Game System

The game system uses an AR marker on printed matter to control virtual game elements, addressing the cost and handling issues of traditional controllers, enabling low-cost, intuitive gameplay with diverse interactive effects.

JP7716061B1Active Publication Date: 2025-07-31ALTECHNA CO LTD
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Patent Information

Application Number
JP2025060638
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-04-01
Publication Date
2025-07-31
Estimated Expiration
2045-04-01

AI Technical Summary

Technical Problem

Existing game systems require costly environments for operation due to the necessity of a game controller with a housing and wireless communication, making it difficult for players to handle and operate games with one hand.

Method used

A game system utilizing an AR marker printed on a printed matter, which is detected by an imaging unit to control game elements in a virtual space based on the marker's position, movement, and presence/absence, enabling intuitive gameplay without the need for a traditional controller.

Benefits of technology

Enables low-cost gameplay with intuitive operations by using a printed AR marker to control game elements, allowing players to activate specific effects through hand movements and interactions, supporting multiple players and varying game scenarios.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game system that can realize a game playing environment at low cost. [Solution] A game system 100 for progressing and controlling a game, characterized by comprising a printed matter 3 on which an AR marker 2 is printed, an image acquisition means for acquiring a real-space image 9 capturing a real-space image including the AR marker 2, a marker information acquisition means for detecting the AR marker 2 within the real-space image 9 and acquiring marker information including information regarding the position of the AR marker 2 within the real-space image 9, and a game control means for controlling the game based on the marker information.
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Description

Technical Field

[0001] The present invention relates to a game system.

Background Art

[0002] In the operation of games such as video games, an input device for a player to input operations is required. Conventionally, an input device for operating a game is large, and there has been a problem that it is difficult for a player to handle the input device with one hand and operate the game.

[0003] For this reason, a technique for providing a game system and a game program in which a player plays a game while holding a controller is disclosed, for example, in Patent Document 1.

[0004] Patent Document 1 discloses a game system including a game controller having a first housing that can be held by a player with one hand, a game device connected to the game controller, and first movement detection means for detecting the movement of the first housing, wherein the game controller is provided in the first housing and includes a direction instruction unit for inputting a direction instruction, and the game device includes first movement direction control means for determining the movement direction of a first object appearing in a virtual game world in response to an operation of the direction instruction unit, and posture control means for determining the posture of the first object in the virtual game world in response to detection by the first movement detection means.

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0006] The technology disclosed in Patent Document 1 is a technology for controlling the movement of an object in a virtual game world based on the movement and posture of a controller that can be held with one hand. However, for example, in the technology disclosed in Patent Document 1, it is essential for the game controller to have a housing and a wireless communication unit for communicating with the game device. For this reason, there has been a problem that a great cost is required to prepare an environment in which the game can be executed.

[0007] The present invention has been devised in view of the above-described problems. An object thereof is to provide a game system capable of realizing an environment for playing a game at low cost.

Means for Solving the Problems

[0008] A game system according to a first invention is a game system that performs game progress and control, and includes a printed matter on which an AR marker is printed, an image acquisition unit that acquires a real space image obtained by imaging a real space including the AR marker, a marker information acquisition unit that detects the AR marker in the real space image and acquires marker information including information regarding the position of the AR marker in the real space image, and a game control unit that controls the game based on the marker information , a storage unit that stores object information regarding objects in the game; and is characterized by comprising , the marker information includes marker presence / absence information regarding the presence or absence of the AR marker in the real space image, the game control means includes object information acquisition means for acquiring the object information associated with the AR marker from the storage unit, and display control means for controlling the display of the object in the virtual space related to the game based on the object information and the marker information, and activates a third game effect in the game based on the marker presence / absence information that changes by reversing the hand of the player wearing the printed matter, and the display control means moves the display position of the object in the virtual space so as to correspond to the movement of the AR marker in the real space image based on the object information and the marker information; the above.

[0009] A game system according to a second invention is the game system according to the first invention, The printed matter is ring-shaped. and is characterized by the above.

[0011] The 3 game system according to the invention is the game system according to the 1 invention, wherein the marker information includes information regarding any one or more of the moving speed of the AR marker, the moving distance of the AR marker, the moving direction of the AR marker, the posture of the AR marker, and the change in the posture of the AR marker in the real space image, and the game control unit is characterized by activating a first game effect in the game when the marker information corresponds to a predetermined first pattern.

[0012] No. 4 The game system according to the invention is No. 3 In the invention, the marker information acquisition means distinguishes and detects each of the plurality of AR markers in the real space image, and acquires a plurality of the marker information corresponding to each of the plurality of AR markers in the real space image. When the plurality of marker information corresponds to a predetermined second pattern, the game control means activates a second game effect in the game.

[0014] No. 5 The game system according to the invention is from the first invention to No. 4 In any of the inventions, the marker information acquisition means detects a stationary state of the AR marker based on the marker information. When the marker information acquisition means detects that the stationary state of the AR marker is 2 seconds or more, the game control means activates a fourth game effect in the game.

[0015] No. 6 The game system according to the invention is No. 1 inventions to No. 4 In any of the inventions, the marker information acquisition means acquires imaging distance information regarding the distance between the AR marker and the image acquisition means. The object information acquisition means acquires size information regarding the size of the object in the game based on the imaging distance information. The display control means controls the display of the object in the virtual space based on the size information.

