Information processing system, information processing device and program

The information processing system addresses the challenge of situational content presentation in virtual spaces by displaying avatars and determining contextually relevant content presentation, improving user engagement through aligned content delivery.

JP7737026B2Active Publication Date: 2025-09-10CAPCOM CO LTD
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Patent Information

Application Number
JP2023149205
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-14
Publication Date
2025-09-10
Estimated Expiration
2042-04-13

AI Technical Summary

Technical Problem

Existing technologies do not effectively present content to avatars in virtual spaces based on their situational context, limiting the relevance and effectiveness of advertisements and other content in virtual environments.

Method used

An information processing system that displays an avatar and a virtual space from its viewpoint, determines the situational context of the avatar, and presents content when specific conditions are met, including a portion of the situation's duration.

Benefits of technology

Enables targeted and relevant content presentation to avatars in virtual spaces, enhancing user engagement by aligning content with the avatar's actions and environment, surpassing the limitations of fixed spatial and temporal advertisements.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide an information processing system, an information processing apparatus, and a program for presenting content to an avatar in a virtual space.SOLUTION: In a game system 1 that is an information processing system, a control unit of an information processing apparatus executes: a display step for displaying an avatar corresponding to a user and a virtual space seen from a viewpoint corresponding to the avatar; a determining step for determining to present content to the user with respect to the avatar corresponding to the user if the situation specified by what the avatar is doing in the virtual space at a given time satisfies the presentation conditions; and a presentation step for presenting the determined content including at least a part of the period from the start to the end of the situation in the virtual space.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] Patent document 1 discloses a technology for changing the display position and direction of a signboard displaying advertisements and the like in a virtual space based on input history data and movement trajectory data of a user's movement operations on a character in the virtual space. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-248844 Summary of the Invention [Problem to be solved by the invention]

[0004] It is expected that the use of virtual spaces such as the metaverse will increase further in the future.

[0005] In view of the above circumstances, the present disclosure presents content to an avatar in a virtual space. [Means for solving the problem]

[0006] (1) According to one aspect of the present disclosure, an information processing system is provided. In the display step of this information processing system, an avatar corresponding to a user and a virtual space seen from a viewpoint corresponding to the avatar are displayed. In the determination step, if a situation related to the avatar corresponding to the user satisfies a presentation condition, it is determined that content will be presented to the user. The situation is specified by what the avatar is doing in the virtual space at a given time point. In the presentation step, the determined content is presented in the virtual space, including at least a portion of the period from the start to the end of the situation.

[0007] According to this aspect, content can be presented to an avatar in a virtual space. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a block diagram showing a hardware configuration of a game system 1 according to the present embodiment. [Figure 2] FIG. 2 is a diagram illustrating the functional configuration of a control unit of each device. [Figure 3] 10 is a flowchart showing the flow of information processing. [Figure 4] 10 is an example of schedule information. [Figure 5] 10 is an example of a behavior history stored in the history storage unit 205. [Figure 6] 10 is an example of a content table. [Figure 7] 1 is an example of a map representing a virtual space. [Figure 8] 1 is an example of content presented in a virtual space. [Figure 9] 1 is an example of content presented in a virtual space. [Figure 10] 1 is an example of content presented in a virtual space. [Figure 11] 10 is an example of a content presentation record. [Figure 12] 1 is an example of content presented in a virtual space. [Figure 13] 10 is an example of the presented content. [Figure 14] 1 is an example of content presented in a virtual space. [Figure 15] 1 is an example of content presented in a virtual space. [Figure 16] 1 is an example of an avatar presented in a virtual space. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.

[0010] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).

[0011] In this embodiment, the term "unit" may also include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various types of information, which may be represented by, for example, physical values ​​of signal values ​​representing voltages and currents, high and low signal values ​​as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations may be performed on a circuit in the broad sense.

[0012] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.

[0013] 1. Game Description Fig. 1 is a block diagram showing the hardware configuration of a game system 1 according to this embodiment. In the game system 1 shown in Fig. 1, a game management device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3. Each device connected in the game system 1 is an information processing device, and the game system 1 is an information processing system including these information processing devices.

[0014] The game according to this embodiment is an online game executed by the game system 1. In this game, a user of the game device 3 causes one or more player characters to act in a virtual game space, and causes the player characters to fight against enemy characters that are non-player characters (NPCs). A character is an example of an object.

[0015] The above-described games are played using a game device 3, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet terminal.

[0016] 2. Overview of Game System 1 As shown in FIG. 1, the game system 1 is made up of a game management device 2 and multiple game devices 3. The game management device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The game management device 2 is made up of, for example, a server. Each of the multiple game devices 3 has the same configuration. In this embodiment, a system is made up of one or more devices or components. Therefore, for example, the game management device 2 or a game device 3 described below alone can also be an example of the game system 1.

