Information processing device
The information processing device automates the application of user preferences for game settings, reducing the need for repetitive setup in new game sessions.
Patent Information
- Application Number
- JP2024079218
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-05-15
- Publication Date
- 2025-08-22
- Estimated Expiration
- 2040-10-02
AI Technical Summary
Users are required to manually set game settings every time they start a new game, which is inefficient and labor-intensive.
An information processing device that stores user preferences for camera operation settings and provides them to applications, reducing the need for repeated setting selection.
Automatically applies user-preferred settings to new game sessions, minimizing the effort required for setting adjustments.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a technique for setting application settings. [Background technology]
[0002] When a game is first launched, the user selects various setting values for the game, such as game difficulty, camera operation, and subtitles. For example, the game difficulty setting includes setting values such as easy mode for beginners, normal mode for average players, and hard mode for advanced players, and the user selects a play mode that suits their skill level. The camera operation setting includes multiple setting values that determine the direction of camera movement in response to up / down and left / right operations of the analog stick. Specifically, the user selects whether to move the camera upward or downward in response to up operation of the analog stick, and whether to move the camera right or left in response to right operation of the analog stick. The game setting values selected by the user are used to control the game progress and game operation. Summary of the Invention [Problem to be solved by the invention]
[0003] When starting a game for the first time, the user sets up a game environment that suits their preferences by selecting the setting values for each item. Conversely, the user cannot set up a game environment that suits their preferences unless they select the setting values for each item every time they start a new game. Therefore, it is desirable to realize a system that can reduce the effort required to select setting values for game progression and game operation.
[0004] Therefore, an object of the present invention is to realize a mechanism for reducing the labor required for selecting setting values for an application. [Means for solving the problem]
[0005] In order to solve the above problem, an information processing device of one aspect of the present invention includes a storage unit that stores setting values for first-person perspective camera operation selected by a user and setting values for third-person perspective camera operation that are commonly used by multiple applications, and a providing unit that provides setting values for camera operation to the applications.
[0006] Any combination of the above components, and any transformation of the present invention into a method, device, system, recording medium, computer program, etc., are also valid aspects of the present invention. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram illustrating an information processing system according to an embodiment. [Figure 2] FIG. 1 is a diagram illustrating a hardware configuration of an information processing device. [Figure 3] FIG. 2 is a diagram illustrating functional blocks of the information processing device. [Figure 4] FIG. 10 is a diagram illustrating an example of a setting screen for preference information. [Figure 5] FIG. 10 is a diagram illustrating an example of a selection window. [Figure 6] FIG. 10 is a diagram illustrating an example of a setting screen for preference information. [Figure 7] FIG. 10 is a diagram illustrating an example of a selection window. [Figure 8] FIG. 10 is a diagram illustrating an example of a setting screen for first-person viewpoint operation. [Figure 9] FIG. 10 is a diagram illustrating an example of a selection window. [Figure 10] FIG. 10 is a diagram illustrating an example of a setting screen for third-person viewpoint operation. [Figure 11] FIG. 10 is a diagram showing an example of a subtitle and audio language setting screen. DETAILED DESCRIPTION OF THE INVENTION
[0008] 1 shows an information processing system 1 according to an embodiment of the present invention. The information processing system 1 may be a game system including an information processing device 10, which is a user terminal device, and a server 5. An access point (hereinafter referred to as "AP") 8 has the functions of a wireless access point and a router, and the information processing device 10 connects to the AP 8 wirelessly or via a wired connection to be able to communicate with the server 5 on a network 3.
[0009] The information processing device 10 is connected wirelessly or via a wire to an input device 6 operated by a user, and the input device 6 outputs information operated by the user to the information processing device 10. When the information processing device 10 receives operation information from the input device 6, it reflects the information in the processing of system software and application software, and causes the output device 4 to output the processing results. In the information processing system 1, the information processing device 10 is a game device (game console) that executes games, and the input device 6 is a device that supplies user operation information to the information processing device 10. The input device 6 may be a game controller having multiple input units such as multiple push-type operation buttons, an analog stick that can input analog amounts, and rotary buttons.
[0010] The auxiliary storage device 2 is a large-capacity storage device such as an HDD (hard disk drive) or an SSD (solid state drive), and may be an internal storage device or an external storage device connected to the information processing device 10 via a USB (universal serial bus) or the like. The output device 4 may be a television having a display for outputting images and a speaker for outputting audio. The output device 4 may be connected to the information processing device 10 by a wired cable or wirelessly.