Effect of the Invention

[0016] From the first invention to No. 6According to the invention, the marker information acquisition means detects an AR marker in a real space image and acquires marker information including information regarding the position of the AR marker in the real space image, and the game control means controls the game based on the marker information. Therefore, a player of the game can operate the game by moving a printed matter on which the AR marker is printed in the real space. Thereby, the game system can realize the environment for playing the game at low cost. In addition, the game control means includes an object information acquisition means for acquiring object information associated with the AR marker, and a display control means for controlling the display of an object in a virtual space related to the game based on the object information and the marker information. Therefore, the player of the game can operate the game and control the display of the object in the virtual space by moving a printed matter with the AR marker printed thereon in the real space. As a result, the game system can realize, at low cost, an environment for playing a game that enables intuitive operation. Also, the display control means moves the display position of the object in the virtual space so as to correspond to the movement of the AR marker in the real space image based on the object information and the marker information. Therefore, the player of the game can operate the object in the virtual space related to the game by moving a printed matter with the AR marker printed thereon in the real space. As a result, the game system can realize, at low cost, an environment for playing the game. Further, the game control means activates a third game effect in the game based on the marker presence / absence information that changes by inverting the hand of the player wearing the printed matter. Therefore, the player of the game can activate a specific effect in the game by inverting a printed matter with the AR marker printed thereon in the real space. As a result, the game system can realize, at low cost, an environment for playing a game that enables a specific effect to be activated by intuitive operation.

[0019] In particular, the 3 According to the invention, the marker information includes information regarding any one or more of the moving speed, moving distance, moving direction, posture, and change in posture of the AR marker in the real space image, and when the marker information corresponds to a predetermined first pattern, the game control means activates a first game effect in the game. Therefore, a player of the game can activate a specific effect in the game by moving a printed matter on which the AR marker is printed in the real space. Thereby, the game system can realize, at low cost, an environment for playing a game in which a specific effect can be activated by an intuitive operation.

[0020] In particular, the 4 According to the invention, the marker information acquisition means separately detects a plurality of AR markers in the real space image, acquires a plurality of marker information corresponding to each of the plurality of AR markers in the real space image, and when the plurality of marker information corresponds to a predetermined second pattern, the game control means activates a second game effect in the game. Therefore, a player of the game can activate a specific effect in the game by moving a plurality of AR markers in the real space. Thereby, the game system can realize, at low cost, an environment for playing a game in which a plurality of players can participate and an intuitive operation is possible.

[0022] In particular, the 5According to the invention, the marker information acquisition means detects the stationary state of the AR marker based on the marker information. When the stationary state of the AR marker is detected by the marker information acquisition means for 2 seconds or more, the game control means activates the fourth game effect in the game. Therefore, the player of the game can activate a specific effect in the game by stationary the AR marker in the real space. Thereby, the game system can realize at low cost an environment for performing a game that enables an intuitive operation including a stationary state.

[0023] In particular, the 6 According to the invention, the marker information acquisition means acquires imaging distance information regarding the distance between the AR marker and the image acquisition means, the object information acquisition means acquires size information regarding the size of an object in the game based on the imaging distance information, and the display control means controls the display of the object in the virtual space based on the size information. Therefore, the player of the game can control the display of the object in the virtual space related to the game by moving the AR marker in the real space to adjust the imaging distance. Thereby, the game system can realize at low cost an environment for performing a game that enables an intuitive operation including changing the imaging distance.

Brief Description of the Drawings

[0024]

Figure 1

Figure 2

Figure 3

Figure 4

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Figure 6

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Figure 10

Embodiments for Carrying Out the Invention

[0025] Hereinafter, an example of an embodiment of a game system 100 to which the present invention is applied will be described in detail with reference to the drawings.

[0026] <Game System 100> Fig. 1 is a schematic diagram showing an example of the overall configuration of a game system 100 to which the present invention is applied.

[0027] The game system 100 is a system that controls and progresses a game.

[0028] As shown in FIG. 1 for example, the game system 100 includes a game control device 1 and a printed matter 3 on which an AR marker 2 is printed. The game system 100 may further include an imaging unit 4, a monitor 5, a server 6, and a cloud server 7. The game control device 1 may be connected to the imaging unit 4, the monitor 5, the server 6, and the cloud server 7.

[0029] The game control device 1 is a device that controls and advances the game.

[0030] The AR marker 2 is a two-dimensional code such as a QR code (registered trademark), for example. The AR marker 2 may be a two-dimensional code that is set in advance to function as an AR marker, or a pattern of a specific color.

[0031] The printed matter 3 is a printed matter on which the AR marker 2 is printed, and known paper types and materials may be used.

[0032] The imaging unit 4 captures an image of the real space including the AR marker 2. For example, the imaging unit 4 is an imaging device such as a camera. As the imaging unit 4, a camera built into an electronic device such as a personal computer, a smartphone, or a tablet terminal may be used. Also, the imaging unit 4 may be built into the game control device 1. The imaging unit 4 may include a device such as a 3D camera or an infrared sensor that can measure the distance between the imaging unit 4 and an object.

[0033] The monitor 5 is a monitor that displays information related to the game and the progress of the game. As the monitor 5, for example, a display built into an electronic device such as a personal computer, a smartphone, or a tablet terminal may be used. Also, as the monitor 5, known VR goggles or AR glasses may be used.

[0034] Server 6 is a device where game-related information is stored. Server 6 performs transmission and reception of various stored information with game control device 1. Cloud server 7 is, for example, constructed on the Internet and is a device where game-related information is stored. Cloud server 7 performs transmission and reception of various stored information with game control device 1. As cloud server 7, for example, a known virtual server may be used.

[0035] FIG. 2 is a schematic diagram showing an example of printed matter 3 on which AR marker 2 is printed.

