program

The program restricts image display by setting specific ranges and magnification limits, addressing the issue of offensive content in game image editing systems, ensuring appropriate visual output.

JP7728070B2Active Publication Date: 2025-08-22COLOPL
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Patent Information

Application Number
JP2022157048
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-29
Publication Date
2025-08-22
Estimated Expiration
2042-09-29

AI Technical Summary

Technical Problem

Conventional image editing systems in games allow high freedom, leading to the potential display of images that cause discomfort or offense, such as incomplete or close-up views of characters.

Method used

A program that includes a display control unit to set specific ranges for object placement, ensuring that only a defined portion of the object is displayed within a display area, regardless of the reference point, and imposing restrictions on magnification based on the number of objects displayed.

Benefits of technology

This solution allows for the imposition of restrictions on image display, preventing the creation of potentially offensive content and ensuring a more appropriate and respectful visual output.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To impose a predetermined limitation on image display.SOLUTION: A program makes a computer function as: a display control unit that controls display of an object in a display area; and a specification range setting unit that sets a specified range which is a range corresponding to the display area and in which a reference point set for the object can be positioned. The display control unit performs setting so as to display the object in a mode according to the position of the reference point in the specified range, in the display area.SELECTED DRAWING: Figure 18
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Description

[Technical Field]

[0001] The present invention relates to a program, an information processing system, and an information processing device. [Background technology]

[0002] Conventionally, for example, information processing systems and information processing devices that provide games have provided functions that allow players to create and edit images that can be used in various situations, such as character images used in the game and profile images used on the profile screen, and functions that allow players to display the created images (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-223501 Summary of the Invention [Problem to be solved by the invention]

[0004] However, because the conventional functions described above allow players a high degree of freedom in editing, there was a risk that images that cause discomfort or discomfort to others would be displayed, such as an image in which the character is completely missing from the neck up, or an image that shows only a close-up of a specific part of the character.

[0005] Therefore, the present invention has been made in view of the above circumstances, and provides a program that can impose certain restrictions on the display of images. Mu's The purpose is to provide. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention is configured as follows.

[0007] The program according to the present invention includes a display control unit that controls display of an object in a display area; Determine the range within which the object can be placed causing the computer to function as a specific range setting unit that sets a specific range; the object can be placed so that a reference point set on the object is located within the specific range; The display control unit With regard to the placed object, a portion located within the display area is displayed in the display area, but a portion located outside the display area is not displayed in the display area, and at least a specific portion of the object can be displayed in the display area regardless of the position of the reference point within the specific range. .

[0008] The display control unit may be capable of displaying the object at any one of the display magnifications, and an upper limit of the display magnification may differ depending on the number of the objects displayed in the display area. [Effects of the Invention]

[0012] The program according to the present invention Mu This allows certain restrictions to be imposed on the display of images. [Brief explanation of the drawings]

[0013] [Figure 1] FIG. 1 is an explanatory diagram of the overall configuration of an information processing system. [Figure 2] FIG. 2 is an explanatory diagram of a hardware configuration of a server. [Figure 3] FIG. 2 is an explanatory diagram of the hardware configuration of a user terminal. [Figure 4] FIG. 2 is an explanatory diagram illustrating an example of a home screen. [Figure 5] FIG. 10 is an explanatory diagram showing an example of an image creation menu screen. [Figure 6] FIG. 10 is an explanatory diagram showing an example of an initial setting screen. [Figure 7] FIG. 10 is an explanatory diagram showing an example of an image creation screen. [Figure 8] FIG. 10 is an explanatory diagram showing an example of an image creation screen. [Figure 9] FIG. 10 is an explanatory diagram showing an example of an image creation screen. [Figure 10] FIG. 10 is an explanatory diagram showing an example of an object display on an image creation screen. [Figure 11] FIG. 10 is an explanatory diagram showing an example of an object display on an image creation screen. [Figure 12] FIG. 10 is an explanatory diagram showing an example of an object display on an image creation screen. [Figure 13] FIG. 10 is an explanatory diagram showing an example of an object display on an image creation screen. [Figure 14] FIG. 10 is an explanatory diagram showing an example of an object display on an image creation screen. [Figure 15] FIG. 10 is an explanatory diagram showing an example of an object display on an image creation screen. [Figure 16] FIG. 10 is an explanatory diagram showing an example of an object display on an image creation screen. [Figure 17] FIG. 10 is an explanatory diagram showing an example of a home screen on which an image is displayed. [Figure 18] FIG. 2 is an explanatory diagram of the functional configuration of a server and a user terminal. [Figure 19] 10 is a flowchart illustrating an example of a process performed when an application is started. [Figure 20] 10 is a flowchart illustrating an example of processing at the time of starting up an image creation function. [Figure 21] 10 is a flowchart illustrating an example of a new creation start process. [Figure 22] 10 is a flowchart illustrating an example of a re-editing start process. [Figure 23] 10 is a flowchart illustrating an example of a setting information determination process. [Figure 24] 10 is a flowchart illustrating an example of a process performed during a swipe operation. [Figure 25] 10 is a flowchart illustrating an example of processing performed during a pinch operation. [Figure 26] 10 is a flowchart illustrating an example of a termination process. DETAILED DESCRIPTION OF THE INVENTION

[0014] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that the following embodiment is merely one aspect for explaining the present invention, and the numerical values ​​and the like shown in the embodiment are merely examples and do not limit the present invention. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention. Furthermore, in this specification and drawings, elements having substantially the same functions and configurations are assigned the same reference numerals as much as possible to avoid redundant explanations, and elements not directly related to the present invention are not shown.

[0015] (Configuration of Information Processing System S) 1, the information processing system S according to this embodiment is a so-called client-server system constructed by connecting a server 100 and a user terminal 200 via a network 300. In this embodiment, a case will be described in which a game is provided by the information processing system S.

[0016] The information processing system S according to this embodiment functions as an information processing device that provides a game through cooperation between the server 100 and the user terminal 200. The server 100 and the user terminal 200 are respectively responsible for executing various functions in the game and controlling the progress of the game, and the various functions and game are executed by the server 100 and the user terminal 200 working together.

[0017] The server 100 is connected to a plurality of user terminals 200 via a network 300 so as to be able to communicate with each other. Each user terminal 200 can send and receive various information to and from the server 100 via the network 300. Furthermore, each user terminal 200 can send and receive various information to and from other user terminals 200 via the network 300 and the server 100. The server 100 stores various information (e.g., player information) for each user (hereinafter also referred to as a player) playing a game using the user terminal 200, and can also store various information related to the game. Furthermore, the server 100 can perform processes such as updating the stored information and transmitting (downloading) images and various information to the user terminal 200 based on input operations from the user terminal 200. Note that each user terminal 200 may be able to send and receive various information directly between the user terminals 200 without going through the network 300 or the server 100, using its own wireless communication function.

[0018] The network 300 is configured by the Internet, a mobile phone network, a LAN (Local Area Network), a WAN (Wide Area Network), a dedicated line, etc. The server 100 and the user terminal 200 are connected via the network 300 wirelessly or by wire.

