character CHA, if the user selects the option AC1, based on the operation table TBA, weighted points 3, 1, 3, 1, and 2 are respectively given to the products IA1, IA2, IA3, IA4, and IA5 in the menu MA. If the user selects the option AC2, weighted points 1, 4, 2, 2, and 1 are respectively given to the products IA1, IA2, IA3, IA4, and IA5. The same applies when the user selects the option AC3. Also, as an answer to the question of the character CHB, if the user selects the option AC1, based on the operation table TBB, weighted points 2, 2, 3, 2, and 1 are respectively given to the products IB1, IB2, IB3, IB4, and IB5 in the menu MB. The same applies when the user selects the options AC2 and AC3.
[0113] In this way, for each question asked by characters CHA and CHB, operation tables TBA and TBB as shown in FIG. 9(B) are prepared. Then, when the user selects an option and answers each question from characters CHA and CHB, weighting points are assigned to each product according to the selected option as described above. In this way, each question is asked, and when all questions are completed, the total value of the weighting points assigned to each product is obtained. And the product with the largest total value of the weighting points is determined as the recommended product to be presented to the user.
[0114] In this way, when the user selects an option as an answer to a series of questions, by obtaining the weighting points corresponding to the selected option and then obtaining the total value of those weighting points, the recommended product to be presented to the user can be determined. In this case, according to the method of FIG. 9(B), if the user's answers to multiple questions are the same, the same product will be uniquely determined, so an appropriate determination process for the recommended product can be realized.
[0115] Note that in the operation tables TBA and TBB of FIG. 9(B), the total value of the weighting points in the vertical column of each product is the same value (for example, 6). In this way, each product will be selected as the recommended product with the same probability.
[0116] On the other hand, in the operation table TBA of FIG. 9(C), the total value of the weighting points in the vertical column of product IA1 is 10, which is larger than the total value of the weighting points in the vertical columns of the other products IA2 to IA5. With such a setting of the operation table TBA, product IA1 will be selected with a higher probability than products IA2 to IA5. For example, in a real-world store corresponding to a VR cafe, when the product that the user is expected to order more is IA1, the weighting points of the operation table TBA can be set as shown in FIG. 9(C).
[0117] 3.3 Various Processing Examples Next, various processing examples of the present embodiment will be described. For example, in the present embodiment, an attachment degree (broadly speaking, attachment degree information; the same applies hereinafter) is set for the character. Then, based on the user's answer result and the user's attachment degree to the character, a process of determining a product (target for order) to be presented to the user is performed. That is, based on the answer result and the attachment degree, a recommended product is selected from the menu and presented.
[0118] For example, FIG. 10 shows an example of character information. This character information is stored in the character information storage unit 174 of FIG. 1. In the character information of FIG. 10, a menu ID, an attachment degree, an attribute, and a compatibility degree are set in association with each character. The menu ID is an ID that specifies the menu corresponding to each character shown in FIG. 9(A). By providing such a menu ID, the menu used by each character can be associated with that character.
[0119] The attachment degree (attachment degree information) is a parameter representing the degree of the user's attachment to the character. For example, in FIG. 10, the user's attachment degree to character CHA is set to AFA, and the user's attachment degree to character CHB is set to AFB. In this way, the attachment degree is set for each character. The attribute is an attribute parameter of the character, and for example, it represents the unique properties and characteristics of the character. The compatibility degree is, for example, the compatibility degree between the user and the character, or the compatibility degree between characters. For example, the higher the compatibility degree between the user and the character, the greater the degree of increase in the attachment degree in the attachment degree increase process described later. Also, when a plurality of characters with high mutual compatibility appear and have a conversation, the degree of increase in the attachment degree becomes large, etc., resulting in a more advantageous development for the user.
[0120] FIG. 11(A) shows an example of a selection screen for the user's favorite character. On the selection screen of FIG. 11(A), the user selects a favorite character from among a plurality of characters. Then, the degree of attachment to the character selected as the favorite character increases. The favorite character is a character that the user feels attached to and has a favorable impression of. For example, the favorite character is a character that the user is cheering for. For example, the favorite character is a character that the user frequently uses in a game in which the character appears.