[0036] As shown in FIG. 2, AR marker 2 is printed on printed matter 3. Printed matter 3 may be worn on the hand of a game player as shown in FIG. 2. For example, printed matter 3 may be in a ring shape and be worn on the hand. Printed matter 3 itself may be a known object. For example, printed matter 3 may be a paper cup on which AR marker 2 is printed, a figure, or the like.

[0037] <Game control device 1> FIG. 3 is a schematic diagram showing an example of the hardware configuration of game control device 1.

[0038] Game control device 1 includes, for example, housing 111, CPU 101, ROM 102, RAM 103, storage unit 104, and I / Fs 105 to 107. CPU 101, ROM 102, RAM 103, storage unit 104, and I / Fs 105 to 107 are connected by internal bus 110.

[0039] The CPU 101 controls the entire game control device 1. The ROM 102 stores the operation codes of the CPU 101. The RAM 103 is a work area used during the operation of the CPU 101. The storage unit 104 stores various data. As the storage unit 104, for example, in addition to an HDD (Hard Disk Drive), data storage devices such as an SSD (Solid State Drive), an SD card, a miniSD card, etc. are used. Note that the game control device 1 may have a GPU (Graphics Processing Unit) not shown in the figure. The I / F 105 is an interface for transmitting and receiving various data with the imaging unit 4, the monitor 5, the server 6, and the server 7.

[0040] The I / F 106 is an interface for transmitting and receiving data with the input unit 108. As the input unit 108, for example, a keyboard is used, and a user who uses the game control device 1 inputs various data or control commands of the game control device 1 via the input unit 108. The I / F 107 is an interface for transmitting and receiving various data with the display unit 109. The display unit 109 outputs various data stored in the storage unit 104 or the processing status of the game control device 1. As the display unit 109, a display is used, and for example, it may be a touch panel type. A virtual space related to the game may be displayed on the display unit 109.

[0041] FIG. 4 is a schematic diagram showing an example of the functional configuration of the game control device 1.

[0042] The game control device 1 includes, for example, as shown in FIG. 4, an image acquisition unit 11, a marker information acquisition unit 12, and a game control unit 13. Further, the game control unit 13 may include an object information acquisition unit 14 and a display control unit 15. Further, the game control device 1 may include a storage unit 16. Note that at least a part of the above-described functions 11 to 16 may be included in other configurations in the game system 100, and may be arbitrarily set according to the application.

[0043] As shown in FIG. 4, in the game control device 1, the image acquisition unit 11 is connected to the marker information acquisition unit 12. The marker information acquisition unit 12 is connected to the game control unit 13 and the storage unit 16. The game control unit 13 is connected to the marker information acquisition unit 12 and the storage unit 16.

[0044] <Image acquisition unit 11> The image acquisition unit 11 acquires a real - space image 9 that images the real space including the AR marker 2. The image acquisition unit 11 may acquire the real - space image 9 by acquiring the image captured by the imaging unit 4. The timing and period at which the image acquisition unit 11 acquires the real - space image 9 may be arbitrarily set according to the application. For example, the image acquisition unit 11 may acquire the real - space image 9 every 0.1 seconds. Also, the image acquisition unit 11 may include the imaging unit 4 shown in FIG. 1.

[0045] <Marker information acquisition unit 12> The marker information acquisition unit 12 detects the AR marker 2 in the real - space image 9 and acquires marker information regarding the position of the AR marker 2 in the real - space image 9. The timing at which the marker information acquisition unit 12 acquires the marker information may be the same as the timing at which the image acquisition unit 11 acquires the real - space image 9. Also, every time a new real - space image 9 is acquired, the marker information acquisition unit 12 may update the marker information.

[0046] <Game control unit 13> The game control unit 13 controls the game based on the marker information. For example, the game control unit 13 controls the movement of the objects that appear in the game. The timing at which the game control unit 13 controls the game may be the same as the timing at which the marker information acquisition unit 12 acquires the marker information.

[0047] <Object information acquisition unit 14> The object information acquisition unit 14 acquires object information regarding an object 8 in the game, which is associated with the AR marker 2. Here, the object is a character, item, background, display icon, etc. related to the game. The object information is information indicating the object associated with a specific AR marker 2. Further, the object information may include information regarding an icon in the game associated with the object or an effect generated by each object in the game. The timing at which the object information acquisition unit 14 acquires the object information may be the same as the timing at which the marker information acquisition unit 12 acquires the marker information.

[0048] <Display control unit 15> The display control unit 15 controls the display of the object 8 in the virtual space related to the game based on the object information and the marker information. The timing at which the display control unit 15 controls the display of the object 8 in the virtual space may be the same as the timing at which the marker information is updated.

[0049] <Storage unit 16> The storage unit 16 causes the storage unit 104 to store various information, and also retrieves various information stored in the storage unit 104. In the storage unit 104, for example, object information regarding objects in the game is stored. Further, the storage unit 16 may store information such as photos and icons associated with each object in the game. Also, the storage unit 16 may store information regarding scenarios in the game. The storage unit 16 may store the updated information each time the information related to the game is updated.

[0050] In the storage unit 104, a first pattern and a first game effect may be stored. Here, the first pattern is information regarding the movement and posture of the AR marker 2 that are conditions for activating the first game effect. The first game effect is an effect generated in the game.

[0051] The second pattern and the second game effect may be stored in the memory unit 104. Here, the second pattern is information regarding the movements and postures of the plurality of AR markers 2, which are conditions for activating the second game effect. The second game effect is an effect generated within the game, different from the first game effect.