[0019] (Hardware configuration of server 100) 2, the server 100 includes a CPU (Central Processing Unit) 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, internal bus 170, and input / output interface 180. Hereinafter, the CPU 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, internal bus 170, and input interface 180 of the server 100 will also be referred to as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, server internal bus 170, and server input / output interface 180, respectively.

[0020] The server CPU 110 performs various processes such as executing various functions in the game and progressing the game in accordance with the programs and data stored in the server memory 120 .

[0021] The server memory 120 is composed of a ROM (Read Only Memory), a RAM (Random Access Memory), etc., and stores various programs and data used for executing various functions in the game, progressing the game, etc. The server CPU 110 and the server memory 120 are connected to each other via a server internal bus 170.

[0022] The server storage unit 130 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various programs and data. The programs and data stored in the server storage unit 130 are read (loaded) into the server memory 120 by the server CPU 110.

[0023] The server communication unit 140 is configured with a communication interface and the like, and transmits and receives information such as various data and programs to and from the user terminal 200 via the network 300. In the server 100, the server communication unit 140 receives various information from the user terminal 200, and the received information is stored in the server memory 120 or the server storage unit 130. In addition, information regarding the results of various processes executed by the server CPU 110 and the like are transmitted to the user terminal 200 by the server communication unit 140.

[0024] The server input unit 150 is composed of a keyboard, a mouse, etc. Based on input operations by the server input unit 150, various processes are executed, such as storing various programs and data in the server memory 120 and the server storage unit 130, and updating the various stored programs and data.

[0025] The server output unit 160 is configured with a display capable of displaying characters, images, etc., a speaker capable of outputting sound, etc. The contents of various processes executed based on input operations by the server input unit 150 are output by the server output unit 160.

[0026] The server storage unit 130 , server communication unit 140 , server input unit 150 , and server output unit 160 are connected to a server input / output interface 180 , which is connected to a server internal bus 170 .

[0027] (Hardware configuration of user terminal 200) Examples of the user terminal 200 include smartphones, tablets, mobile phones, personal computers, portable game consoles, and stationary game consoles installed in stores or homes. In this embodiment, a case where a smartphone is used as the user terminal 200 will be described.

[0028] 3, the user terminal 200 has a CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, internal bus 270, input / output interface 280, etc. Hereinafter, the CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, internal bus 270, and input interface 280 of the user terminal 200 will also be referred to as the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, terminal internal bus 270, and terminal input / output interface 280, respectively.

[0029] Note that the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, terminal internal bus 270, and terminal input / output interface 280 have substantially the same configurations and functions as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, server internal bus 170, and server input / output interface 180, respectively, and therefore detailed explanations thereof will be omitted with some exceptions.

[0030] In the user terminal 200, the terminal CPU 210 and terminal memory 220 are connected to each other via a terminal internal bus 270, and the terminal storage unit 230, terminal communication unit 240, terminal input unit 250, and terminal output unit 260 are connected to a terminal input / output interface 280, which is connected to the terminal internal bus 270. The user terminal 200 also performs various processes, such as the execution of various game functions and the progression of the game, in accordance with the programs and data stored in the terminal memory 220. The user terminal 200 also receives various information from the server 100 via the terminal communication unit 240, and the received information is stored in the terminal memory 220 or the terminal storage unit 230. Information regarding the results of the various processes executed by the terminal CPU 210 is transmitted to the server 100 by the terminal communication unit 240.

[0031] The terminal input unit 250 is composed of, for example, a touch panel, a keyboard, a mouse, a controller, physical buttons, etc., which can input operations to the user terminal 200, and may be mounted on the user terminal 200 itself, or may be provided separately from the user terminal 200 and connected to the user terminal 200 via a connection cable, etc. Furthermore, the terminal input unit 250 may be a microphone capable of voice input, or an acceleration sensor capable of detecting the tilt, movement, vibration, etc. of the user terminal 200 and inputting the detected information. In this embodiment, the user terminal 200 is provided with a touch panel 262 which functions as both the terminal input unit 250 and the terminal output unit 260.

[0032] (Outline of functions provided by information processing system S) The game provided by the information processing system S according to this embodiment is provided with an image creation function that enables a player to create and edit various images to be displayed on various screens, such as the profile screen PS and a result screen showing the game results. This image creation function allows a player to use one or more of a plurality of types of objects PO prepared in advance to create an image in which a single object PO is displayed, or an image in which multiple objects PO are displayed side by side. Furthermore, the object PO can be enlarged, reduced, or otherwise processed, allowing the object O to be displayed within the image at various display magnifications (sizes). The image creation function will be described below using the example of creating an image P to be displayed on the profile screen PS using the user terminal 200.

[0033] To use the image creation function, the player installs a dedicated application for playing the game in advance on the user terminal 200 and registers the player with the server 100 (for example, registering information such as a player ID, player name, and team name to be used in the game). When the application is launched, the user terminal 200 receives various data stored in the server 100, such as the player name, team name, and image P created by the player, and displays a home screen HS on the touch panel 262. As will be described later, the image P created by the player is stored in the server storage unit 130 of the server 100. However, before the image P is created, the image P is not stored in the server storage unit 130, and the user terminal 200 does not receive the image P.

[0034] The home screen HS is the initial screen when an application is started. As shown in Fig. 4, the home screen HS includes a profile screen PS that displays the player name, team name, image P, etc. received from the server 100, as well as an icon I1 for starting a game and an icon I2 for activating an image creation function. When no image P is stored in the server storage unit 130 (before an image P is created), no image P is displayed on the profile screen PS. When the icon I1 is tapped, the user terminal 200 displays a game screen (not specifically shown) on the touch panel 262 and starts the game, and when the icon I2 is tapped, an image creation menu screen IS is displayed on the touch panel 262 and activates the image creation function.

[0035] The image creation menu screen IS is the initial screen when the image creation function is activated. As shown in Fig. 5, the image creation menu screen IS displays an icon I3 for creating a new image P and an icon I4 for re-editing a created image P. When the icon I3 is tapped, the user terminal 200 displays an initial setting screen NS on the touch panel 262. When the icon I4 is tapped, the user terminal 200 displays an image creation screen CS on the touch panel 262 and also displays the image P received from the server 100. This makes it possible to re-edit an image P that has already been created.

[0036] The initial setting screen NS is a screen for making various settings when creating a new image P. As shown in FIG. 6(a) or (b), the initial setting screen NS displays a select button B1 for selecting the number of objects PO to be displayed in the image P. When the select button B1 is tapped, a value ranging from 1 to the maximum selectable number (4 in this embodiment) is displayed. The player can select the number of objects PO to be displayed in the image P by tapping one of the values.

[0037] Also, as shown in Figure 6(a) or (b), the initial setting screen NS displays a select button B2 for selecting the type of object PO to be displayed in the image P, and a select button B3 for selecting the layer on which the determined object PO will be placed.

[0038] Here, the server storage unit 130 of the server 100 stores, as objects PO that can be displayed in the image P, multiple types of planar objects (planar images) of the entire body of a character, each having a head and a torso and all of which are set to be approximately the same overall length and width. Although not specifically shown, the image P is composed of multiple display layers (four layers in this embodiment) that are virtually arranged on top of each other at a predetermined distance, and the object PO can be placed on any of the display layers. As will be described later, the multiple objects PO displayed in the image P may partially overlap each other, but in the overlapping portions, higher-level objects PO are displayed preferentially over lower-level objects PO. In other words, in the image P, the overlapping portions of the lower-level objects PO are not displayed because they are covered by the higher-level objects PO.