[0011] Camera 7, which is an imaging device, is provided near output device 4 and captures images of the space around output device 4. While FIG. 1 shows an example in which camera 7 is attached to the top of output device 4, it may be placed on the side or bottom of output device 4, and in either case, it is placed in a position where it can capture an image of a user positioned in front of output device 4. Camera 7 may be a stereo camera.
[0012] The server 5 provides network services to users of the information processing system 1. The server 5 manages network accounts that identify each user, and each user uses the network account to sign in to the network service provided by the server 5. By signing in to the network service from the information processing device 10, the user can register game save data and trophies, which are virtual awards won during game play, on the server 5.
[0013] 2 shows the hardware configuration of the information processing device 10. The information processing device 10 includes a main power button 20, a power-on LED 21, a standby LED 22, a system controller 24, a clock 26, a device controller 30, a media drive 32, a USB module 34, a flash memory 36, a wireless communication module 38, a wired communication module 40, a subsystem 50, and a main system 60.
[0014] The main system 60 comprises a main CPU (Central Processing Unit), a memory and memory controller serving as a main storage device, a GPU (Graphics Processing Unit), etc. The GPU is primarily used for processing game programs. The main CPU has the function of starting up system software and executing game programs installed in the auxiliary storage device 2 in the environment provided by the system software. The subsystem 50 comprises a sub-CPU, a memory and memory controller serving as a main storage device, etc., but does not comprise a GPU.
[0015] While the main CPU has the function of executing game programs installed in the auxiliary storage device 2 and ROM medium 44, the sub-CPU does not have such functions. However, the sub-CPU does have the function of accessing the auxiliary storage device 2 and the function of sending and receiving data to and from the server 5. The sub-CPU is configured with only these limited processing functions, and therefore can operate with less power consumption than the main CPU. These functions of the sub-CPU are executed when the main CPU is in standby mode.
[0016] The main power button 20 is an input unit that receives operational input from the user, is provided on the front of the housing of the information processing device 10, and is operated to turn on or off the power supply to the main system 60 of the information processing device 10. The power ON LED 21 lights up when the main power button 20 is turned on, and the standby LED 22 lights up when the main power button 20 is turned off. The system controller 24 detects that the main power button 20 has been pressed by the user.
[0017] The clock 26 is a real-time clock that generates current date and time information and supplies it to the system controller 24, the subsystem 50, and the main system 60.
[0018] The device controller 30 is configured as an LSI (Large-Scale Integrated Circuit) that, like a southbridge, transfers information between devices. As shown in the figure, devices such as the system controller 24, media drive 32, USB module 34, flash memory 36, wireless communication module 38, wired communication module 40, subsystem 50, and main system 60 are connected to the device controller 30. The device controller 30 absorbs differences in the electrical characteristics and data transfer speeds of each device and controls the timing of data transfer.
[0019] The media drive 32 is a drive device that is driven by mounting a ROM medium 44 on which application software such as games and license information are recorded, and that reads programs, data, and the like from the ROM medium 44. The ROM medium 44 is a read-only recording medium such as an optical disc, a magneto-optical disc, or a Blu-ray disc.
[0020] The USB module 34 is a module that connects to an external device via a USB cable. The USB module 34 may also be connected to the auxiliary storage device 2 and the camera 7 via USB cables. The flash memory 36 is an auxiliary storage device that constitutes internal storage. The wireless communication module 38 wirelessly communicates with, for example, the input device 6 using a communication protocol such as Bluetooth (registered trademark) or IEEE802.11. The wired communication module 40 communicates with an external device via a wired connection and connects to the network 3 via, for example, an AP 8.
[0021] 3 shows functional blocks of the information processing device 10. The information processing device 10 includes a processing unit 100 and a communication unit 102. The processing unit 100 includes a registration unit 110, a preference storage unit 112, a providing unit 114, a game execution unit 120, a game setting value storage unit 130, and an output processing unit 140. The game execution unit 120 executes game software 122 that includes at least a game program 124, game data 126, and conversion information 128. The communication unit 102 is expressed as a configuration that combines the functions of the wireless communication module 38 and the wired communication module 40 shown in FIG. 2, where the wireless communication module 38 is responsible for communication with the input device 6, and the wired communication module 40 is responsible for communication with the server 5.
[0022] 3, each element described as a functional block that performs various processes can be configured in hardware by a circuit block, memory, or other LSI, and in software by a program loaded into memory, etc. Therefore, it will be understood by those skilled in the art that these functional blocks can be realized in various forms by hardware alone, software alone, or a combination thereof, and are not limited to any one of them.