[0121] In this embodiment, the degree of attachment of the character is changed according to the user's gaze information. The gaze information is information indicating whether the user is gazing at the character, the gaze time, or information about the gaze location. For example, in FIG. 11(B), the user US is gazing at the character CHA among the plurality of characters CHA and CHB. That is, the line-of-sight direction VL is directed toward the character CHA. In this case, the degree of attachment of the user US to the character CHA increases. At this time, the degree of attachment to the non-gazed character CHB may be decreased. Whether the user US is gazing at the character can be determined based on, for example, the line-of-sight direction VL of the user US obtained based on the above-described tracking process of the HMD. Alternatively, on the touch panel display, whether the user US is gazing at the character may be determined according to whether the user US is touching the character. For example, the degree of attachment to the character is changed according to the gaze time during which the user US is gazing at the character CHA. For example, the longer the gaze time, the greater the increase value of the degree of attachment. Also, the degree of attachment may be changed stepwise on the condition that the gaze time exceeds a given time. For example, the gaze time can be determined based on a gaze counter or the like. Specifically, the gaze time can be obtained, for example, by measuring the time during which the line-of-sight direction of the user US is directed toward the character or the time during which the user US is touching the character on the touch panel display. Further, the degree of attachment may be changed according to the gaze location of the user US. For example, when the user US is gazing at the first part (e.g., face, head) of the character, the degree of attachment is increased, and when the user US is gazing at the second part (e.g., chest, buttocks), the increase rate of the degree of attachment may be decreased or the degree of attachment may be decreased.
[0122] And in this embodiment, based on the degree of attachment to the character set in this way and the user's answer results, the process of determining the products to be presented to the user is performed. For example, if the user has a higher degree of attachment to character CHA than to character CHB, the recommended products to be presented to the user are determined from the menu of character CHA. Or, which of characters CHA and CHB presents the recommended products is determined based on probability information corresponding to the degree of attachment or the like. Or the degree of attachment is used in the arithmetic processing based on the arithmetic table described in FIG. 9(B). For example, when assigning weighted points to each product according to the user's selection of options, the higher the degree of attachment to the character, the larger the weighted points to be assigned. For example, the products in the menu of the character with a high degree of attachment are more likely to be selected as recommended products than the products in the menu of the character with a low degree of attachment.
[0123] In this way, for example, the recommended products presented to the user will change according to whether the degree of attachment to the character is high or low, and it becomes possible to reflect the user's degree of attachment to the character in the process of determining the recommended products to be presented to the user.
[0124] Also in this embodiment, when the product (order target) determined based on the user's answer results and the degree of attachment (attachment degree information) is not in the menu, a process for the non-existence of the order target is performed. FIG. 12 shows a flowchart of a processing example in this case. First, the dialogue process between the user and the character is performed (step S1). For example, the character asks the user a question, and a dialogue process for the user to answer the question is performed. Then, based on the user's answer results and the user's degree of attachment to the character, a process of selecting recommended products from the menu is executed (step S2). For example, this process is executed using the arithmetic table or the like described in FIG. 9(B).
[0125] Next, it is determined whether there is a recommended product in the menu (step S3). For example, when calculating points such as weighted points and performing selection processing of recommended products, it is determined whether there is a recommended product in the menu according to whether the points exceed a given threshold. If there is a recommended product in the menu, the recommended product is presented to the user (step S4). For example, if there is a product whose points such as weighted points exceed a given threshold, the product is presented to the user as a recommended product. On the other hand, if there is no recommended product in the menu, processing for the non-existence of a recommended product is executed (step S5). For example, if there is no product whose points such as weighted points exceed a given threshold, special processing for the non-existence of a recommended product is executed.