[0039] Then, when the select button B2 displayed on the initial setting screen NS is tapped, a list of thumbnails (not shown) of multiple types of objects PO stored in the server storage unit 130 is displayed. The player can select the type of object PO to be displayed in the image P by tapping any of the thumbnails. Furthermore, when the select button B3 displayed on the initial setting screen NS is tapped, layer numbers are displayed from the top display layer (the display layer located in the foreground in the image P) to the bottom display layer (the display layer located in the background in the image P). The layer numbers are assigned "1" to "4" in order from the top display layer, and the player can select the display layer on which to place the target object PO by tapping any of the layer numbers.

[0040] Furthermore, as described above, when there are two or more objects PO, the objects PO are displayed side by side in the image P. As shown in FIG. 6(a) or (b), on the initial setting screen NS, when the number of determined objects PO is two or more, a select button B2 and a select button B3 are displayed at each display position of each object PO in the image P. This allows the player to select the type of object PO and the display layer for each display position. For example, when the number of selected objects PO is two, as shown in FIG. 6(a), the player can select the type of object PO and the display layer to be displayed for each of the two objects PO displayed side by side in the image P. For example, when the number of selected objects PO is four, the player can select the type of object PO and the display layer to be displayed for each of the four objects PO displayed side by side in the image P, as shown in FIG. 6(b).

[0041] 6(a) or 6(b), an icon I5 for confirming the type of object PO selected by the player and the contents of the display layer is displayed on the initial setting screen NS. When the icon I5 is tapped, the user terminal 200 receives data of the object PO selected on the initial setting screen NS from the server storage unit 130 and displays an image creation screen CS on the touch panel 262. This makes it possible to create a new image P.

[0042] The image creation screen CS is a screen for performing various edits on a new or already created image P. As shown in FIGS. 7 to 9 , the image creation screen CS displays a rectangular display frame DF that constitutes the outer frame of the image P to be created and displays each selected object PO. It also displays a rectangular movement range frame that is set according to the display position of each selected object PO and indicates the range within which the corresponding object PO can be placed (the range within which each object PO can be moved). The corresponding object PO is also displayed within each movement range frame. Furthermore, the image creation screen CS displays the created image P on the profile screen PS and also displays an icon I6 for storing the object PO in the server storage unit 130. By swiping the object PO, the player can move the object PO and place it anywhere within the movement range frame. Furthermore, the player can enlarge or reduce the object PO by pinching out or in on the object PO. The set movement range frame may or may not be displayed on the image creation screen CS to allow the player to easily confirm the movement range of the object PO.

[0043] As described above, the display frame DF constitutes the outer frame of the image P, and therefore the display content within the display frame DF becomes the image P. In this embodiment, a portion of the object PO may extend outside the display frame DF depending on the size when enlarged and its position within the movement range frame, but this extending portion is not displayed within the display frame DF. Therefore, in the image P, the portion of the object PO that extends outside the display frame DF is not displayed, and only the portion that fits within the display frame DF is displayed.

[0044] In addition, in this embodiment, the number of movement range frames to be set, the size of each movement range frame, and the changeable range of the display magnification for enlarging or reducing the object PO are set according to the number of objects PO displayed in the image P (the number of objects PO selected on the initial setting screen NS).

[0045] As shown in Figure 8(a), when the number of displayed objects PO is one, one movement range frame MF1 is set for the display frame DF. This movement range frame MF1 is set to traverse the display frame DF, with its left and right edges positioned outside the left and right edges of the display frame DF, respectively, and its top and bottom edges positioned inside the top and bottom edges of the display frame DF, respectively. The changeable range of the display magnification of the object PO is set to be from 1x to 6x.

[0046] As shown in FIG. 8(b), when the number of objects PO displayed is two, two movement range frames MF21 and MF22 are set side by side with a predetermined distance between them relative to the display frame DF. The movement range frame MF21 on the left side is set so that its left edge is positioned outside the left edge of the display frame DF, while the movement range frame MF22 on the right side is set so that its right edge is positioned outside the right edge of the display frame DF. The upper and lower edges of both movement range frames MF21 and MF22 are set so that they are positioned inside the upper and lower edges of the display frame DF, respectively. The widths of both movement range frames MF21 and MF22 are set to be the same. The display magnification of the objects PO displayed within the movement range frames MF21 and MF22 can be changed within a range from 1x to 4x.

[0047] As shown in FIG. 9(a), when the number of displayed objects PO is three, three movement range frames MF31, MF32, and MF33 are set horizontally at a predetermined interval relative to the display frame DF. The leftmost movement range frame MF31 is set so that its left edge is positioned outside the left edge of the display frame DF, while the rightmost movement range frame MF33 is set so that its right edge is positioned outside the right edge of the display frame DF. The upper and lower edges of the movement range frames MF31, MF32, and MF33 are each set so that their upper and lower edges are positioned inside the upper and lower edges of the display frame DF, respectively. The movement range frames MF31 and MF33 are all set to have the same width, but the movement range frame MF32 is set to be narrower than the movement range frames MF31 and MF33. The display magnification of the objects PO displayed within the movement range frames MF31, MF32, and MF33 can be changed within a range from 1x to 3x.

[0048] As shown in FIG. 9(b), when the number of displayed objects PO is three, four movement range frames MF41, MF42, MF43, and MF44 are set horizontally at a predetermined interval relative to the display frame DF. The leftmost movement range frame MF41 is set so that its left edge is positioned outside the left edge of the display frame DF, and the rightmost movement range frame MF44 is set so that its right edge is positioned outside the right edge of the display frame DF. The upper and lower edges of the movement range frames MF41, MF42, MF43, and MF44 are each set so that they are positioned inside the upper and lower edges of the display frame DF. The movement range frames MF41 and MF44 are all set to have the same width, and the movement range frames MF42 and MF43 are also set to have the same width, but the movement range frames MF42 and MF43 are set so that their widths are narrower than those of the movement range frames MF41 and MF44. The changeable range of the display magnification of the objects PO displayed within the movement range frames MF41, MF42, MF43, and MF44 is set to a range from 1x to 2.5x.

[0049] Furthermore, the image creation screen CS displays the corresponding objects PO within the movement range frames set as described above. For example, if, on the initial setting screen NS, two objects PO are selected as the number of objects PO to be displayed in the image P, and object PO1 displayed on the left and object PO2 displayed on the right are selected, as shown in FIG. 10, a display frame DF is displayed on the image creation screen CS, and movement range frames MF21 and MF22 are set side-by-side with a predetermined distance from the display frame DF. Then, object PO1 is displayed within movement range frame MF21, and object PO2 is displayed within movement range frame MF22. At this time, neither object PO1 nor PO2 is enlarged or reduced, and objects PO1 and PO2 are displayed at the same magnification (their original sizes). The player can move and position object PO1 within movement range frame MF21, and can also enlarge or reduce object PO1 within the range of display magnification (from 1x to 4x). Furthermore, the player can move and position the object PO2 within the movement range frame MF22, and can also enlarge or reduce the object PO2 within the changeable range of the display magnification.