[0017] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the game management device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the game management device 2 at the time of login, and is used for user authentication in the game management device 2.

[0018] After user authentication, mutual communication becomes possible between the game management device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the game management device 2, and progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on user operations.

[0019] 2.1 Hardware Configuration Hereinafter, each hardware component of the game system 1 will be described with reference to FIG.

[0020] <Game Management Device 2> 1, the game management device 2 has a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0021] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet or a LAN. Main information received by the game management device 2 via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a quest execution request, an autoplay execution / end request, account information, game data, etc. Main information transmitted by the game management device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information regarding game media obtained through gacha, etc.

[0022] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.

[0023] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. The user DB stores, for each identification number of a user playing a game, information such as the user name, user rank, status information regarding the player character operated by the user, the amount of consumable media usable in the virtual game space, information regarding parameters, and the like, in association with each other. The lottery list is used for a lottery process commonly known as gacha, and includes multiple pieces of information regarding game media to be selected. The lottery list associates information regarding game media (such as name, ability parameters, rarity, and level) with the selection rate in the lottery. Furthermore, when the game media is a player character, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, or speed.

[0024] Control unit 23 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of game management device 2, which is its own device. In particular, control unit 23 realizes various functions related to game management device 2, which is its own device, by reading out predetermined programs stored in storage unit 22. That is, information processing by software stored in storage unit 22 is specifically realized by control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that control unit 23 is not limited to being single, and multiple control units 23 may be provided for each function. A combination of these may also be used.

[0025] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and the user is thereby awarded the game media that they won as a result of their own gacha draw.

[0026] To further expand on the above, "game media" refers to electronic data representing elements related to a game, such as the name of a character used as a player character and items (weapons, armor, tools) used by the player character in the virtual game space. Users can obtain game media through direct purchase, quest completion, or a lottery system known as gacha. The obtained game media is stored and managed in a user DB in association with the identification information of the user who has acquired the game media. Furthermore, "gacha" refers to a method in which the game management device 2 randomly selects game media from a lottery list based on a predetermined selection rate. The selected game media is then granted to the user's game device 3. The phrase "granting the game media selected through gacha to the user / owning the user" is synonymous with "associating the game media selected through the lottery process with / being associated with the identification information identifying the user."

[0027] <Game Device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0028] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the game management device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the game management device 2 in response to download request information, information on game media selected by lottery processing, etc.

[0029] The storage unit 32 is composed of an HDD, SSD, RAM, ROM, etc. The storage unit 32 stores game data downloaded from the game management device 2, various programs including a portion of the game program, account information for the game device 3 itself, user information, etc. The user information is at least a portion of the information in a user DB stored in the storage unit 22 of the game management device 2. The user DB manages a master of the user information, and the storage unit 32 of the game device 3 stores at least a portion of the information in this master that is distributed from the game management device 2.

[0030] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3 itself. In particular, the control unit 33 realizes various functions related to the game device 3 itself by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each of the functional units described below can be executed. Note that the control unit 33 is not limited to being a single unit, and multiple control units 33 may be provided for each function. A combination of these may also be used.

[0031] In particular, the control unit 33 is configured to execute a game in accordance with inputs made by a user of the game apparatus 3 via the input device 4c. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the game management device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to control the display of the display 4a and the audio output of the speaker 4b in accordance with operations by the user of the game apparatus 3, which is the game apparatus 3, when executing a game.

[0032] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in a moving image format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which may be, for example, a liquid crystal display, and the rendered game images are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b and plays and synthesizes game sounds in accordance with instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game apparatus 3 via the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, etc.

[0033] 2.2 Functional Configuration This section describes the functional configuration of this embodiment. As described above, information processing by software stored in the storage unit of each device is specifically realized by a control unit, which is an example of hardware, so that each functional unit included in the control unit can be executed.

[0034] 2 is a diagram showing the functional configuration of the control unit of each device. Control unit 23 of game management device 2 includes game processing unit 201, content storage unit 202, presentation determination unit 203, situation identification unit 204, history accumulation unit 205, schedule acquisition unit 206, and presentation control unit 207. Game device 3 includes game processing unit 301 and operation reception unit 302.

[0035] The game processing unit 201 of the game management device 2 executes game processing for a game played by a user who has logged in to the game system 1, in response to instructions from the user. In this embodiment, the game processing unit 201 executes game processing for a game in which an avatar corresponding to the user lives an everyday life in a virtual space. A virtual space is an imaginary space constructed on a computer network, and is used, for example, as a place where multiple users can participate and enjoy a game simultaneously in the same space. In this embodiment, it is assumed that time flows in the virtual space in the same way as in the real world, i.e., the month, date, day of the week, and time are the same as in the real world.