[0126] As such special processing (processing for the non-existence of a recommended product), the following processing can be considered. For example, as shown in FIG. 13(A), a conversation process in which the character CHA induces the character CHB to recommend a product from the menu of the character CHB is performed as the above special processing. That is, in FIG. 13(A), it is determined that there is no recommended product in the menu of the character CHA. Therefore, the character CHA is talking to the user to ask if there is no recommended product in the menu of the character CHB. Then, the character CHB selects a recommended product from its own menu and presents it to the user. For example, as described above, as a decision process for a recommended product based on the degree of attachment, when there is a favorite character and another character that is not the favorite character, the recommended product is preferentially selected from the menu of the favorite character with a higher degree of attachment. If it is determined that there is no recommended product in the menu of this favorite character, a recommended product is selected from the menu of another character that is not the favorite character.
[0127] Alternatively, separate from the basic menu, a back menu (hidden menu) is prepared. When there are no recommended products in the basic menu, as the above special process, a process of selecting a recommended product from the back menu is performed. For example, in Fig. 13(B), since there are no recommended products in the basic menu for character CHA, it is talking to user US about selecting a recommended product from the back menu. Note that when the favorite character selects a recommended product from its own menu, a follow-up effect may be added. For example, when the user hates carrots but the only food in the menu contains carrots, the character may have a follow-up conversation like "There's carrots in here that you don't like, but eat it anyway, okay?"
[0128] By doing so, even when a situation occurs where there are no recommended products determined based on the user's response results and degree of attachment, it becomes possible to handle this by performing a special process for the non-existence of the order target.
[0129] In this embodiment, a process of changing the questions asked to the user according to the degree of attachment is performed. For example, when the degree of attachment to a character increases, the number of answer options is increased accordingly. For example, initially, there are 3 options, and it was a three-choice, but as the degree of attachment increases, the number of options increases from 3 to 4, and from 4 to 5. That is, the options change from a three-choice to a four-choice, and from a four-choice to a five-choice. Alternatively, when the degree of attachment increases, the number of questions is increased. For example, usually, the character asks a total of 10 questions, but when the degree of attachment increases and exceeds a given threshold, the number of questions increases, for example, to 12. Alternatively, when the degree of attachment increases, additional question branches may be added accordingly. For example, increase the branches of the conversation scenario so that questions based on different scenarios are asked. Alternatively, when characters CHA and CHB appear, the number of questions for each character is made different according to the degree of attachment of characters CHA and CHB. For example, when the degree of attachment of character CHA is higher than that of CHB, the number of questions for character CHA is made more than that of CHB. For example, in the initial state, the number of questions for characters CHA and CHB was 5 times and 5 times respectively, but when the degree of attachment of character CHA increases, the number of questions is changed to 7 times and 3 times respectively.
[0130] Figure 14 is a flowchart of the process of changing questions according to the degree of attachment. First, it is determined whether an event of increasing the degree of attachment has occurred. If the increasing event has occurred, the process of increasing the degree of attachment of the character is executed (steps S11, S12). For example, as described above, when a character is selected as the favorite character by the user or the user gazes at the character, an event of increasing the degree of attachment of that character occurs, and the degree of attachment of the character increases. Next, it is determined whether the degree of attachment of the character has exceeded the threshold value VTA (step S13). And when the degree of attachment exceeds the threshold value VTA, a process of increasing the number of answer options, a process of increasing the number of questions, or a process of adding a branch to the conversation scenario is executed (step S14). For example, as described above, the number of options for the user's questions is increased, the number of questions the character asks the user is increased, or a new scenario branch is generated.
[0131] In this way, according to the degree of attachment to the character, the questions asked by the character to the user will vary diversely, and it becomes possible to realize a game system that is less likely to bore the user.
[0132] Also, in this embodiment, a process of changing the order target or menu presented to the user is performed according to the degree of attachment. For example, prepare products or menus that appear on the condition that the degree of attachment exceeds a given threshold. For example, for a specific product, it is made not to be included in the menu unless the degree of attachment exceeds a given threshold. Or, when the degree of attachment exceeds a given threshold, a special menu is generated. Or, for a specific product, unless the degree of attachment exceeds a given threshold, the character is made not to recommend it to the user.