[0050] Furthermore, when the icon I6 displayed on the image creation screen CS is tapped, the user terminal 200 displays the home screen HS on the touch panel 262, and also displays the display content within the display frame DF as an image P on the profile screen PS (see FIG. 17 ), and transmits this image P to the server 100. As a result, the created image P is stored in the server storage unit 130 of the server 100.

[0051] (Overview of display of object PO) As shown in FIGS. 10 to 16 , each object PO in this embodiment has a reference point R set thereon, which serves as a reference for the above-mentioned movement, enlargement, and reduction. The player can move, position, and enlarge or reduce the object PO within the movement range frame using this reference point R as a reference. Specifically, the object PO can be moved left and right within a range from the left edge of the movement range frame to the right edge of the reference point R, and can be moved up and down within a range from the top edge of the movement range frame to the bottom edge of the reference point R. The object PO can also be enlarged or reduced with the reference point R as the center. Note that the reference point R may or may not be displayed on the object PO to allow the player to easily confirm the position of the reference point R.

[0052] In this embodiment, the position of the reference point R on the object PO, the distance between the outer edge of the movement range frame and the outer edge of the display frame DF, and the distance between adjacent movement range frames are predetermined so that at any display magnification the object PO is displayed and at any position within the movement range frame, at least a predetermined range of the head of the object PO is displayed in the image P, and at least approximately the left half or approximately half of the object PO is displayed in the image P.

[0053] Specifically, in this embodiment, the above-mentioned contents are defined so that, regardless of the display magnification at which the object PO is displayed, when the reference point R is located at the upper edge of the movement range frame, at least approximately the lower half of the head of the object PO fits within the display frame DF, and when the reference point R is located at the lower edge of the movement range frame, the entire head of the object PO fits within the display frame DF from the bottom to the top. Furthermore, regardless of the display magnification at which the object PO is displayed, the above-mentioned contents are defined so that, when the reference point R is located at the left edge of the leftmost movement range frame, at least approximately the right half of the object PO fits within the display frame DF, and when the reference point R is located at the right edge of the movement range frame, at least approximately the left half of the object PO fits within the display frame DF. Furthermore, regardless of the display magnification at which the object PO is displayed, when the reference point R is located at the right edge of the left moving range frame of two adjacent moving range frames, and when the reference point R is located at the left edge of the right moving range frame, the above contents are determined so that the object PO displayed in the left moving range frame and the object PO displayed in the right moving range frame do not overlap each other by more than approximately half.

[0054] In this embodiment, a reference point R is preset at approximately the center (neck) of the boundary between the head and torso of each object PO (see FIGS. 10 to 16, etc.). The distance from the upper edge of the movement range frame to the upper edge of the display frame DF is set to be approximately half the length from the bottom to the top of the head of the object PO enlarged to the upper limit of the range in which the display magnification can be changed. The distance from the left edge of the leftmost movement range frame to the left edge of the display frame DF, and the distance from the right edge of the rightmost movement range frame to the right edge of the display frame DF, are both set to be approximately half the overall width of the object PO reduced to the lower limit of the range in which the display magnification can be changed (same size in this embodiment). Furthermore, for two adjacent movement range frames, the distance from the right edge of the left movement range frame to the left edge of the right movement range frame is set to be approximately half the overall width of the object PO enlarged to the upper limit of the range in which the display magnification can be changed. By setting the reference point R in this manner, the display can be controlled as described above.

[0055] Next, the display mode of the object PO according to the position of the reference point R within the movement range frame will be described with specific examples with reference to Figures 10 to 16. For the sake of convenience of explanation, the object PO2 displayed within the movement range frame MF22 is omitted in Figures 11 to 14.

[0056] 10(a), for example, if the number of objects PO displayed in image P is two, and objects PO1 and PO2 are displayed in movement range frame MF21 (the leftmost movement range frame) and movement range frame MF22 (the rightmost movement range frame), respectively, and the display magnification of objects PO1 and PO2 is both 1:1, and the reference point R of object PO1 is located slightly to the right and above from the center of movement range frame MF21, and the reference point R of object PO2 is located slightly to the left and above from the center of movement range frame MF22, then objects PO1 and PO2 will be positioned side-by-side with a gap between them, and both objects will fit entirely within the display frame DF. As a result, in the created image P, objects PO1 and PO2 will be displayed side-by-side with a predetermined gap between them, so that they can be seen as a whole.

[0057] 10(b), for example, in the above case, when the display magnification of objects PO1 and PO2 is both 2x and the reference point R of object PO1 and the reference point R of object PO2 are both in the same positions as above (slightly to the right and above from the center of movement range frame MF21, and slightly to the left and above from the center of movement range frame MF22), objects PO1 and PO2 are positioned side by side with a narrower gap than when the display magnification is 1x, and roughly the lower halves of both objects extend outside the display frame DF, with only the upper parts of their torsos from around the waist fit within the display frame DF. As a result, in the created image P, objects PO1 and PO2 are displayed side by side with a predetermined gap (narrower gap than when the display magnification of both objects is 1x) with the upper parts from around the waist visible.

[0058] 11, for example, when the display magnification of object PO1 displayed in movement range frame MF21 is 1x and reference point R of object PO1 is located at the lower left corner of movement range frame MF21, which is the limit of movement in the lower left direction, approximately the left half of object PO1 and the part of the torso below the shoulders extend outside the display frame DF, and only the part of the approximately right half of object PO1 above the shoulders (approximately the upper right quarter of the entire object PO1) fits within the display frame DF. As a result, the created image P displays object PO1 in a state where approximately the upper right quarter of the entire object PO1 is visible.

[0059] Furthermore, although not specifically shown, for example, when the display magnification of object PO2 displayed in movement range frame MF22 is 1x and reference point R of object PO2 is located at the lower right corner of movement range frame MF22, which is the limit of movement in the lower right direction, roughly the right half of object PO2 and the area below the shoulders of the torso protrude outside the display frame DF, and only the area above the shoulders of roughly the left half of object PO2 (approximately 1 / 4 of the upper left corner of the entire object PO2) fits within the display frame DF. As a result, the created image P displays object PO2 in a state where about the upper left corner of the entire object PO2 is visible.

[0060] 12(a), for example, when the display magnification of object PO1 displayed in movement range frame MF21 is 2x and the reference point R of object PO1 is located in the lower left corner of movement range frame MF21, a wider range of the upper right part of the entire object PO1 fits within the display frame DF than when the display magnification is 1x. As a result, the object PO1 is displayed in the created image P in a state where the above range is visible.

[0061] 12(b), for example, when the display magnification of object PO1 displayed in movement range frame MF21 is 2x and reference point R of object PO1 is located at the lower right corner of movement range frame MF21, which is the limit of movement in the lower right direction, the lower part of the torso of object PO1 from around the shoulders protrudes outside the display frame DF, and only the upper part of object PO1 (approximately the upper 1 / 3 of the entire object PO1) fits within the display frame DF. As a result, the created image P displays object PO1 in a state where approximately the upper 1 / 3 of the entire object is visible.