[0052] The memory unit 104 may store a third game effect. Here, the third game effect is an effect generated within the game based on the marker presence / absence information of a specific AR marker 2 in the real - space image 9. Here, the marker presence / absence information is information regarding the presence or absence of the AR marker 2 in the real - space image 9. The memory unit 104 may store the pattern and settings of the change in the marker presence / absence information of a specific AR marker 2 for activating the third game effect. For example, the memory unit 104 may store a setting such as "when it is detected that the state has changed from a state where the AR marker 2 is included in the real - space image 9 to a state where the AR marker 2 is not included in the real - space image 9, activate the third game effect".

[0053] The memory unit 104 may store a fourth game effect. The fourth game effect is an effect generated within the game when the AR marker 2 has been stationary in the real space for 2 seconds.

[0054] Also, the first to second patterns and the first to fourth game effects may be individually set for each AR marker 2 and stored in the memory unit 104 by the storage unit 16.

[0055] The memory unit 104 may store information, programs, etc. necessary for executing the game. For example, the memory unit 104 may store a program for activating the first to fourth game effects within the game. Also, the memory unit 104 may store numerical values necessary for the progress of the game. For example, the memory unit 104 may store the physical strength of the character in the game and the points obtained by the player within the game.

[0056] <First Embodiment: Operation of the Game System 100> Next, an example of the operation of the game system 100 in the first embodiment will be described.

[0057] FIG. 5 is a flowchart showing an example of the operation of the game system 100 in the present embodiment. The flowchart of FIG. 5 includes an image acquisition step S11, a marker information acquisition step S12, and a game control step S13.

[0058] <Image acquisition step S11> In the image acquisition step S11, the image acquisition unit 11 acquires a real space image 9 obtained by imaging the real space including the AR marker 2.

[0059] The image acquisition unit 11 may acquire the real space image 9 imaged by the imaging unit 4. Further, the image acquisition unit 11 may cause the imaging unit 4 to image the real space image 9 at regular time intervals to acquire the real space image 9. For example, the image acquisition unit 11 may acquire the real space image 9 every 0.1 seconds.

[0060] <Marker information acquisition step S12> In the marker information acquisition step S12, the marker information acquisition unit 12 detects the AR marker 2 in the real space image 9 and acquires marker information including information regarding the position of the AR marker 2 in the real space image 9. Here, the marker information is information including information regarding the presence or absence of the AR marker 2 in the real space image 9 and information indicating the position of the AR marker 2 in the real space image 9.

[0061] The AR marker 2 in the real space image 9 detected by the marker information acquisition unit 12 shows, for example, a state printed on the printed matter 3 as shown in FIG. 2. The printed matter 3 on which the AR marker 2 is printed may be formed in a ring shape, for example, and may be imaged in a state of being worn on the player's hand. Thereby, the marker information acquisition unit 12 detects the AR marker 2 printed on the printed matter 3 in the real space image 9.

[0062] The marker information acquisition unit 12 may introduce two-dimensional coordinates of the X coordinate and the Y coordinate into the real space image 9, and acquire information regarding the position of the AR marker 2 in the real space image 9 in the form of coordinates.

[0063] The marker information acquisition unit 12 may acquire marker information each time the real space image 9 is acquired by the image acquisition unit 11. Further, the marker information acquisition unit 12 may cause the storage unit 104 to store the acquired marker information via, for example, the storage unit 16.

[0064] <Game control step S13> In the game control step S13, the game control unit 13 controls the game based on the marker information acquired by the marker information acquisition unit 12.

[0065] For example, the game control unit 13 may detect, based on the marker information, that the AR marker 2 is at a specific position in the real space image 9, and perform control to add points in the game or control to advance the game scenario.

[0066] By the above-described steps, the operation of the game system 100 to which the first embodiment is applied ends. Further, the above-described steps S11 to S13 may be repeatedly executed.

[0067] According to the first embodiment, the marker information acquisition unit 12 detects the AR marker 2 in the real space image 9, acquires marker information including information regarding the position of the AR marker 2 in the real space image 9, and the game control unit 13 controls the game based on the marker information. For this reason, a player of the game can operate the game by moving the printed matter 3 on which the AR marker 2 is printed in the real space. Thereby, the game system 100 can realize the environment for playing the game at low cost.

[0068] <Second Embodiment: Operation of Game Control Device 1> Next, an example of the operation of the game system 100 in the second embodiment will be described. The difference between the second embodiment and the first embodiment is that the object information acquisition unit 14 included in the game control unit 13 and the display control unit 15 are used. Regarding the same content as in the first embodiment, the description will be omitted.

[0069] <Image acquisition step S11> The real space image 9 may include a plurality of AR markers 2. The plurality of AR markers 2 are each detected as a different target.

[0070] <Marker information acquisition step S12> In the marker information acquisition step S12, the marker information acquisition unit 12 detects the AR marker 2 in the real space image 9 and acquires marker information including information regarding the position of the AR marker 2 in the real space image 9.

[0071] The marker information may include information regarding any one or more of the moving speed of the AR marker 2, the moving distance of the AR marker 2, the moving direction of the AR marker 2, the posture of the AR marker 2, and the change in the posture of the AR marker 2 in the real space image 9. These pieces of information may be acquired by known image analysis techniques and video analysis techniques. For example, information regarding the moving speed of the AR marker 2, the moving distance of the AR marker 2, the moving direction of the AR marker 2, or the change in the posture of the AR marker 2 may be acquired by calculating the difference between the information regarding the position and posture of the AR marker 2 in the real space image 9 sequentially acquired by the marker information acquisition unit 12.

[0072] The marker information may include marker presence / absence information. For example, the marker presence / absence information may be a numerical value associated with the presence or absence of the AR marker 2 in the real space image 9, such as 1 when the AR marker 2 is included in the real space image 9 and 0 when the AR marker 2 is not included in the real space image 9.