[0023] The information processing device 10 of the embodiment has a function of retaining information indicating user preferences applicable to multiple applications (hereinafter also referred to as "preference information") and providing the preference information to a new application when the application is executed. For example, if the application is a game, the game can reduce the user's work of selecting setting values by reflecting the preference information in the setting values for game progress and game operations.
[0024] The registration unit 110 performs a process of registering preference information in the preference holding unit 112 . FIG. 4 shows an example of a preference information setting screen. The registration unit 110 displays the preference information setting screen on the output device 4. Preference information is information indicating a user's preferences in game play and is used commonly by multiple applications. The setting screen shown in FIG. 4 provides multiple setting items 210, 212, 214, 216, and 218, and the user selects one setting item by moving the focus frame 200 on the setting screen. The user places the focus frame 200 in the display area of the setting item, operates the enter button on the input device 6, and then selects the setting value for the setting item. In the state shown in FIG. 4, the focus frame 200 is placed in the display area of the game difficulty setting item 210, and when the enter button is operated, the registration unit 110 displays a selection window for selecting the game difficulty level.
[0025] 5 shows an example of the selection window 220. The selection window 220 includes six selectable setting values for difficulty. Game Default A setting value that indicates the game's default play mode. Games default to one of the five play modes shown below, with Normal being the default. Easiest A setting value that indicates a play mode for absolute beginners. Easy A setting value that indicates a play mode for beginners. Normal A setting value that indicates a play mode for players with average skill. Hard A setting value that indicates a play mode for advanced players. Hardest A setting value that indicates a play mode for advanced players.
[0026] The user moves the focus frame 200 on the selection window 220, positions the focus frame 200 in the display area for the setting value indicating the desired play mode, and operates the enter button on the input device 6. In the state shown in Fig. 5, the focus frame 200 is positioned in the display area for "Easy," and when the enter button is operated, the registration unit 110 registers information indicating easy mode for the difficulty level item in the preference holding unit 112.
[0027] The preference storage unit 112 stores information indicating a user's preferences regarding game difficulty. Specifically, the preference storage unit 112 stores information specifying one level selected by the user for game difficulty expressed in multiple levels. In the embodiment, the game difficulty is expressed in five levels, but it may be expressed in any other number of levels.
[0028] 6 shows an example of a preference information setting screen. On this setting screen, the game difficulty setting has been changed to "Easy." When the user places the focus frame 200 in the display area of the setting item 212 and operates the enter button of the input device 6, the registration unit 110 displays a selection window for selecting either the performance mode or the resolution mode.
[0029] 7 shows an example of the selection window 222. The selection window 222 includes three selectable setting values for the game mode: "Game Default," "Performance Mode," and "Resolution Mode." Game Default A setting that indicates the mode that the game is set to by default. Generally, games default to either performance mode or resolution mode. Performance Mode This setting indicates a mode that improves game performance by lowering the frame rate and image resolution. When playing games that require a high processing load, it is recommended to set the performance mode. Resolution Mode A setting that indicates a mode that uses a high frame rate and / or image resolution. If you play a game that requires a high level of graphics, it is recommended that you set the resolution mode.
[0030] The user places the focus frame 200 in the display area of the setting value indicating the desired mode and operates the enter button of the input device 6. In the state shown in FIG. 7 , the focus frame 200 is placed in the display area of "Game Default," and when the enter button is operated, the registration unit 110 registers information indicating the game default for the game mode in the preference holding unit 112.
[0031] The preference storage unit 112 stores information indicating the user's preferences for game modes. Specifically, the preference storage unit 112 stores information specifying the setting values selected by the user regarding the frame rate and / or resolution of game images.
[0032] 8 shows an example of a setting screen for first-person view operation that is displayed when setting item 214 is selected. When setting item 214 is selected on the setting screen shown in FIG. 4, registration unit 110 displays the setting screen for first-person view operation on output device 4. On this setting screen, the user sets the viewpoint operation in the up-down direction and the viewpoint operation in the left-right direction. The viewpoint operation is where the user's preferences are most clearly reflected and has a significant impact on gameplay.
[0033] 9 shows an example of a selection window 224 for setting the viewpoint operation in the up and down direction. The selection window 224 includes three selectable setting values for the viewpoint operation in the up and down direction: "Game Default," "Normal," and "Inverted." Game Default A setting value that indicates the viewpoint operation that the game has set as default. The game may provide the following Normal and Inverted modes, and the game may set either Normal or Inverted as the default. Normal This setting indicates that the viewpoint (virtual camera) of the game character moves upward when the analog stick is pressed up. The viewpoint moves downward when the analog stick is pressed down. Inverted A setting value that indicates the viewpoint operation that moves the game character's viewpoint downward when the analog stick is pressed up. When the analog stick is pressed down, the viewpoint moves upward. The user selects one of the setting values for the up and down operation of the first-person viewpoint.