[0062] Furthermore, although not specifically shown, for example, when the display magnification of object PO2 displayed in movement range frame MF22 is 2x and reference point R of object PO2 is located at the lower left corner of movement range frame MF22, which is the limit of movement in the lower left direction, the lower part of the torso of object PO2 from the vicinity of the shoulders protrudes outside the display frame DF, and only the upper part of object PO2 (approximately the upper 1 / 3 of the entire object PO2) fits within the display frame DF. As a result, the created image P displays object PO2 in a state where approximately the upper 1 / 3 of the entire object is visible.

[0063] 13(a), for example, when the display magnification of object PO1 displayed in movement range frame MF21 is 2x and reference point R of object PO1 is located at the upper left corner of movement range frame MF21, which is the limit of movement to the upper left, roughly the left half of object PO1, about the upper one-third of the head, and the torso from around the knees down, protrude outside the display frame DF, while roughly the right half of object PO1, excluding about the upper one-third of the head and the torso from around the knees down, fits within the display frame DF. As a result, object PO1 is displayed in a state where the above range is visible in the created image P.

[0064] Furthermore, although not specifically shown, for example, when the display magnification of object PO2 displayed in movement range frame MF22 is 2x and reference point R of object PO2 is located at the upper right corner of movement range frame MF22, which is the limit of movement in the upper right direction, roughly the right half of object PO2, about the upper one-third of the head, and the torso from around the knees down will protrude outside the display frame DF, and roughly the left half of object PO2, excluding about the upper one-third of the head and the torso from around the knees down, will fit within the display frame DF. As a result, object PO2 is displayed in the created image P in a state where the above range can be seen.

[0065] 13(b), for example, when the display magnification of object PO1 displayed in movement range frame MF21 is 2x and reference point R of object PO1 is located at the upper right corner of movement range frame MF21, which is the limit of movement to the upper right, about one-third of the top of object PO1's head and the area below the knees on the torso protrude outside the display frame DF, and the entire body of object PO1 excluding about one-third of the top of the head and the area below the knees on the torso fits within the display frame DF. As a result, object PO1 is displayed in a state where the above-mentioned area is visible in the created image P.

[0066] Furthermore, for example, when the display magnification of object PO2 displayed in movement range frame MF22 is 2x and reference point R of object PO2 is located at the upper left corner of movement range frame MF22, which is the limit of movement in the upper left direction, about 1 / 3 of the top of the head of object PO2 and the area below the knees on the torso protrude outside the display frame DF, and the entire body of object PO1 excluding about 1 / 3 of the top of the head and the area below the knees on the torso fits within the display frame DF (see FIG. 15). As a result, object PO2 is displayed in the created image P in a state where the above-mentioned area is visible.

[0067] 14, for example, when the display magnification of object PO1 displayed in movement range frame MF21 is 4x (the upper limit of the changeable range) and reference point R of object PO1 is located in the upper right corner of movement range frame MF21, about half of the top of the head of object PO1 and the area below the thighs of the torso protrude outside the display frame DF, and the entire area of ​​object PO1 excluding about half of the top of the head and the area below the thighs of the torso fits within the display frame DF. As a result, object PO1 is displayed in a state where the above-mentioned area is visible in the created image P.

[0068] 15, for example, when the display magnification of object PO1 displayed in movement range frame MF21 and object PO2 displayed in movement range frame MF22 are both 2x, the reference point R of object PO1 is located in the upper right corner of movement range frame MF21, and the reference point R of object PO2 is located in the upper left corner of movement range frame MF22, approximately one-third of the right side of object PO1 overlaps with approximately one-third of the left side of object PO2. Furthermore, when the layer on which object PO2 is displayed is higher than the layer on which object PO1 is displayed, the created image P displays objects PO1 and PO2 with approximately one-third of the right side of object PO1 obscured by approximately one-third of the left side of object PO2. In other words, approximately one-third of the right side of object PO1 is not displayed in image P.

[0069] Furthermore, although not specifically shown, for example, when the display magnifications of object PO1 displayed in movement range frame MF21 and object PO2 displayed in movement range frame MF22 are both 4x, and the reference point R of object PO1 is located in the upper right corner of movement range frame MF21 and the reference point R of object PO2 is located in the upper left corner of movement range frame MF22, approximately half of the right side of object PO1 and approximately half of the left side of object PO2 overlap. Furthermore, when the layer in which object PO2 is displayed is higher than the layer in which object PO1 is displayed, the objects PO1 and PO2 are displayed in the created image P with approximately half of the right side of object PO1 obscured by approximately half of the left side of object PO2. In other words, object PO2 is displayed in image P without being obscured by other objects PO, but approximately half of the right side of object PO1 is not displayed.

[0070] As shown in Figure 16(a), for example, when the number of objects PO to be displayed in image P is three and objects PO1, PO2, and PO3 are displayed in moving range frame MF31 (the leftmost moving range frame), moving range frame MF32 (the central moving range frame), and moving range frame MF33 (the rightmost moving range frame), respectively, and the display magnification of objects PO1, PO2, and PO3 is all 3x (the upper limit of the changeable range), and the reference point R of object PO1 is located in the upper right corner of moving range frame MF31, the reference point R of object PO2 is located in the upper right corner of moving range frame MF32, and the reference point R of object PO3 is located in the upper left corner of moving range frame MF33, approximately 1 / 2 of the right part of object PO2 and approximately 1 / 2 of the left part of object PO3 overlap, and objects PO1 and PO2 do not overlap. When the layer in which object PO2 is displayed is higher than the layer in which object PO3 is displayed, the generated image P displays objects PO1, PO2, and PO3, with approximately half of the left side of object PO3 being covered by approximately half of the right side of object PO2, but object PO1 not being covered by object PO2. That is, in image P, objects PO1 and PO2 are displayed without being covered by other objects PO, but approximately half of the left side of object PO3 is not displayed.

[0071] 16(b), for example, in the above case, when the display magnifications of objects PO1, PO2, and PO3 are all 3x (the upper limit of the changeable range), and the reference point R of object PO1 is located in the upper right corner of movement range frame MF31, the reference point R of object PO2 is located in the upper left corner of movement range frame MF32, and the reference point R of object PO3 is located in the upper left corner of movement range frame MF33, approximately half of the right side of object PO1 overlaps with approximately half of the left side of object PO2, and objects PO2 and PO3 do not overlap. Furthermore, when the layer on which object PO2 is displayed is higher than the layer on which object PO1 is displayed, the created image P displays objects PO1, PO2, and PO3, with approximately half of the right side of object PO1 being covered by approximately half of the left side of object PO2, but object PO3 not being covered by object PO2. That is, in the image P, the objects PO2 and PO3 are displayed without being covered by other objects PO, but approximately half of the right side of the entire object PO1 is not displayed.

[0072] (Functional configuration of information processing system S) Next, the functional configuration of the information processing system S for executing the image creation function described above will be described with reference to Fig. 18. Programs for executing the image creation function described above are stored in the server memory 120 of the server 100 and the terminal memory 220 of the user terminal 200. The server CPU 110 of the server 100 executes the stored programs to cause the server 100 to function as a data transmission / reception unit 182 and a storage processing unit 184. The terminal CPU 210 of the user terminal 200 executes the stored programs to cause the user terminal 200 to function as a data transmission / reception unit 282, a storage processing unit 284, a screen control unit 286, and an object control unit 288.