[0036] An avatar is a type of player character described above, and in particular, refers to a player character that acts as the user's alter ego in the virtual space. Avatars include those provided at the start of the game and those acquired through purchase or gacha during the game. Avatars are often human-shaped, but anthropomorphized animals and inanimate objects may also be used. An avatar corresponding to a user is an avatar that the user sets as one that they will control.

[0037] The game processing unit 201 functions as a display unit that displays, for example, an avatar corresponding to a user and a virtual space seen from a viewpoint corresponding to the avatar. The viewpoint corresponding to the avatar refers to the viewpoint of the avatar itself (a so-called first-person viewpoint) or a viewpoint set around the avatar (a so-called third-person viewpoint). In this embodiment, a case where a third-person viewpoint is used will be described. Note that the game processing unit 201 may perform processing to output sounds (natural sounds, sound effects, voices, etc.) as part of game processing, in addition to processing to display images of the avatar and the virtual space.

[0038] The content storage unit 202 stores content to be presented to the user. Content is information prepared for the user operating the avatar to view, and is represented by data including one or more of text, images (still images and video), and sound. In this embodiment, the content storage unit 202 stores advertisements prepared by companies and the like as content. Advertisements are information intended to raise consumer awareness of products and services provided by companies and the like, thereby increasing their desire to purchase.

[0039] The presentation determination unit 203 functions as a determination unit that determines whether to present content to a user in accordance with the situation of the avatar corresponding to the user (hereinafter referred to as "avatar situation"). The avatar situation is, for example, a situation indicated by the avatar's behavior and the environment surrounding the avatar in the virtual space. The avatar's behavior includes coming to work, taking a break, and leaving work. The surrounding environment includes the weather in the virtual space, the operation status of public transportation, and the presence of other avatars. The presentation determination unit 203 determines to present content when the avatar's situation satisfies a presentation condition. The presentation condition will be explained in detail later.

[0040] The situation identification unit 204 identifies the situation of the avatar at a predetermined time point. The predetermined time point is, for example, a timing that occurs at a predetermined time interval. If this time interval is set to, for example, every second, the situation identification unit 204 repeatedly identifies the situation of the avatar every second. The situation identification unit 204 identifies the situation of the avatar based on what the avatar is doing in the virtual space at the predetermined time point. The method of identifying the situation will be explained in detail later.

[0041] The history accumulation unit 205 accumulates history related to the avatar. For example, the history accumulation unit 205 accumulates a history of actions taken by the avatar in a game. The history of an action is information that associates the content of the action (coming to work, taking a break, leaving work, etc.) with the period during which the action was taken (start time and end time). Note that the history of an action can also be represented by a history of more detailed actions (moving, stopping, sitting, standing, etc.) or a history of operations performed by the user (movement operations, etc.), so the history accumulation unit 205 may accumulate the history of these actions or operations as the history of an action.

[0042] The schedule acquisition unit 206 acquires schedule information that defines a schedule for an avatar to perform a predetermined action during a predetermined time period. In the game of this embodiment, since the avatar lives its daily life, schedule information indicating future plans is used, just like in the real world. The schedule acquisition unit 206 acquires this schedule information as the schedule information, for example.

[0043] The presentation control unit 207 functions as a presentation unit that presents the content determined by the presentation determination unit 203 to the user. The presentation control unit 207 presents the content to the user in the virtual space in the situation identified by the situation identification unit 204. The presentation control unit 207 executes, as the process of presenting the content to the user, a process of generating presentation data including image data, sound data, video data, etc. that indicate the content and transmitting the presentation data to the game device 3, for example.

[0044] The game processing unit 301 of the game device 3 executes processing related to the game in cooperation with the game processing unit 201 of the game management device 2. The operation accepting unit 302 accepts operations by the user. The user operations are mainly performed when playing a game, and are operations that instruct the movement (movement, etc.) of an avatar in the game and the appearance of the virtual space (position and direction of the viewpoint).

[0045] 3. Operational flow of game system 1 This section describes the flow of operations of the above-mentioned game system 1. As an example of a preferred embodiment, a game in which a user controls a character and progresses through a quest while acquiring items and the like will be described.

[0046] 3.1 Overview of Information Processing The flow of information processing executed by the game system 1 will be outlined below with reference to FIG.