[0133] FIG. 15 is a flowchart of a process of changing products or menus according to the degree of attachment. First, it is determined whether or not an event of increasing the degree of attachment has occurred. If the increasing event has occurred, the process of increasing the degree of attachment of the character is executed (steps S21, S22). Next, it is determined whether or not the degree of attachment of the character has exceeded the threshold value VTB (step S23). And when the degree of attachment has exceeded the threshold value VTB, the process of generating new products and new menus is executed (step S24). For example, add new products to the menu, present a special menu, select a recommended product from the special menu, and present it to the user.
[0134] In this way, according to the degree of attachment to the character, new products and new menus will appear, and it becomes possible to present new products to the user as recommended products or present recommended products selected from new menus to the user.
[0135] In this embodiment, a process of increasing the degree of attachment is performed according to the number of times a user visits a physical store or a virtual store. For example, in the case of a physical store corresponding to a VR café as described above, the degree of attachment to the characters of the VR café is increased according to the number of times the user visits the physical store. Also, in the case of a virtual store on an Internet shopping site or the like, the degree of attachment to the characters of the virtual store is increased according to the number of times of visiting the virtual store by accessing the virtual store of the site. The number of times a user visits a store may be managed by recording it on the portable information storage medium 195 (FIG. 1) possessed by the user. Alternatively, the number of times a user visits a store may be recorded as user information in the database of the server system, and the number of times of visiting a physical store communicatingly connected to the server system and the number of times of visiting a virtual store on the network may be managed. As an example, as shown in FIG. 16, when a user visits a physical store or a virtual store for the first time, the initial value of the degree of attachment is set to 0 so that the degree of attachment to the character starts from 0. Then, for example, when visiting the store for the second to third times, the initial value of the degree of attachment is set to 10 so that the degree of attachment to the character starts from, for example, 10. Similarly, when visiting the store for the fourth to sixth times, the initial value of the degree of attachment is set to 15, and when visiting the store for the seventh time and later, the initial value of the degree of attachment is set to 20. That is, the initial value of the degree of attachment is changed stepwise according to the number of times of visiting a physical store or a virtual store. In this way, the increase in the degree of attachment can serve as a motivation to encourage the user to visit a physical store or a virtual store.
[0136] Also, in this embodiment, a process of increasing the degree of attachment is performed according to the charging to the user. For example, when the user pays a price for the charging to the user, the degree of attachment to the character is increased. For example, when a paid item such as a present is purchased and given to the character, the degree of attachment worth to the character increases. For example, the user can increase the degree of attachment of his or her favorite character by purchasing and giving a paid item such as a present to the character. For example, when the user purchases a paid item, the initial value of the degree of attachment of the character is set to 20 instead of 0. Also, when the paid item is given to the character, the character may perform a thank-you effect such as a fan service.
[0137] For example, in FIG. 17(A), the user US purchases a heart present by consuming charging points (in-game currency) and gives this present to the character CHA, which is the favorite character. As a result, the user's degree of attachment to the character CHA has increased by 10.
[0138] In this way, by increasing the degree of attachment according to the charging to the user, as described above, for example, the recommended products presented to the user change, the questions of the character change, or new products and menus are generated. Therefore, it is possible to give the user an effective motivation to pay the price of charging, such as purchasing a paid item.
[0139] In the above-mentioned VR café, the default characters that appear may be changed according to the day of the week (Monday to Sunday). For example, on Monday, the character CHA appears as the default character, and on Tuesday, another character CHB appears as the default character. And if the user purchases a paid item or the like and pays the price of charging, for example, on Monday, the user's favorite character different from the character CHA can be made to appear in the VR café. By doing so, it is possible to give the user an effective motivation to pay the price of charging.