[0073] These are just examples of functional units, and the server 100 and the user terminal 200 are equipped with various other functional units. Each functional unit may be provided in either the server 100 or the user terminal, and functional units performing the same role may be provided in both the server 100 and the user terminal 200.

[0074] The data transmission / reception units 182 and 282 both transmit and receive various information and data between the server 100 and the user terminal 200 .

[0075] The storage processing unit 184 of the server 100 stores information about the player received from the user terminal 200, data of the image P created by the player, setting information related to the creation of the image P, etc. in the server storage unit 130. The information about the player includes, for example, the player ID, the player name, the team name, etc. The setting information related to the creation of the image P includes, for example, the number of selected objects PO, the type of the selected object PO, the layer on which each object PO is displayed, the display magnification (size) of each object PO, the current position of the reference point R of each object PO within the movement range frame, etc.

[0076] In addition to the above-mentioned information and data, the server storage unit 130 also stores data on objects PO used to create the image P, information on the position of a reference point R set for each object PO, and the like. In this embodiment, the objects PO used to create the image P are created in advance by the operator of the information processing system S and stored in the server storage unit 130. When creating the object PO, a reference point R is also set, and information on the position of the set reference point R is also stored in the server storage unit 130. The storage processing unit 184 also stores this information and data in the server storage unit 130.

[0077] The storage processing unit 284 of the user terminal 200 stores various information and data received from the server 100 in the terminal memory 220 or the terminal storage unit 230. The various information and data include, for example, the player name and team name displayed on the home screen HS when the application is launched, and data on the image P displayed on the profile screen PS (the image P that has already been created and stored in the server storage unit 130).

[0078] In addition, the storage processing unit 284 stores setting information regarding the creation of the image P, such as the number of objects PO selected when creating a new image P, the type of selected object PO, and the layer on which each object PO is displayed, in the terminal memory 220 or the terminal storage unit 230.

[0079] In addition to the above-mentioned information and data, the terminal memory 220 and the terminal storage unit 230 also store screen data for displaying various screens such as the home screen HS, image creation menu screen IS, initial setting screen NS, and image creation screen CS on the touch panel 262, display frame data for displaying the display frame DF on the image creation screen CS, and movement range frame data for setting a movement range frame according to the number of selected objects PO. In this embodiment, these data are created in advance by the operator of the information processing system S and are stored in the terminal memory 220 and the terminal storage unit 230 when an application is installed in the user terminal 200. The storage processing unit 284 also stores these data in the terminal memory 220 and the terminal storage unit 230.

[0080] The screen control unit 286 controls various screens displayed on the touch panel 262 based on various data stored in the device memory 220 and the device storage unit 230. For example, the screen control unit 286 executes processing such as displaying a home screen HS when an application is started, displaying an image P on a profile screen PS when an image P is stored, displaying an image creation menu screen IS when an image creation function is started (by tapping icon I2), displaying an initial setting screen NS when a new image P is created (by tapping icon I3), displaying an image creation screen CS and an image P when an already created image P is re-edited (by tapping icon I4), displaying an image creation screen CS and an object PO when setting information selected for creating a new image P is confirmed (by tapping icon I5), setting a display frame DF and a display and movement range frame on the image creation screen CS, and displaying an image P on a profile screen PS when creation (editing) of the image P is completed (by tapping icon I6).

[0081] The object control unit 288 controls the display of the object PO displayed on the image creation screen CS based on various operations by the player. For example, the object control unit 288 displays the object PO by moving it in response to a swipe operation on the object PO. Then, when the swipe operation on the object PO is released, if the position of the reference point R of the object PO at this time is within the corresponding movement range frame, the object control unit 288 displays the part of the object PO that fits within the display frame DF at this time position, whereas if the position of the reference point R of the object PO at this time is outside the corresponding movement range frame, the object control unit 288 returns the object PO to the position at the start of the swipe and displays it in its original state. Furthermore, the object control unit 288 displays the object PO by enlarging or shrinking it in response to a pinch-out or pinch-in operation on the object PO. When the pinch-out or pinch-in operation on the object PO is released, if the display magnification of the object PO at this time is within the changeable range, the object control unit 288 displays the part of the object PO to which this display magnification has been applied that fits within the display frame DF, whereas if the display magnification of the object PO at this time is outside the changeable range, the object control unit 288 displays the object PO in the state it was in when the pinch-out or pinch-in operation began.

[0082] Note that when the reference point R of the object PO is located on the outer edge of the movement range frame and a swipe operation is performed to move the reference point R outside the movement range frame, the object PO may be displayed in the above state while the swipe operation is being performed. That is, even though the swipe operation is being performed, the object PO may be displayed so that the reference point R remains stationary at the outer edge of the movement range frame. Then, when the swipe operation is released, the object PO may be displayed in this position.

[0083] Furthermore, when a pinch-out operation is performed with the display magnification of the object PO at its maximum, the object PO may continue to be displayed at its maximum display magnification while the pinch-out operation is being performed. That is, even though a pinch-out operation is being performed, the object PO may be displayed at its maximum display magnification without changing. Then, when the pinch-out operation is released, the object PO may be displayed at its maximum display magnification.

[0084] Similarly, when a pinch-in operation is performed when the display magnification of the object PO is at the lowest limit, the object PO may continue to be displayed at the lowest limit while the pinch-in operation is being performed. That is, even though the pinch-in operation is being performed, the object PO may be displayed at the lowest limit display magnification without changing. Then, when the pinch-in operation is released, the object PO may be displayed at the lowest limit display magnification.

[0085] (Processing of information processing system S) Next, a description will be given of an example of processing of the information processing system S. Here, the description will focus on processing related to the image creation function described above, and a description of processing other than the image creation function will be omitted.

[0086] First, the application startup process executed when an application is started will be described with reference to the flowchart of FIG. 19. Although not specifically shown, when an application is started on the user terminal 200, the data transmission / reception unit 282 of the user terminal 200 executes a process of requesting information about the player, data about the image P created by the player, setting information related to the creation of the image P, and the like from the server 100. The data transmission / reception unit 282 receives the information and data transmitted by the data transmission / reception unit 182 of the server 100 based on this process (step 100). The storage processing unit 284 of the user terminal 200 stores the received information and data in the terminal memory 220 or the terminal storage unit 230, and the screen control unit 286 displays the home screen HS on the touch panel 262 (step 101). Furthermore, if the data transmission / reception unit 282 has received the image P from the server 100 (Y in step 102), the screen control unit 286 displays the received image P on the profile screen PS included in the home screen HS (step 103), and the application startup process ends. On the other hand, if the data transmission / reception unit 282 has not received the image P from the server 100 (N in step 102), the application startup process ends.

[0087] Next, the image creation function startup process that is executed when the image creation function is started will be described with reference to the flowchart in Fig. 20. When the icon I2 displayed on the home screen HS is tapped (Y in step 200), the screen control unit 286 displays the image creation menu screen IS on the touch panel 262 (step 201), and the image creation function startup process ends. On the other hand, when the icon I2 is not tapped (N in step 200), the image creation function startup process ends.