[0047] 3 is a flowchart showing the flow of information processing. First, at A11, the game device 3 accepts a login operation by a user via the operation acceptance unit 302. The operation acceptance unit 302 transmits login information (e.g., a user ID and a password) to the game management device 2. At A12, the game management device 2 performs game user authentication via the game processing unit 201. Next, at A13, the game management device 2 acquires schedule information of an avatar corresponding to the authenticated user via the schedule acquisition unit 206.

[0048] At A21, the game device 3 accepts game operations by the logged-in user via the operation acceptance unit 302. Next, at A22, the game management device 2 and the game device 3 execute game processing through cooperation between the game processing unit 201 and the game processing unit 301. More specifically, the game processing unit 201 generates game data indicating the virtual space, avatars, sounds, etc. that change as the game progresses, and transmits the game data to the game device 3. The game device 3 displays a game screen indicated by the received game data via the game processing unit 301, and outputs sounds indicated by the received game data.

[0049] When the game processing is executed, the game management device 2 causes the situation identification unit 204 to identify the current situation of the avatar at A23. The situation identification unit 204 identifies the current situation based on, for example, the schedule indicated by the schedule information acquired at A13. The situation identification unit 204 also identifies the current situation based on the history related to the avatar stored in the history storage unit 205. Details of the situation identification method will be explained later with reference to another drawing.

[0050] In A24, the game management device 2 determines, via the presentation determination unit 203, whether or not the situation identified in A23 satisfies the presentation conditions of the content. If it is determined in A24 that the situation does not satisfy the presentation conditions, the game management device 2 returns to A22 and executes game processing. The game management device 2 repeats the processes from A22 to A24, for example, at predetermined time intervals (for example, every second). In this case, the presentation conditions are satisfied as soon as a situation arises in which the presentation conditions are satisfied.

[0051] The game management device 2 may perform the processing of A23 and the processing of A24 at different time intervals. For example, the processing of A23 may be performed every second, while the processing of A24 may be performed every minute. In this case, even if a situation that satisfies the presentation condition occurs, it is not immediately determined that the presentation condition is satisfied, but the presentation condition will be satisfied after some time has passed. Furthermore, the game management device 2 may perform the processing of A24 when a predetermined time has elapsed since a new situation was identified in A23. In this case, the presentation condition will be satisfied when a predetermined time has elapsed since the situation that satisfies the presentation condition occurs. In this way, the processing of A24 may be performed at a timing when it is desired to present content in a situation that satisfies the presentation condition.

[0052] If it is determined in A24 that the situation satisfies the presentation condition, the game management device 2 reads out content to be presented to the user corresponding to the avatar using the presentation control unit 207 in A31. Next, the game management device 2 determines the manner in which the content will be presented to the user using the presentation control unit 207 in A32. The presentation manner of the content refers to, for example, the design, size, color, display time of an image representing the content, sound volume, tone, sound emission time, etc. The method for determining the presentation manner will be described in detail later.

[0053] Next, at A33, the game management device 2 causes the presentation control unit 207 to generate presentation data for presenting the content in the manner determined as described above, and transmits the generated presentation data to the game device 3. At A34, the game device 3 executes a presentation process for presenting the content indicated by the received presentation data in the manner indicated by the presentation data. At A35, the game management device 2 causes the history accumulation unit 205 to accumulate history related to the avatar. The history accumulation unit 205 accumulates, for example, information that associates the behavior of the avatar indicated by the situation identified at A23 with the current time as behavior history.

[0054] In the game device 3, there are cases where the user continues to perform operations even after the content presentation process is executed in A34. In this case, the game device 3 receives the user's operations through the operation reception unit 302 in A41. Next, in the game management device 2 and the game device 3, the game processing unit 201 and the game processing unit 301 cooperate to execute game processing in A42. In the game device 3, the processes of A41 and A42 are repeatedly performed.

[0055] After the game processing at A42, the game management device 2 determines at A43 whether a presentation end condition for ending the presentation of the content has been satisfied by the presentation determination unit 203. The presentation end condition is determined for each piece of content, and is satisfied, for example, when the playback time of the video showing the content has elapsed, when the presentation area of ​​the content has moved out of the field of view of the avatar, when the user has performed an operation to stop the presentation of the content, or when the state of the avatar when the content started has ended.

[0056] For example, suppose that a presentation condition is satisfied when content is presented in a situation where an avatar is arriving at work, and the elapse of the playback time of a video showing the content is used as the presentation end condition. In this case, the avatar may arrive at work before the playback time of the video has elapsed, and the situation where the avatar is arriving at work may end. In this case, the presentation control unit 207 may continue presenting the content even if the situation of the avatar at the time when presentation of the content began has ended. In this way, it is sufficient that the content is presented to include at least a portion of the period from the start to the end of the avatar's situation.