[0140] Also, in this embodiment, when the user's attachment level to a character exceeds a given threshold, a process of adding an add-on to the order target is performed. For example, when the attachment level of the character exceeds a given threshold, a complimentary product is attached to the ordered product. For example, in FIG. 17(B), due to the occurrence of an attachment level increase event as described above, the attachment level exceeds the threshold value of 30. In this case, the character CHA has a conversation of attaching a cookie, which is a complimentary product, to the ordered coffee. For example, depending on the response result of the user US, etc., the character CHA presents coffee as a recommended product. And at this time, since the attachment level exceeds the threshold value, when the user US orders coffee, a cookie will be attached as a compliment.
[0141] In this way, by exceeding the threshold value of the attachment level, the user can obtain not only the recommended product but also the complimentary product, so that an effective motivation for increasing the attachment level can be given to the user.
[0142] Also, in this embodiment, the degree of attachment (parameter) is changed based on external information related to the user and the character. For example, external information related to the user and the character is acquired from the outside. Specifically, information on linked games and purchase information of products related to the user information are called. For example, information on games in which the character appears and the user's purchase information about products related to the character are called as external information. Then, these game information and product purchase information are reflected in the degree of attachment (parameter) for the character. For example, if the character mainly used in the game (the character with a high usage frequency) is the character that appears in the VR cafe, the game information (game score, points acquired in the game, progress of the game, or status information of the character or user in the game, etc.) is reflected in the character that appears in the VR cafe to change the degree of attachment. For example, the better the game score, or the higher the acquired points, or the more advanced the progress of the game, the higher the degree of attachment. Or, the past purchase history information of products related to the character is acquired. Then, the degree of attachment is changed according to the frequency of purchase of products related to the character. For example, the more the number of product purchases, or the higher the purchase frequency, the higher the degree of attachment. By doing so, it becomes possible to perform the setting process of the degree of attachment that reflects the external information related to the user and the character.
[0143] Also, in this embodiment, at least one of the number of times the user visits the physical store or virtual store, the charging for the user, the user's location information, and the date and time information is used to set at least one of the questions asked to the user, the menu presented to the user, the order target included in the menu, and the dialogue content of the character. For example, according to the number of visits, charging, location information, or date and time information, a process of changing the question, menu, order target, or dialogue content is performed. FIG. 18 is a flowchart for explaining the details of this process.
[0144] First, user information including the number of times the user has visited the store, the amount paid by the user, the user's location information, or the date and time information is acquired (step S31). The number of times the user has visited the store is the number of times the user has visited the physical store or the virtual store as described above. The amount paid by the user is the amount of consideration paid by the user for the payment. The user's location information is, for example, the location information of the physical store corresponding to the VR café or the location information detected by a mobile communication terminal or the like possessed by the user. The date and time information is information about the date and time.
[0145] Next, according to the acquired user information, the degree of attachment of the user to the character is set (step S32). For example, the higher the number of store visits, the higher the degree of attachment, or the higher the amount of payment, the higher the degree of attachment. Alternatively, the degree of attachment is increased or decreased according to the user's location information or date and time information. For example, when the user comes to a specific place such as an event venue, the degree of attachment is increased. Also, during special periods such as event periods, on special days such as Christmas or Valentine's Day, or during specific time zones, the degree of attachment is increased. Further, according to the acquired user information, the questions asked to the user, the menu presented to the user, the products included in the menu, or the dialogue content of the character are changed (step S33). For example, according to the number of store visits or the amount of payment of the user, the number and content of the questions asked to the user are changed, the menu itself is changed, the types and quantities of the products included in the menu are changed, or the dialogue content of the character is changed. Alternatively, according to the user's location information or date and time information, the number and content of the questions are changed, the types and quantities of the menu and products are changed, or the dialogue content of the character is changed. Also, according to the user's answer results and the acquired user information, a determination process for the products presented to the user is performed. If the product (recommended product) determined based on the user's answer results and user information is not in the menu, a process for the non-existence of the recommended product is executed (step S34). For example, in addition to the user's answer results to the questions, user information such as the number of store visits of the user, the amount of payment of the user, the user's location information, or the date and time information is taken into account, and a determination process for the products presented to the user as recommended products is performed. And if such a product is not in the menu, as described in FIGS. 12 to 13(B), a process for the non-existence of the recommended product is executed.