[0088] Next, new creation start processing, which is executed when starting to create a new image P, will be described with reference to the flowchart of FIG. 21. When icon I3 displayed on the image creation menu screen IS is tapped (Y in step 300), the data transmission / reception unit 282 executes processing, not shown, to request thumbnail image data of object PO stored in the server storage unit 130 from the server 100. The data transmission / reception unit 282 receives the data transmitted by the data transmission / reception unit 182 of the server 100 based on this processing (step 301). The storage processing unit 284 of the user terminal 200 stores the received data in the terminal memory 220 or the terminal storage unit 230, and the screen control unit 286 displays an initial setting screen NS on the touch panel 262 (step 302), thereby ending the new creation start processing. On the other hand, when icon I3 is not tapped (N in step 300), the new creation start processing ends.

[0089] Next, the re-editing start processing executed when re-editing of an already created image P is started will be described with reference to the flowchart of FIG. 22. When icon I4 displayed on the image creation menu screen IS is tapped (Y in step 400), the data transmitter / receiver 282 executes a process (not shown) to request setting information related to the creation of image P stored in the server storage unit 130 from the server 100. The data transmitter / receiver 282 receives the information transmitted by the data transmitter / receiver 182 of the server 100 based on this process (step 401). The storage processor 284 of the user terminal 200 stores the received information in the terminal memory 220 or the terminal storage unit 230. The screen controller 286 displays the image creation screen CS on the touch panel 262, displays the display frame DF, sets the movement range frame, and further displays the image P on the image creation screen CS (step 402), thereby completing the re-editing start processing. On the other hand, when icon I4 is not tapped (N in step 400), the re-editing start processing ends.

[0090] Next, the setting information confirmation process executed when the setting information selected for creating a new image P is confirmed and editing of the new image P is started will be described with reference to the flowchart in FIG. 23. When the icon I5 displayed on the initial setting screen NS is tapped (Y in step 500), the storage processing unit 284 stores setting information related to the creation of the image P selected by the player on the initial setting screen NS (information such as the number of objects PO, the type of object PO, and the layer on which each object PO is displayed) in the terminal memory 220 or the terminal storage unit 230 (step 501). Furthermore, although not specifically shown, the data transmission / reception unit 282 executes a process of requesting the server 100 for data of the object PO selected on the initial setting screen NS (stored in the server storage unit 130). The data transmission / reception unit 282 receives the data transmitted by the data transmission / reception unit 182 of the server 100 based on this process (step 502). The image control unit 286 displays the image creation screen CS on the touch panel 262, displays the display frame DF, sets the movement range frame, and further displays the received object PO on the image creation screen CS (step 503), and ends the setting information confirmation process. On the other hand, if the icon I5 is not tapped (N in step 500), the setting information confirmation process ends.

[0091] Next, a swipe operation process executed when a swipe operation is performed on an object PO on the image creation screen CS will be described with reference to the flowchart of FIG. 24. The object control unit 288 executes a display that moves the object PO in response to a swipe operation on the object PO (step 600). Then, when the swipe operation is released (Y in step 601), if the position of the reference point R of the object PO at this time is within the corresponding movement range frame (Y in step 602), the object control unit 288 displays the range of the object PO that fits within the display frame DF at the current position (step 603), and the swipe operation process ends. On the other hand, if the position of the reference point R of the object PO at the above time is outside the corresponding movement range frame (N in step 602), the object control unit 288 returns the object PO to the position at the start of the swipe operation and displays it in its original state (step 604), and the swipe operation process ends. On the other hand, if the swipe operation is not released (N in step 601), the object control unit 288 continues to display the object PO moving in accordance with the swipe operation (step 600).

[0092] Next, the pinch operation processing executed when a pinch-out or pinch-in operation is performed on an object PO on the image creation screen CS will be described with reference to the flowchart of FIG. 25. The object control unit 288 executes a display that enlarges or reduces the object PO in response to a pinch-out or pinch-in operation on the object PO (step 700). When the pinch-out or pinch-in operation is released (Y in step 701), if the display magnification of the object PO at this time is within the changeable range (Y in step 702), the object control unit 288 displays the portion of the object PO that fits within the display frame DF at the current display magnification (step 703), and the pinch operation processing ends. On the other hand, if the display magnification of the object PO at this time is outside the changeable range (N in step 702), the object control unit 288 displays the object PO in the state it was in when the pinch-out or pinch-in operation started (step 704), and the pinch operation processing ends. On the other hand, if the pinch out or pinch in operation is not released (N in step 701), the object control unit 288 continues to display the object PO by enlarging or shrinking it in accordance with the pinch out or pinch in operation (step 700).

[0093] Next, the termination process executed when creation of a new image P or re-editing of an already created image P is completed will be described with reference to the flowchart of FIG. 26. When the icon I6 displayed on the image creation screen CS is tapped (Y in step 800), the storage processing unit 284 stores data of the created or re-edited image P (the display content displayed in the display frame DF) and setting information related to the creation of the image P in the device memory 220 or the device storage unit 230, and the data transmission / reception unit 282 transmits the data of the image P and setting information to the server 100 (step 801). As a result, the data and setting information of the image P are stored in the server storage unit 130. In addition, the screen control unit 286 displays the home screen HS on the touch panel 262 (step 802) and displays the image P on the profile screen PS included in the home screen HS (step 803), and the termination process ends. On the other hand, when the icon I6 is not tapped (N in step 800), the termination process ends.

[0094] As described above, in this embodiment, a reference point R serving as a reference for movement, enlargement, reduction, etc. is set in advance for an object PO displayed within the display frame DF (image P), and a movement range frame is set corresponding to the display frame DF. Furthermore, the reference point R can be moved within the movement range frame, thereby moving the object PO in accordance with the movement of the reference point R, and placing the object PO at a position within the movement range frame corresponding to the reference point R. Furthermore, when the object PO is placed at a position corresponding to the reference point R, the range that fits within the display frame DF is displayed so that it can be seen, and the range that extends beyond the display frame DF is not displayed. Since the display content within the display frame DF becomes the image P, only the range that fits within the display frame DF is displayed in the created image P. In other words, the object PO is displayed in a manner corresponding to the position of the reference point R within the movement range frame. This allows certain restrictions to be imposed on the display of the object PO. For example, by setting elements such as the position and size of the movement range frame so that a predetermined portion of the object PO (e.g., the head) always fits within the display frame DF regardless of the position of the reference point R within the movement range frame, it is possible to prevent a situation in which nothing other than the predetermined portion is displayed in the image P, or a situation in which only the predetermined portion is displayed up close. As a result, it is possible to prevent situations in which others feel uncomfortable or uncomfortable when viewing the image P. It is also possible to reduce the number of players who are prohibited from using the information processing system S due to the display of an image P that makes others feel uncomfortable or uncomfortable. Furthermore, even when the image P created as described above is enlarged or used on another screen, the above-mentioned situation does not occur, and it is similarly possible to prevent situations in which others feel uncomfortable or uncomfortable.

[0095] Furthermore, in this embodiment, the upper limit of the display magnification at which the objects PO can be enlarged or reduced is set to vary depending on the number of objects PO displayed in the display frame DF (image P). This makes it possible to prevent, for example, even when multiple objects PO are displayed within the display frame DF, the objects PO from being displayed with excessive overlapping, which may cause discomfort to others.