[0057] The game management device 2 repeatedly executes the processes of A42 and A43 until it determines that the presentation end condition is satisfied. If the game management device 2 determines in A43 that the presentation end condition is satisfied, it transmits to the game device 3 end instruction data instructing the game device 3 to end the presentation of the content. If the game management device 2 determines in A44 that the presentation end condition is satisfied, the game management device 2 causes the content storage unit 202 to record a content history in A45. The content history is information indicating the content presentation schedule and presentation record, etc. Thereafter, the processes from A21 onwards are repeated as long as the user remains logged in and continues playing the game.

[0058] To summarize the above, the game system 1 according to this embodiment includes the following components: a display unit (game processing unit 201), a determination unit (presentation determination unit 203), and a presentation unit (presentation control unit 207). The display unit displays an avatar corresponding to a user and a virtual space seen from a viewpoint corresponding to the avatar. The determination unit determines to present content to the user when the situation regarding the avatar corresponding to the user satisfies a presentation condition. The situation is determined based on what the avatar is going to do in the virtual space at a given point in time. and The presentation unit presents the determined content in the virtual space, including at least a part of the period from the start to the end of the situation.

[0059] According to this aspect, content can be presented to an avatar in a virtual space. In particular, since it is possible to present advertisements to users who fit the situation in which the avatar is placed in the virtual space, the advertisements can be presented to more appropriate users than advertisements that are presented at specific spatial locations at specific times, such as street corner advertisements.

[0060] 3.2 Details of information processing Next, the details of the information processing outlined above will be explained. First, among the methods for identifying the status of the avatar in A23 shown in Fig. 3, a method using schedule information indicating the schedule of the avatar will be explained.

[0061] FIG. 4 is an example of schedule information. In the example of FIG. 4, schedule information C1 is shown, which indicates "schedule," "start time," "end time," "related location," and "transportation." "Schedule" is information that indicates the avatar's schedule itself. "Start time" and "end time" are the time when the scheduled period starts and ends. "Related location" is information that indicates a location related to the schedule. "Transportation" is the means of transportation used in relation to the schedule. If the schedule involves minor travel, the transportation is left blank.

[0062] In the example of FIG. 4, a schedule C11 is shown representing the travel itself, in which the user travels from a "boarding station" by "train" to a "descending station" and "goes to work" during a period T10 from a start time t11 to an end time t12, and a schedule C12 is shown representing the user performing "work" at a "workplace" during a period T20 from a start time t21 to an end time t22. Also shown are a schedule C13 representing the user taking a "rest" at a "dining hall" during a period T30 from a start time t31 to an end time t32, and a schedule C14 representing the user's stay at a destination, in which the user travels by "car" to a "client address" and "visits the client" during a period T40 from a start time t41 to an end time t42. Note that the period T40 may or may not include the travel period, but in this embodiment, it is assumed not to include it.

[0063] Schedule information C1 is, for example, information indicating the schedule of avatar V1 corresponding to user U1, and is assumed to have been acquired by schedule acquisition unit 206 at A13 shown in Fig. 3. Methods for identifying a situation using schedule information include a first method for identifying the situation from reservation information and the current time, a second method for identifying the situation from the schedule indicated by the schedule information, the current time, and the current location, and a third method for identifying the situation from a schedule inferred from the schedule indicated by the schedule information.

[0064] A case where the first method is used will be described. For example, if the current time is within period T10, the situation identification unit 204 identifies a situation in which the avatar V1 is traveling by train from the boarding station to the disembarking station to go to work. If the current time is within period T20, the situation identification unit 204 identifies a situation in which the avatar V1 is working at work. If the current time is within period T30, the situation identification unit 204 identifies a situation in which the avatar V1 is taking a break in a cafeteria. If the current time is within period T40, the situation identification unit 204 identifies a situation in which the avatar V1 is visiting a client by car.

[0065] The second method will be described. For example, if the current time is included in the period T10 and the avatar V1 is on a roadway in the virtual space, the situation identification unit 204 identifies the situation as commuting to work by car, regardless of the mode of transportation indicated in the schedule information. Similarly, if the current location is a station or a railroad area, the situation identification unit 204 identifies the situation as commuting to work by train. If the current location is on a sidewalk, the situation identification unit 204 identifies the situation as commuting to work on foot.

[0066] Furthermore, the situation identification unit 204 identifies the situation as "at home" if the current time is included in the period T10 but the current location is still at home, and identifies the situation as "attending work" if the current location is outside the home. In this case, the situation identification unit 204 identifies the situation as continuing to attend work if the current location is not yet at work even after the period T10 ends, and identifies the situation as "working at work" when the current location becomes the workplace. In this way, in the second method, the situation identification unit 204 accurately identifies the current situation based on the current time and current location, even if the time or means of transportation is different from the plan.