[0073] When a plurality of AR markers 2 are included in the real space image 9, the marker information acquisition unit 12 may separately detect the plurality of AR markers 2 in the real space image 9 and acquire a plurality of marker information for each of the plurality of AR markers 2 in the real space image 9. Further, in this case, each of the plurality of marker information may include marker presence / absence information indicating whether the corresponding AR marker 2 is included in the real space image 9.

[0074] The marker information acquisition unit 12 may detect a change in the marker presence / absence information. For example, it may detect a change from a state where the AR marker 2 is not included in the real space image 9 to a state where the AR marker 2 is included in the real space image 9. Conversely, it may also detect a change from a state where the AR marker 2 is included in the real space image 9 to a state where the AR marker 2 is not included in the real space image 9. Further, when the content of the acquired marker presence / absence information is different from the content of the previously acquired marker presence / absence information, the marker information acquisition unit 12 may detect a change in the marker presence / absence information. Also, information regarding the change in the marker presence / absence information may be included in the marker information.

[0075] Information regarding the change in the marker presence / absence information may be acquired, for example, based on the difference in the marker presence / absence information sequentially acquired by the marker information acquisition unit 12.

[0076] The marker information acquisition unit 12 may detect the stationary state of the AR marker 2 in the real space image 9 based on the marker information. For example, when the movement of the AR marker 2 within a unit time in the real space image 9 is within a predetermined range, the marker information acquisition unit 12 may detect that the AR marker 2 is in a stationary state. For example, the stationary state of the AR marker 2 may be detected based on the difference in the information regarding the position and orientation of the AR marker 2 in the real space image 9 sequentially acquired by the marker information acquisition unit 12.

[0077] The marker information acquisition unit 12 may acquire imaging distance information regarding the distance between the AR marker 2 and the image acquisition unit 11. The imaging distance information may be information regarding the distance between the AR marker 2 and the imaging unit 4. The imaging distance information may be acquired from the size of the AR marker 2 in the real space image 9. Further, the imaging distance information may be acquired based on the imaging image of the 3D camera or the measurement result of the infrared sensor that the imaging unit 4 has.

[0078] <Game control step S13> In game control step S13, the game control unit 13 controls the game based on the marker information.

[0079] The object information acquisition unit 14 in the game control unit 13 acquires object information associated with the AR marker 2.

[0080] For example, the object information acquisition unit 14 acquires information regarding a character or an icon corresponding to a certain AR marker 2 as object information. Here, the object information acquired by the object information acquisition unit 14 may be different for each of the AR markers 2. The object information stored in the storage unit 104 may be referred to and used.

[0081] The display control unit 15 in the game control unit 13 controls the display of the object 8 in the virtual space related to the game based on the object information and the marker information.

[0082] For example, the display control unit 15 displays an object corresponding to the AR marker 2 in the real space image 9 in the virtual space. For example, the display control unit 15 displays an icon corresponding to the AR marker 2 in the real space image 9 in the virtual space. The location where the object 8 corresponding to the AR marker 2 is displayed in the virtual space may correspond to the position of the AR marker 2 in the real space image 9. Further, the display control unit 15 may move the display position of the object 8 in the virtual space so as to correspond to the movement of the AR marker 2 in the real space image 9 based on the object information and the marker information.

[0083] Figure 6(a) is a schematic diagram showing an example of the real space image 9 when a plurality of AR markers 2 exist in the real space image 9. For example, as shown in Figure 6(a), consider a case where two different AR markers 2a and 2b exist in the real space image 9.

[0084] In the case of Figure 6(a), the marker information includes information regarding the positions of the AR marker 2a and the AR marker 2b in the real space image 9. These information may be represented by, for example, the X coordinate and the Y coordinate.

[0085] Figure 6(b) is a schematic diagram showing an example of the display in the virtual space corresponding to the real space image 9 of Figure 6(a). The display of the object in the virtual space of Figure 6(b) is performed based on the marker information.

[0086] As shown in Figure 6(b), on the virtual space, an icon of a hammer, which is an object 8a corresponding to the AR marker 2a, is displayed. Also, the display position of the hammer on the virtual space is displayed at the upper left corresponding to the position of the AR marker 2a in the real space image 9. As shown in Figure 6(b), on the virtual space, an icon of a glove, which is an object 8b corresponding to the AR marker 2b, is displayed. Also, the display position of the glove on the virtual space is displayed at the lower right corresponding to the position of the AR marker 2b in the real space image 9.

[0087] As shown in Figure 6(b), the display control unit 15 may display the virtual space related to the game on the monitor 5.

[0088] Figure 7(a) is a schematic diagram showing an example of the movement of the AR marker 2 in the real space image 9. The arrow in Figure 7(a) indicates that the AR marker 2 has moved in the real space image 9.

[0089] FIG. 7(b) is a schematic diagram showing an example of the movement of the display position of the object 8 in the virtual space corresponding to the movement of the AR marker 2 in FIG. 7(a). In FIG. 7(b), the object 8 corresponding to the AR marker 2 is a humanoid object. The arrow in FIG. 7(b) indicates that the object 8 has moved in the virtual space.

[0090] As shown in FIGS. 7(a) and 7(b), corresponding to the movement of the AR marker 2 in the real space image 9, the object 8 moves in the virtual space. The movement of the object 8 in the virtual space may be a corresponding movement or the same movement as that of the AR marker 2 in the real space image 9. The movement of the object 8 in the virtual space shown in FIG. 7(b) may be controlled by the display control unit 15 based on the object information and the marker information.