[0146] In the above manner, it becomes possible to variously change the degree of attachment of the character according to user information such as the number of store visits, the amount of payment, the location information, or the date and time information of the user, and to variously change the questions, the menu, the products, or the dialogue content. Also, it becomes possible to realize a determination process for recommended products that reflects user information.
[0147] 4. Detailed Processing Next, a detailed processing example of this embodiment will be described with reference to the flowcharts of FIGS. 19 and 20.
[0148] In FIG. 19, first, the characters CHA and CHB execute an interactive process of asking questions to the user (step S41). Then, the user's answers to the questions asked by the characters CHA and CHB are received (step S42). As a result, as shown in FIGS. 7(A) and 7(B), a series of interactions are realized in which the characters CHA and CHB ask various questions to the user US, and the user responds to them.
[0149] Then, it is determined whether or not all the questions have been completed (step S43). When all the questions by the characters CHA and CHB have been completed, based on the user's answer results to the questions asked by the characters CHA and CHB, a product to be presented to the user is selected from the menus corresponding to the characters CHA and CHB (step S44). For example, by performing the selection process as described in FIG. 9(B) from the menus MA and MB as shown in FIG. 9(A), a product to be presented to the user is selected. Then, the selected product is presented to the user as a recommended product (step S45). As a result, as shown in FIG. 8, the recommended products of the characters CHA and CHB can be presented to the user US, and the user US can order the recommended products.
[0150] In FIG. 20, first, a virtual space setting process is performed (step S51). For example, a virtual space setting process for constructing a VR café as shown in FIG. 3 is performed. Then, a process of moving and operating a character in the set virtual space is performed (step S52). For example, as shown in FIGS. 5(A) and 5(B), the character CHA is moved to the location where the user US is, or the character CHA is made to perform a conversation action.
[0151] Next, user's gaze information regarding the character is acquired (step S53). For example, as described with reference to FIG. 11(B), information on whether the user US is gazing at the character CHA or the like, information on the gazing time, or information on the gazing location is acquired as the gaze information. Then, according to the acquired gaze information, a question to be asked to the user, a menu to be presented to the user, products included in the menu, or the dialogue content of the character is set (step S54). For example, the question, menu, product, or dialogue content is changed according to the gaze information.
[0152] By performing the process of FIG. 20 in this way, a virtual space such as a VR café can be set, and as an image visible from the virtual camera in this virtual space, the display image of the HMD 200 worn so as to cover the field of view of the user US can be generated. Then, a character is made to appear in this virtual space, and the product determined based on the user's answer result to the question of this character can be presented to the user using the character. Also, depending on whether the user has gazed at the character, or which character among a plurality of characters the user has gazed at, or the user's gazing time and gazing location, the number and content of the character's questions change, the menu changes, the types and numbers of products included in the menu change, and the dialogue content of the character changes. As a result, various processes reflecting the user's gazing situation can be realized.
[0153] Although the present embodiment has been described in detail as above, those skilled in the art will easily understand that many modifications can be made without substantially departing from the novel matters and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. For example, in the specification or drawings, terms (such as products, degree of attachment, etc.) described at least once together with broader or synonymous different terms (such as order target, degree of attachment information, etc.) can be replaced with those different terms anywhere in the specification or drawings. Also, character processing, order target determination processing, presentation processing, degree of attachment setting processing, virtual space setting processing, virtual camera back fish processing, game processing, L display processing, etc. are not limited to those described in the present embodiment, and equivalent methods, processes, and configurations are also included within the scope of the present invention. Further, the present invention can be applied to various games. Also, the present invention can be applied to various game systems such as business-use game devices, home-use game devices, or large-scale attraction systems in which a large number of users participate.