[0067] A case where the third method is used will be described. For example, since schedule C13 is to take place in a cafeteria (which is assumed to be adjacent to the workplace) and schedule C14 is to take place at a client's location, the situation identification unit 204 determines that travel from the workplace to the client's location is scheduled between schedule C13 and schedule C14. Since "car" is indicated as the means of transportation for schedule C14, the situation identification unit 204 calculates the time required to travel by car from the workplace to the client's location using a map service or the like.

[0068] The situation identification unit 204 estimates the period from the time calculated as the travel time back from the start time of the schedule C14 until the travel time has elapsed as the travel period schedule, and identifies the situation of the avatar V1 using the first or second method by regarding the estimated schedule as schedule information. Furthermore, after the end time of the schedule C14, the situation identification unit 204 estimates the travel period schedule for returning to work if the end time is still early, and estimates the travel period schedule in the same manner as above, with the home of the avatar V1 as the destination if the end time is later, for example, after 5:00 PM.

[0069] As described above, the situation identification unit 204 identifies the situation of the avatar based on schedule information that specifies that the avatar is scheduled to take a predetermined action during a predetermined time period.

[0070] Next, among the methods for identifying the state of the avatar in A23 shown in FIG. 3, a method using the behavior history of the avatar will be described. FIG. 5 is an example of a behavior history stored in the history storage unit 205. In the example of FIG. 5, behavior history C2 is shown, which indicates "action," "start time," "end time," "related location," and "type of behavior." "Action" is information indicating the avatar's behavior. "Start time" and "end time" are the time when the action started and the time when it ended. "Related location" is information indicating the location related to the action. "Type of behavior" is the type of behavior identified from the action, time, and related location.

[0071] The behavior history C2 indicates the history of the behavior of the avatar V1 described above. The behavior history C2 includes motion histories C21, C22, C23, C24, and C25. The motion history C21 is a history of the motion of the avatar V1 walking from home to the station. The motion history C22 is a history of the motion of the avatar V1 from getting on the train, moving along the train route (standing or sitting during the movement), to getting off the train. The motion history C23 is a history of the motion of the avatar V1 walking from the station to work.

[0072] The action history C24 is a history of actions (such as actions to carry out work) performed by the avatar V1 while staying at the workplace. The action history C25 is a history of actions (such as actions of talking with other avatars) performed by the avatar V1 while staying at the cafeteria. These action histories are the history of actions of the avatar V1 executed by the game processing unit 201 based on operations by the user U1 and accumulated in the history accumulation unit 205.

[0073] The history accumulation unit 205 identifies a type of activity according to the relationship between the activity, time, and related location, and stores the identified type of activity. For example, the history accumulation unit 205 associates an activity type "going to work" with an activity history of traveling from home to work in the morning (C21, C22, and C23 in the example of FIG. 5) among the activity histories, and stores the associated activity type. Furthermore, the history accumulation unit 205 associates an activity type "work" with an activity history of staying at work for a period longer than a certain period (C24 in the example of FIG. 5) and stores the associated activity type. Furthermore, the history accumulation unit 205 associates an activity type "rest" with an activity history of staying in a cafeteria for a period shorter than a certain period (C25 in the example of FIG. 5) and stores the associated activity type. Note that the relationship between the activity, time, and related location described here is merely an example, and other relationships may be used.

[0074] The history accumulation unit 205 accumulates the behavioral history of the avatar V1 in this way. The accumulated behavioral history indicates behaviors performed during the same time periods each week. For example, the avatar goes to work from 7:00 AM to 9:00 AM on weekdays, works from 9:00 AM to 12:00 PM, and takes a break from 12:00 PM to 1:00 PM. When there is such a habitual behavioral history, the situation identification unit 204 regards the habitual behavior as a scheduled behavior and identifies the situation of the avatar V1 in the same way as when schedule information is used. As described above, the situation identification unit 204 identifies the situation of the avatar based on the fact that the avatar has performed a predetermined behavior during a predetermined time period.

[0075] Next, a description will be given of a method for determining whether the state of the avatar satisfies the content presentation conditions in A24 shown in Fig. 3. The presentation determination unit 203 makes a determination regarding the presentation conditions using, for example, a content table. An example of a content table is shown in Fig. 6. In the example of Fig. 6, a content table C3 is shown in which "user attributes," "avatar status," "content owner," "presentation mode," "content data," and "presentation conditions" are associated with each other.