[0091] For example, when the object 8 makes a predetermined movement in the virtual space, the game control unit 13 may perform control such as adding points in the game for the player who has moved the AR marker 2 corresponding to the object 8 in the real space.

[0092] When the marker information corresponds to a predetermined first pattern, the game control unit 13 activates a first game effect in the game. Here, the game control unit 13 may refer to and use the information regarding the first pattern and the first game effect corresponding to the first pattern stored in the storage unit 104.

[0093] For example, based on the marker information, the game control unit 13 may detect that the AR marker 2 has made a specific movement in the real space and activate a first game effect in the game.

[0094] FIG. 8(a) is a schematic diagram showing a modified example of the movement of the AR marker. The arrow in FIG. 8(a) indicates that the AR marker 2 has been moved from the upper right to the lower left in the real space (the movement direction and movement distance of the AR marker 2), and the marker information at this time corresponds to the first pattern.

[0095] At this time, the game control unit 13 detects that the marker information corresponds to the first pattern, and activates the first game effect in the game. For example, the game control unit 13 may perform control such as adding points in the game for a player who operates the game by moving the AR marker 2 in the real space due to the first game effect.

[0096] FIG. 8(b) is a schematic diagram showing an example of a display related to the first game effect corresponding to the movement of the AR marker 2 in FIG. 8(a). FIG. 8(b) is a display of an object in the virtual space.

[0097] The arrow in FIG. 8(b) indicates that the object 8 has moved from the upper right to the lower left in the virtual space corresponding to the movement of the AR marker 2 in FIG. 8(a). Also, as the object 8 moves from the upper right to the lower left, the display format of the icon is changed and it is displayed in an inclined orientation. This is because the display control unit 15 controls the display of the object 8 in the virtual space corresponding to the activation of the first game effect that the hammer object 8 is used in the game.

[0098] For example, when the first game effect that the hammer object 8 is used in the game is activated due to the movement of the AR marker 2, and another object defined in advance is displayed near the object 8 in the virtual space, the game control unit 13 may perform control such as adding points in the game for the player who operated the AR marker 2.

[0099] For example, the game control unit 13 may activate the first game effect in the game corresponding to the change in the posture of the AR marker 2 in the real space.

[0100] FIG. 9(a) is a schematic diagram showing an example of the change in the posture of the AR marker 2 corresponding to the first pattern. The arrow in FIG. 9(a) indicates that the posture of the AR marker 2 has changed in place within the real space, and this change in posture corresponds to the first pattern. In FIG. 9(a), the change in the posture of the AR marker 2 is a change in the inclination of the AR marker 2.

[0101] At this time, the game control unit 13 detects that the marker information corresponds to the first pattern, and activates the first game effect within the game. For example, the game control unit 13 may perform control such as adding points in the game for the player who operated the AR marker 2 by the first game effect.

[0102] FIG. 9(b) is a schematic diagram showing an example of the display related to the first game effect corresponding to the change in the posture of the AR marker 2 in FIG. 9(a). FIG. 9(b) is a display of an object in the virtual space.

[0103] The arrow in FIG. 9(b) indicates that the game control unit 13 has detected that the marker information corresponds to the first pattern, and the display format of the icon of the object 8 in the virtual space has been changed. This is because the display control unit 15 controls the display of the object 8 in the virtual space in response to the activation of the first game effect that the hammer object 8 is used in the game.

[0104] Similar to FIGS. 8(a) and 8(b), for example, when the first game effect that the hammer object 8 is used in the game is activated due to the change in the posture of the AR marker 2, and another predefined object is displayed near the object 8 in the virtual space, the game control unit 13 may perform control such as adding points in the game for the player who operated the AR marker 2.

[0105] When the marker information acquisition unit 12 in the game control unit 13 has acquired marker information regarding a plurality of AR markers 2, for each of the plurality of AR markers 2, the game control unit 13 may acquire the marker information and detect the movement of the AR marker 2 corresponding to the first pattern. When marker information corresponding to the first pattern is detected within the game, the game control unit 13 may activate a first game effect within the game for the object for which the marker information corresponding to the first pattern has been detected.

[0106] When the marker information regarding a plurality of AR markers 2 corresponds to a predetermined second pattern, the game control unit 13 activates a second game effect within the game. Here, the game control unit 13 may refer to and use the information regarding the second pattern and the second game effect corresponding to the second pattern stored in the storage unit 104.

[0107] For example, when two AR markers 2 move simultaneously from the upper right to the lower left in the real space, the game control unit 13 may activate a second game effect within the game. Also, for example, when the postures of two AR markers 2 change simultaneously in the real space, the game control unit 13 may activate a second game effect within the game.

[0108] In this case, the fact that two AR markers 2 move simultaneously from the upper right to the lower left in the real space or the fact that the postures of two AR markers 2 change simultaneously in the real space corresponds to the second pattern. The game control unit 13 detects that the marker information regarding the movement of the AR marker 2 etc. corresponds to the second pattern and activates a second game effect within the game. The second pattern and the second game effect corresponding to the second pattern may be referred to and used from those stored in the storage unit 104.

[0109] For example, when activating the second game effect, the game control unit 13 may add a larger point to the player than when activating the first game effect.

[0110] In addition, the second pattern may be set for the case where a plurality of AR markers 2 move separately at the same time. For example, the game control unit 13 may activate a second game effect in the game in response to one AR marker 2 making a specific movement and the other AR marker 2 changing its posture on the spot.

[0111] These second patterns and second game effects may be set for the movements of three or more AR markers 2.

[0112] The game control unit 13 may activate a third game effect in the game based on the marker presence / absence information.