[0034] Similarly, the user sets the relationship between left and right operation of the analog stick and the viewpoint operation of the game character as the viewpoint operation in the left and right direction. Specifically, the user selects one of the following settings for the viewpoint operation that moves the viewpoint of the game character to the right in response to right operation of the analog stick: a setting value that moves the viewpoint to the left, or a setting value that moves the viewpoint in the direction set by default by the game.
[0035] The registration unit 110 registers information indicating the setting values selected by the user for the first-person viewpoint in the preference holding unit 112. In this way, the preference holding unit 112 holds setting values indicating the user's preferences for first-person viewpoint operation.
[0036] Fig. 10 shows an example of a setting screen that is displayed when setting item 216 is selected. When setting item 216 is selected on the setting screen shown in Fig. 4, registration unit 110 displays a setting screen for third-person viewpoint operation on output device 4. On this setting screen, the user sets viewpoint operation in the up-down direction and viewpoint operation in the left-right direction.
[0037] The user sets the relationship between the up / down operation of the analog stick and the viewpoint operation of the game character as the viewpoint operation in the up / down direction. Specifically, the user selects one of the following settings for the viewpoint operation in response to the up operation of the analog stick: a setting value indicating the viewpoint operation to move the viewpoint of the game character (virtual camera) upward, a setting value indicating the viewpoint operation to move downward, or a setting value indicating the viewpoint operation to move in the direction set by default by the game.
[0038] Similarly, the user sets the relationship between left and right operation of the analog stick and the viewpoint operation of the game character as the viewpoint operation in the left and right direction. Specifically, the user selects one of the following settings for the viewpoint operation that moves the viewpoint of the game character to the right in response to right operation of the analog stick: a setting value that moves the viewpoint to the left, or a setting value that moves the viewpoint in the direction set by default by the game.
[0039] The registration unit 110 registers information indicating the setting values selected by the user for the third-person viewpoint in the preference holding unit 112. In this way, the preference holding unit 112 holds setting values indicating the user's preferences for third-person viewpoint operation.
[0040] Fig. 11 shows an example of a setting screen that is displayed when setting item 218 is selected. When setting item 218 is selected on the setting screen shown in Fig. 4, the registration unit 110 displays a setting screen for subtitles and audio language on the output device 4. The user sets the subtitles and audio language on this setting screen.
[0041] Regarding subtitles, the user may select one from among a setting value that follows the game default, a setting value that turns subtitles on, and a setting value that turns subtitles off. Regarding audio language, the user may select one from a setting value that makes the language the same as the setting language of the information processing device 10, and a setting value that makes the language original to the game. The registration unit 110 registers information indicating the setting values selected by the user for subtitles and audio language in the preference storage unit 112. As a result, the preference storage unit 112 stores setting values that indicate the user's preferences for subtitles and audio language.
[0042] In this way, preference information indicating the user's preferences is stored in the preference storage unit 112. The preference information is applicable to multiple games, and game software executed for the first time on the information processing device 10 references the preference information to determine setting values for the game. The behavior of game software 122 that is started for the first time on the information processing device 10 will be described below.
[0043] The game execution unit 120 launches the game software 122. The game software 122 includes at least a game program 124 for progressing the game, game data 126 including image data and sound data, and conversion information 128 for converting preference information into game setting values. The game program 124 receives operation information from the input device 6 by the user and performs calculation processing to move the player character in the virtual space. The output processing unit 140 generates image data and sound data for the game and outputs them from the output device 4. The output processing unit 140 may include a GPU (Graphics Processing Unit) that performs rendering processing and the like.
[0044] The game program 124 has a function of acquiring preference information from the preference storage unit 112 when it is launched for the first time. For example, the game program 124 may be hard-coded to send a preference information acquisition request to the providing unit 114 when it is launched for the first time. The providing unit 114 can access the preference storage unit 112, and upon receiving the acquisition request, reads out the preference information stored in the preference storage unit 112 and provides it to the game program 124.
[0045] When the game program 124 acquires the preference information, it determines the game setting values in accordance with the acquired preference information. At this time, the game program 124 may determine the game setting values using conversion information 128 for converting the preference information into game setting values.