[0096] Furthermore, in this embodiment, the position of the reference point R on the object PO, the distance between the outer edge of the movement range frame and the outer edge of the display frame DF, and the distance between adjacent movement range frames are predetermined so that, regardless of the display magnification at which the object PO is displayed and at any position within the movement range frame, at least a predetermined range of the head of the object PO is displayed in the image P, and at least approximately the left half or approximately half of the object PO is displayed in the image P. This makes it possible to prevent a situation in which the head of the object PO placed within the image P is not displayed at all, thereby preventing a situation that may cause discomfort to others.

[0097] Although one aspect of the embodiment of the present invention has been described above, the present invention is not limited to the above embodiment, and various modifications are possible without departing from the spirit of the present invention.

[0098] In the above embodiment, data of the object PO is stored in the server 100, and the user terminal 200 is able to receive this data and then create and edit the image P. However, the division of processing between the server 100 and the user terminal 200 is not limited to this. For example, the server 100 may have the function of creating and editing the image P, and the player may access the server 100 and create and edit the image P using the function provided by the server 100. That is, each process in the above embodiment may be executed by at least one of the server 100 and the user terminal 200, and the timing and device by which the process is executed are not particularly limited. Furthermore, the functions of the server 100 may be all included in a single server 100, or may be distributed across multiple servers 100. In the above case, the same effects as those of the above embodiment are achieved.

[0099] In the above embodiment, a smartphone is used as the user terminal 200, and an image P can be created and edited using a dedicated application installed on the user terminal 200, but the type of user terminal 200 and the tools for creating and editing the image P are not limited to this. For example, a personal computer may be used as the user terminal 200, and an ordinary web browser may be used to create and edit the image P. In this case, the same effects as those of the above embodiment are achieved.

[0100] In the above embodiment, various information input and selection, and image P movement, enlargement, reduction, and other operations can be performed by tapping, swiping, pinching, and other operations on the smartphone's touch panel 262. However, the manner of operation for performing these operations is not limited to the above. For example, if a personal computer is used as the user terminal 200, the above operations may be performed by mouse click, drag, drop, and other operations. Also, for example, in the above embodiment, the number of objects PO to be displayed can be selected by tapping the select button B1. However, the number of objects PO may be selected by directly inputting the number of objects PO. When the above-described operations are performed, the same effects as those of the above embodiment can be achieved.

[0101] In the above embodiment, the object PO that can be displayed in the image P is a planar object (planar image), but the type of object PO that can be displayed is not limited to this. For example, a three-dimensional object (three-dimensional image), a planar object that moves with a predetermined action, or a three-dimensional object may be displayed. Furthermore, the created image P may be a still image or a moving image. When doing so, the same effects as those of the above embodiment are achieved.

[0102] In the above embodiment, when there are multiple objects PO to be displayed, the objects PO are arranged horizontally, but as long as it is possible to set the image P so that a predetermined portion of the object PO is displayed, as in the above embodiment, the arrangement of the objects PO (i.e., the arrangement of the movement range frame in which each object PO is displayed) is not limited to this. For example, the objects PO may be arranged vertically, or may be displayed in the four corners of the image P. Furthermore, the size and installation range of the movement range frame are not particularly limited; for example, all of the movement range frames may be arranged to fit within the display frame DF. When doing so, the same effects as in the above embodiment are achieved.

[0103] In the above embodiment, the changeable range of the display magnification of the object PO differs depending on the number of objects PO to be displayed (the lower limit is the same but the upper limit is different). However, the setting of the display magnification is not limited to this, as long as it is possible to set it so that a predetermined portion of the object PO is always displayed in the image P as in the above embodiment. For example, the lower limit of the display magnification may also be set to a different value. Furthermore, it is also possible to not set a specific threshold for the lower limit of the display magnification so that the object PO can be reduced without any restrictions. When doing so, the same effects as those of the above embodiment are achieved.

[0104] In the above embodiment, regardless of the display magnification at which the object PO is displayed and regardless of the position within the movement range frame, at least a predetermined range of the head of the object PO is displayed in the image P, and at least approximately the left half or approximately half of the object PO is displayed in the image P. However, the range of the object PO that is always displayed is not limited to this, and various ranges may be determined according to the intention of the administrator, etc. Then, depending on this range, various contents such as the position of the reference point R on the object PO, the distance between the outer edge of the movement range frame and the outer edge of the display frame DF, and the distance between adjacent movement range frames may be set. When doing so, the same effects as those of the above embodiment are achieved.

[0105] In the above embodiment, the image P can be created using data of the object PO pre-stored in the server 100, but the data usable for creating the image P is not limited to this. For example, an object created separately by the player or an object that is available for free use may be used to create the image P. However, since such an object does not have a reference point R set, when it is used, it must be transmitted to the server 100 and the administrator must set the reference point R. Note that, for example, a dedicated application may be provided with a function that determines the size of the object and automatically sets the reference point R, and the reference point R may be set using this function without the administrator's intervention. When doing so, the same effects as those of the above embodiment can be achieved.

[0106] In the above embodiment, an image creation function in a game is used as an example to explain that control is executed to impose certain display restrictions on the created image P, but this control can be executed in any situation where an image is displayed. For example, when an image without the above-mentioned display restrictions is displayed on a predetermined screen, the number and size of objects displayed in the image may be determined, a reference point R may be set, a movement range frame may be set, and the like may be executed to execute the above-mentioned control, and the image may be displayed on the predetermined screen.

[0107] Although the information processing system S in the above embodiment provides a game, for example, the control as in the above embodiment may be executed in an information processing system S that provides an image distribution service. That is, the control as in the above embodiment may be executed to impose certain display restrictions on images displayed in the image distribution service.

[0108] The program for executing the processes in the above-described embodiments may be stored in a computer-readable storage medium and provided as a storage medium. Furthermore, the above-described embodiments may be implemented not as a client-server information processing system S, but as an information processing device that stores the above-described program and is capable of independently executing the same processes as the information processing system S, or as an information processing method that realizes each function and step shown in the flowchart.

[0109] The display frame DF in the above embodiment corresponds to an example of a display area of ​​the present invention. The object control unit 288 in the above embodiment corresponds to an example of a display control unit of the present invention. The movement range frame in the above embodiment corresponds to an example of a specific range of the present invention. The screen control unit 286 in the above embodiment corresponds to an example of a specific range setting unit of the present invention. The predetermined range at the head of the object PO in the above embodiment corresponds to an example of a specific part of the object of the present invention. [Explanation of symbols]

[0110] S Information Processing System 100 servers 200 user terminals 286 Screen Control Unit 288 Object Control Unit DF display frame P Image PO object

Claims

1. a display control unit that controls display of objects in a display area; causing a computer to function as a specific range setting unit that sets a specific range that determines a range in which the object can be placed within the display area; the object can be placed so that a reference point set on the object is located within the specific range; The display control unit With respect to the arranged object, a portion located within the display area is displayed in the display area, but a portion located outside the display area is not displayed in the display area; A program capable of displaying at least a specific portion of the object in the display area regardless of the position of the reference point within the specific range.

2. the display control unit is capable of displaying the object at any one of the display magnifications, 2. The program according to claim 1, wherein the upper limit of the display magnification varies depending on the number of the objects displayed in the display area.

Citation Information

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