[0113] FIG. 10(a) is a schematic diagram showing an example of the case where the printed matter 3 with the AR marker 2 printed thereon is inverted in the real space. The arrows in FIG. 10(a) indicate that the printed matter 3 with the AR marker 2 printed thereon in the real space is inverted. For example, in FIG. 10(a), the rightward arrow indicates that, due to the inversion of the printed matter 3, the state has changed from a state where the AR marker 2 is included in the real space image 9 to a state where the AR marker 2 is not included in the real space image 9. Also, in FIG. 10(a), the leftward arrow indicates that, due to the inversion of the printed matter 3, the state has changed from a state where the AR marker 2 is not included in the real space image 9 to a state where the AR marker 2 is included in the real space image 9. In these cases, the marker information acquisition unit 12 detects a change in the marker presence / absence information.

[0114] As shown in FIG. 10(a), the inversion of the printed matter 3 with the AR marker 2 printed thereon may be realized by the player wearing the printed matter 3 in the hand and inverting the hand.

[0115] FIG. 10(b) is a schematic diagram showing an example of the display related to the third game effect based on the marker presence / absence information corresponding to FIG. 10(a). FIG. 10(b) is the display of the object 8 in the virtual space.

[0116] The arrow in Fig. 10(b) indicates that the display format of the icon of the object 8 in the virtual space has been changed by the marker information acquisition unit 12 in response to detecting a change in the marker presence / absence information. This is because the display control unit 15 controls the display of the object 8 in the virtual space in response to the activation of the third game effect that the hammer object 8 is used in the game corresponding to the change in the marker presence / absence information.

[0117] The game control unit 13 may detect that the change in the marker presence / absence information is a predefined pattern of the change in the marker presence / absence information and activate the third game effect in the game. Here, the game control unit 13 may refer to and use the pattern of the change in the marker presence / absence information stored in the storage unit 104.

[0118] For example, based on the setting stored in the storage unit 104, "When it is detected that the state has changed from a state where the AR marker 2 is included in the real space image 9 to a state where the AR marker 2 is not included in the real space image 9, activate the third game effect", the game control unit 13 may activate the third game effect in the game.

[0119] Also, for example, when there are a plurality of AR markers 2 in the real space image 9, if the third game effect is activated simultaneously based on the plurality of AR markers 2, a special effect such as adding a larger point to the player than when the third game effect is activated individually may be activated.

[0120] When the marker information acquisition unit 12 detects the stationary state of the AR marker 2, the game control unit 13 may activate the fourth game effect in the game. Here, the game control unit 13 may refer to and use the information regarding the fourth game effect stored in the storage unit 104.

[0121] For example, when the marker information acquisition unit 12 detects that the stationary state of the AR marker 2 has been detected for 2 seconds or more, the game control unit 13 may switch the game screen and perform control to interrupt or start the game. Also, for example, when the marker information acquisition unit 12 detects that the stationary state of the AR marker 2 has been detected for 2 seconds or more, the game control unit 13 may activate an effect corresponding to the object 8 within the game.

[0122] The object information acquisition unit 14 may acquire size information regarding the size of the object 8 within the game based on the imaging distance information acquired by the marker information acquisition unit 12. The size information is information regarding the size of the object 8 within the game and the size of the object 8 to be displayed within the virtual space related to the game.

[0123] For example, the object information acquisition unit 14 may set the size of the object 8 within the game in the size information to be larger as the AR marker 2 gets closer to the imaging unit 4.

[0124] At this time, the display control unit 15 may control the display of the object 8 within the virtual space based on the size information. For example, the display control unit 15 may display the object 8 larger within the virtual space as the size of the object 8 in the size information is larger. Also, for example, the display control unit 15 may display the object 8 smaller within the virtual space as the size of the object 8 in the size information is smaller.

[0125] The game control unit 13 may control the progress of the game by changing the in-game effect corresponding to the object 8 based on the size information.

[0126] For example, the game control unit 13 may detect that the distance between the image acquisition unit 11 or the imaging unit 4 and the AR marker 2 has rapidly approached or moved away based on the size information, and activate a preset effect within the game. Also, information regarding the in-game effect activated based on the size information may refer to and use the information stored in the storage unit 104.

[0127] The size information may be acquired from the size of the AR marker 2 reflected in the real-space image 9, or may be acquired based on the imaging distance information. When acquiring the size information from the imaging distance information, information regarding the correspondence between the value of the imaging distance information and the value of the size information may be referred to and used as the information stored in the storage unit 104.

[0128] By the above-described respective steps, the operation of the game system 100 to which the second embodiment is applied ends.

[0129] According to the second embodiment, the game control unit 13 includes an object information acquisition unit 14 that acquires object information associated with the AR marker 2, and a display control unit 15 that controls the display of the object 8 in the virtual space based on the object information and the marker information. Therefore, the player of the game can operate the game and control the display of the object 8 in the virtual space by moving the printed matter 3 on which the AR marker 2 is printed in the real space. As a result, the game system 100 can realize, at low cost, an environment for performing a game that enables intuitive operation.

[0130] Also, according to the second embodiment, the display control unit 15 moves the display position of the object 8 in the virtual space so as to correspond to the movement of the AR marker 2 in the real-space image 9 based on the object information and the marker information. Therefore, the player of the game can operate the object 8 in the virtual space related to the game by moving the printed matter 3 on which the AR marker 2 is printed in the real space. As a result, the game system 100 can realize, at low cost, an environment for performing the game.