[0046] In the embodiment, the preference storage unit 112 stores one level of the game difficulty expressed in five levels as preference information. Therefore, if the game program 124 sets the game difficulty to five levels, the game level set as preference information can be applied as is. On the other hand, if the game program 124 does not set the game difficulty to five levels, for example, if it sets it to three levels, the preference information must be converted into a game setting value.
[0047] In this case, the conversion information 128 defines that preference information of "Easiest" and "Easy" is converted into an "easy mode" of the game, preference information of "Normal" is converted into a "normal mode" of the game, and preference information of "Hard" and "Hardest" is converted into a "hard mode" of the game. This allows the game program 124 to convert the preference information into game setting values. After determining game setting values based on the preference information, the game program 124 registers the determined game setting values in the game setting value storage unit 130. Therefore, the game setting value storage unit 130 stores game setting values for each game. In this way, the information processing device 10 of the embodiment can reduce the effort required for the user to select game setting values.
[0048] The game program 124 is configured to display a setting value selection screen on the output device 4 when the program is first launched, and at this time, the selection screen reflects the game setting values determined based on the preference information. Therefore, if the game setting value for difficulty level is determined to be easy mode, "easy mode" will be selected by default for the game difficulty item on the setting value selection screen. Note that if the game setting values are determined based on the preference information when the game program 124 is first launched, it is not necessary for the setting value selection screen to be displayed on the output device 4.
[0049] The game program 124 preferably performs a process of reflecting the preference information in the game setting values only when the game program 124 is first started. The game program 124 controls the game progress and game operations in accordance with the game setting values stored in the game setting value storage unit 130.
[0050] The present invention has been described above based on the embodiments. These embodiments are merely illustrative, and those skilled in the art will understand that various modifications are possible in the combination of each component and each processing process, and that such modifications are also within the scope of the present invention. While the game program 124 has been described in the embodiments, application software other than games may also be used. Furthermore, while the information processing device 10, which is a user terminal device, includes the preference storage unit 112 in the embodiments, the server 5, which functions as an information processing device, may also include the preference storage unit 112. [Explanation of symbols]
[0051] 1···Information processing system, 10···Information processing device, 100···Processing unit, 102···Communication unit, 110···Registration unit, 112···Preference holding unit, 114···Providing unit, 120···Game execution unit, 122···Game software, 124···Game program, 126···Game data, 128···Conversion information, 130···Game setting value holding unit, 140···Output processing unit.
Claims
1. A registration unit that displays a window for selecting one of a first setting value indicating an operation of moving the camera upward in response to an up operation of an analog stick on an input device, a second setting value indicating an operation of moving the camera downward in response to an up operation of an analog stick on an input device, and a third setting value indicating an up / down operation of the camera set by default by an application; a storage unit that stores a setting value selected by a user as a setting value related to up / down camera operation of a first-person viewpoint that is commonly used by a plurality of applications; a providing unit that provides a setting value related to camera operation in the up and down directions to an application; An information processing device comprising:
2. A registration unit that displays a window for selecting one of a first setting value indicating an operation of moving the camera upward in response to an up operation of an analog stick on an input device, a second setting value indicating an operation of moving the camera downward in response to an up operation of an analog stick on an input device, and a third setting value indicating an up / down operation of the camera set by default by an application; a storage unit that stores a setting value selected by a user as a setting value related to up / down camera operation of a third-person viewpoint that is commonly used by a plurality of applications; a providing unit that provides a setting value related to camera operation in the up and down directions to an application; An information processing device comprising:
3. A registration unit that displays a window for selecting one of a fourth setting value indicating an operation of moving the camera rightward in response to right operation of an analog stick on an input device, a fifth setting value indicating an operation of moving the camera leftward in response to right operation of an analog stick on an input device, and a sixth setting value indicating a left-right operation of the camera set by default by an application; a storage unit that stores a setting value selected by a user as a setting value related to left and right camera operation of a first-person viewpoint that is commonly used by a plurality of applications; a providing unit that provides a setting value related to left and right camera operation to an application; An information processing device comprising:
4. A registration unit that displays a window for selecting one of a fourth setting value indicating an operation of moving the camera rightward in response to right operation of an analog stick on an input device, a fifth setting value indicating an operation of moving the camera leftward in response to right operation of an analog stick on an input device, and a sixth setting value indicating a left-right operation of the camera set by default by an application; a storage unit that stores a setting value selected by a user as a setting value related to left and right camera operation of a third-person viewpoint that is commonly used by a plurality of applications; a providing unit that provides a setting value related to left and right camera operation to an application; An information processing device comprising:
Citation Information
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