[0076] "User attributes" are attributes of a user corresponding to an avatar. In the content table C3, for example, attributes common to a group of people who are likely to share common content interests are displayed as user attributes. In the example of FIG. 6, a combination of age and gender, such as "male in his 30s" and "female in his 30s," is displayed as a user attribute.

[0077] The "avatar situation" is represented by a "time frame" and an "area attribute." A "time frame" is a time frame during which content is scheduled to be presented to the user, and represents a period during which the user is in a specific situation, rather than a fixed time period. In the example of Figure 6, "coming to work," "break," "leaving work," etc. are shown as time frames.

[0078] In virtual space, there are multiple areas with different attributes. "Area attribute" refers to the attributes of these areas, and in the example of Figure 6, "outdoors" and "indoors" are shown. Other area attributes include inside a car, inside a train, inside a building, inside a ship, inside an airplane, on the street, in a park, on a rooftop, on the water, in a city, and in the suburbs. "Area attribute" indicates the area attribute of the area in which the avatar is located in virtual space in the situation shown in the time frame. For example, in the case of "going to work," situations of moving "outdoors" by walking, etc. and situations of moving "indoors" such as at a station or on a train are shown.

[0079] "Content owner" refers to the company or the like that prepared the content. In the example of Figure 6, "Company A" has prepared content for the avatar situations of "outdoors" and "indoors" and "coming to work." Also, "Company B" has prepared content for "indoors" and "break," and "Company C" has prepared content for "indoors" and "leaving work."

[0080] "Presentation mode" indicates the mode in which content is presented. In the example of Figure 6, it is shown that the content prepared by Company A is presented in the mode of "2D building object projection" for "outdoor" "going to work," and in the mode of "3D character object" for "indoor" "going to work." "2D building object projection" is a mode in which content with a two-dimensional (flat) design is projected onto a building in a virtual space. "3D character object" is a mode in which content with a three-dimensional (three-dimensional) design is presented with the involvement of a character in a virtual space.

[0081] A character is an avatar operated by a user or an NPC (Non-Player Character) controlled by the game processing unit 201. A mode involving a character is, for example, a mode in which content is displayed on the surface of the character, the character outputs the sound of the content, or the character holds up a sign showing the content. Note that the presentation mode shown here is an example, and modes aimed at various effects involving changes in design, color, size, movement, sound, etc. can be adopted.

[0082] "Content data" is data for presenting content prepared by a "content owner" in a format indicated by a "presentation format," and in the example of FIG. 6, is shown with data names such as "content Ea1," "content Ea2," "content Eb1," and "content Ec1." Specifically, "content data" is image data, video data, sound data, parameter data, etc., that represent the content. Parameter data is data that indicates parameters that set the size and direction of the image, the volume of the sound, etc., when presenting the content.

[0083] The "presentation conditions" are conditions for presenting content, and are set for each piece of content. In this embodiment, when a combination of the attributes of user U1 and the situation of avatar V1 identified by the situation identification unit 204 matches a combination of user attributes and avatar situations shown in the content table, the presentation conditions for the content associated with that combination are met. The presentation determination unit 203 determines, as the content to be presented to the user, the content for which the identified situation satisfies the presentation conditions.

[0084] For example, if user U1 is a man in his 30s and the situation of avatar V1 is commuting to work while traveling outdoors by foot or the like, the presentation condition Fa1 of content Ea1 provided by company A is satisfied. Also, if user U1 is a man in his 30s and the situation of avatar V1 is commuting to work while traveling indoors by train or the like, the presentation condition Fa2 of content Ea2 provided by company A is satisfied. Also, if user U1 is a man in his 30s and the situation of avatar V1 is taking a break indoors, the presentation condition Fb1 of content Eb1 provided by company B is satisfied. Also, if user U1 is a man in his 30s and the situation of avatar V1 is commuting to work while traveling indoors by train or the like, the presentation condition Fc1 of content Ec1 provided by company C is satisfied.

[0085] The presentation control unit 207 uses the content table to determine the mode in which to present content that satisfies the presentation conditions. For example, when the presentation conditions for content Ea1 are satisfied, the presentation control unit 207 determines the mode "2D object projection" associated with content Ea1 as the mode in which to present the content. "2D object projection" is a method of projecting content that is represented two-dimensionally (flatly) onto an object having a plane in a virtual space.

[0086] Furthermore, when the presentation conditions for content Ea2 are satisfied, the presentation control unit 207 determines the "3D character object" mode associated with content Ea2 as the mode for presenting the content. "3D character object" is a method for projecting content represented three-dimensionally (stereoscopically) onto an area in the virtual space related to a character object (including an avatar). In this way, the presentation control unit 207 presents the content in a mode according to the attributes of the area in the virtual space where the avatar is located.