[0131] Also, according to the second embodiment, the marker information includes information regarding any one or more of the moving speed of the AR marker 2, the moving distance of the AR marker 2, the moving direction of the AR marker 2, the posture of the AR marker 2, and the change in the posture of the AR marker 2 within the real space image 9. When the marker information corresponds to a predetermined first pattern, the game control unit 13 activates a first game effect within the game. Therefore, the player of the game can activate a specific effect within the game by moving the AR marker 2 within the real space. Thereby, the game system 100 can realize, at low cost, an environment for performing a game in which a specific effect can be activated by an intuitive operation.

[0132] Also, according to the second embodiment, the marker information acquisition unit 12 separately detects a plurality of AR markers 2 within the real space image 9, acquires a plurality of marker information corresponding to each of the plurality of AR markers 2 within the real space image 9, and when the plurality of marker information corresponds to a predetermined second pattern, the game control unit 13 activates a second game effect within the game. Therefore, the player of the game can activate a specific effect within the game by moving a plurality of AR markers 2 within the real space. Thereby, the game system 100 can realize, at low cost, an environment for performing a game in which a plurality of players can participate and an intuitive operation is possible.

[0133] In particular, according to the second embodiment, the game control unit 13 activates a third game effect within the game based on the marker presence / absence information. Therefore, the player of the game can activate a specific effect within the game by reversing the printed matter 3 on which the AR marker 2 is printed within the real space. Thereby, the game system 100 can realize, at low cost, an environment for performing a game in which a specific effect can be activated by an intuitive operation.

[0134] Also, according to the second embodiment, the marker information acquisition unit 12 detects the stationary state of the AR marker 2 based on the marker information. When the stationary state of the AR marker 2 is detected by the marker information acquisition unit 12 for 2 seconds or more, the game control unit 13 activates the fourth game effect in the game. Therefore, the player of the game can activate a specific effect in the game by stationary the AR marker 2 in the real space. Thereby, the game system 100 can realize, at low cost, an environment for playing a game that enables an intuitive operation including a stationary state.

[0135] Also, according to the second embodiment, the marker information acquisition unit 12 acquires imaging distance information regarding the distance between the AR marker 2 and the image acquisition unit 11, and the object information acquisition unit 14 acquires size information regarding the size of the object 8 in the game based on the imaging distance information. The display control unit 15 controls the display of the object 8 in the virtual space based on the size information. Therefore, the player of the game can control the display of the object 8 in the virtual space related to the game by moving the AR marker 2 in the real space to adjust the imaging distance. Thereby, the game system 100 can realize, at low cost, an environment for playing a game that enables an intuitive operation including changing the imaging distance.

[0136] Although the embodiments of the present invention have been described, these embodiments are presented as examples and are not intended to limit the scope of the invention. These novel embodiments can be implemented in various other forms, and various omissions, replacements, and changes can be made without departing from the gist of the invention. These embodiments and their modifications are included in the scope and gist of the invention, and are also included in the invention described in the claims and its equivalent scope.

Explanation of Reference Numerals

[0137] 1: Game control device 2: AR marker 2a: AR marker 2b: AR marker 3: Printed matter 4: Imaging unit 5: Monitor 6: Server 7: Cloud server 8: Object 8a: Object 8b: Object 9: Real - space image 11: Image acquisition unit 12: Marker information acquisition unit 13: Game control unit 14: Object information acquisition unit 15: Display control unit 16: Storage unit 100: Game system 101: CPU 102: ROM 103: RAM 104: Memory unit 105: I / F 106: I / F 107: I / F 108: Input unit 109: Display unit 110: Internal bus 111: Housing

Claims

1. A game system that performs game progress and control, comprising: A printed matter with an AR marker printed thereon; Image acquisition means for acquiring a real space image obtained by imaging a real space including the AR marker; Marker information acquisition means for detecting the AR marker in the real space image and acquiring marker information including information regarding the position of the AR marker in the real space image; Game control means for controlling the game based on the marker information; A storage unit in which object information regarding an object in the game is stored and comprising: The marker information includes marker presence / absence information regarding the presence or absence of the AR marker in the real space image; The game control means includes object information acquisition means for acquiring the object information associated with the AR marker from the storage unit, and display control means for controlling the display of the object in a virtual space related to the game based on the object information and the marker information; activates a third game effect in the game based on the marker presence / absence information that changes by reversing the hand of the player wearing the printed matter; The display control means moves the display position of the object in the virtual space so as to correspond to the movement of the AR marker in the real space image based on the object information and the marker information. A game system characterized by the above.

2. The printed matter is annular The game system according to claim 1, characterized by the above.

3. The marker information includes information regarding any one or more of the movement speed of the AR marker, the movement distance of the AR marker, the movement direction of the AR marker, the posture of the AR marker, and the change in the posture of the AR marker in the real space image; The game control means activates a first game effect in the game when the marker information corresponds to a predetermined first pattern. The game system according to claim 1, characterized by the above.

4. The marker information acquisition means separately detects a plurality of the AR markers in the real space image and acquires a plurality of the marker information corresponding to each of the plurality of AR markers in the real space image; The game control means activates a second game effect in the game when the plurality of the marker information corresponds to a predetermined second pattern. The game system according to claim 3, characterized by

5. The marker information acquisition means detects the stationary state of the AR marker based on the marker information, When the marker information acquisition means detects that the stationary state of the AR marker has been detected for 2 seconds or more, the game control means activates a fourth game effect in the game The game system according to any one of claims 1 to 4, characterized by

6. The marker information acquisition means acquires imaging distance information regarding the distance between the AR marker and the image acquisition means, The object information acquisition means acquires size information regarding the size of the object in the game based on the imaging distance information, The display control means controls the display of the object in the virtual space based on the size information The game system according to any one of claims 1 to 4, characterized by

Citation Information

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