Explanation of Signs
[0154] CHA, CHB characters (first and second characters), US user, 100 processing unit, 102 input processing unit, 110 arithmetic processing unit, 112 character processing unit, 114 presentation processing unit, 115 order target determination unit, 116 virtual space setting unit, 117 virtual camera control unit, 118 game processing unit, 120 display processing unit, 130 sound processing unit, 140 output processing unit, 160 operation unit, 170 storage unit, 172 object information storage unit, 174 character information storage unit, 175 conversation information storage unit, 176 menu information storage unit, 178 drawing buffer, 180 information storage medium, 190 display unit, 192 sound output unit, 194 I / F unit, 195 portable information storage medium, 196 communication unit, 200 HMD (head-mounted display device), 270 headphones
Claims
1. A system for ordering products in a virtual store in a physical store or on a shopping site available on the Internet, comprising: a virtual space setting unit for performing virtual space setting processing; a character processing unit for processing characters appearing in the virtual space; a storage unit for storing menu information which is a list of products to be ordered; a presentation processing unit for receiving a user's response to a question asked by the character and performing processing for presenting to the user, using the character, a product determined based on the user's response result; a display processing unit for generating a display image of a head-mounted display device worn by the user so as to cover the user's field of view, as an image visible from a virtual camera corresponding to the user's viewpoint in the virtual space; characterized in that it includes: the presentation processing unit: sets a menu to be presented to the user and at least one of the products to be ordered included in the menu according to the user's gaze information with respect to the character.
2. In claim 1, the gaze information is information on whether the user is gazing at the character, or information on which of a plurality of characters the user is gazing at, or information on the user's gaze time or gaze location with respect to the character.
3. In claim 1 or 2, the product to be ordered by the user is a product in the physical space sold in the physical store or the virtual store.
4. In any one of claims 1 to 3, characterized in that it includes a virtual camera control unit for controlling the virtual camera to follow the user's viewpoint change based on tracking information of the user's viewpoint information.
5. In any one of claims 1 to 4, the presentation processing unit: performs determination processing of products to be presented to the user based on the user's response result and the user's attachment degree information with respect to the character, wherein the attachment degree information is a parameter representing the degree of the user's attachment to the character, and is a specific parameter of the character that changes with the user's operation or behavior.
6. In claim 5, the presentation processing unit: performs processing for changing the questions asked to the user according to the attachment degree information.
7. In claim 5 or 6, the presentation processing unit performs processing to change the order target or menu presented to the user according to the degree of attachment information, characterized by a system.
8. A program used in a system for ordering goods in a virtual store in a physical store or a shopping site available on the Internet, a virtual space setting unit that performs virtual space setting processing, a character processing unit that processes characters appearing in the virtual space, a storage unit that stores menu information which is a list of goods to be ordered, a presentation processing unit that receives a user's answer to a question asked by the character and performs processing to present to the user the goods determined based on the user's answer result using the character, as a display processing unit that generates a display image of a head-mounted display device worn by the user so as to cover the field of view as an image visible from a virtual camera corresponding to the user's viewpoint in the virtual space, causes a computer to function, the presentation processing unit sets at least one of the menu presented to the user and the order target included in the menu according to the user's gaze information on the character, characterized by a program.
9. A processing method in a system for ordering goods in a virtual store in a physical store or a shopping site available on the Internet, a virtual space setting process for setting a virtual space, a character process for processing characters appearing in the virtual space, a storage process for storing menu information which is a list of goods to be ordered, a presentation process for receiving a user's answer to a question asked by the character and presenting to the user the goods determined based on the user's answer result using the character, a display process for generating a display image of a head-mounted display device worn by the user so as to cover the field of view as an image visible from a virtual camera corresponding to the user's viewpoint in the virtual space, causes a computer to perform, as the presentation process, causes a computer to perform a process of setting at least one of the menu presented to the user and the order target included in the menu according to the user's gaze information on the character, characterized by a processing method.
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