[0087] FIG. 7 is an example of a map representing a virtual space. In the example of FIG. 7, a map M1 including the home and workplace of an avatar V1 is shown. The avatar V1 commutes to work either by commuting route H1, which involves walking to the workplace, or by commuting route H2, which involves taking the train along the way. If avatar V1 commutes to work using commute route H1, he or she will be moving outdoors the entire time, and will therefore continue to satisfy presentation condition Fa1 for content Ea1 shown in Fig. 6. The presentation control unit 207 determines, for example, at predetermined time intervals (every minute, etc.) whether the situation of avatar V1 satisfies the presentation condition, and if it is determined that the condition is satisfied, presents content Ea1 to user U1.

[0088] FIG. 8 shows an example of content presented in a virtual space. In the example of FIG. 8, the game processing unit 201 displays a virtual space G1 that shows an outdoor commute route H1 as a virtual space visible from a viewpoint corresponding to an avatar V1. The presentation control unit 207 displays a two-dimensionally represented content Ea1 on a planar portion of an object O1 that is close to the commute route H1 in the virtual space G1. The presentation control unit 207 displays the content Ea1 in this manner, projecting a planar image onto the object, thereby presenting the content Ea1 to the user U1.

[0089] The presentation mode of content Ea1 is not limited to that shown in FIG. 8. For example, content Ea1 may be displayed in a manner similar to projection mapping on a building along commuter route H1. Content Ea1 may also be presented in a manner in which surrounding avatars or newly introduced characters, etc., are presented to liven up the displayed content (such as a flash mob). Furthermore, the present invention is not limited to these, and various modes described above or below may be adopted.

[0090] When avatar V1 commutes to work using commute route H2, the commute can be divided into a period in which the avatar V1 travels outdoors, such as on foot, and a period in which the avatar V1 travels indoors by train. While traveling outdoors, content Ea1 is displayed in the manner shown in Fig. 8. While traveling indoors, the presentation control unit 207 presents content Ea2 to user U1 because the situation of avatar V1 satisfies presentation condition Fa2.

[0091] 9 shows an example of content presented in a virtual space. In the example of FIG. 9, the game processing unit 201 displays a virtual space G2 showing the interior of a train as a virtual space visible from a viewpoint corresponding to avatar V1. As shown in FIG. 9(a), the game processing unit 201 displays, in virtual space G2, avatar V1 and avatars V2 and V3 corresponding to users other than user U1.

[0092] Here, when the presentation control unit 207 determines that the presentation condition Fa2 is satisfied, it first determines whether another avatar is displayed overlapping the area in which the content Ea2 is displayed. In the example of FIG. 9, it is assumed that the avatars V2 and V3 are displayed overlapping the display area of ​​the content Ea2. In this case, the presentation control unit 207 instructs the game processing unit 201 to switch the avatars. When this instruction is received, the game processing unit 201 ends the display of the avatars V2 and V3 and, instead, displays the avatars V2-2 and V3-2, as shown in FIG. 9(b).

[0093] Avatars V2-2 and V3-2 are character objects displayed for the purpose of presenting content, and are NPCs (non-player characters) whose actions are controlled by the presentation control unit 207, and therefore do not move when operated by the user corresponding to avatars V2 and V3.

[0094] The presentation control unit 207, for example, displays an object O2 representing the content Ea2 expressed three-dimensionally, and instructs the game processing unit 201 to display the avatars V2-2 and V3-2 holding up the object O2. The presentation control unit 207 thus presents the content Ea2 to the user U1 in a manner that utilizes the character objects (avatars V2-2 and V3-2).

[0095] The presentation control unit 207 switches the avatars and presents the content Ea2 only on the game device 3 of user U1. That is, the game processing unit 201 continues to display the avatars V2 and V3 on the game devices 3 of the other users, and causes them to operate in accordance with the operations of the corresponding users.

[0096] As described above, when a content (content Ea2) presented to a certain avatar (avatar V1 in the example of FIG. 9) appears to overlap with other avatars (avatars V2 and V3) in the field of view of the avatar, the game processing unit 201 replaces the other avatars with avatars for presenting the content (avatars V2-2 and V3-2) and displays them in the field of view. The presentation control unit 207 then presents the content using the displayed avatars for presentation.

[0097] The presentation mode of content Ea2 is not limited to that shown in FIG. 9. For example, the content Ea2 may be displayed not on the objects held by avatars V2-2 and V3-2 but on the surfaces of the skins of avatars V2-2 and V3-2. Also, the avatars V2-2 and V3-2 may change into mascots instead of their original avatar appearances. Also, a new avatar or mascot may appear in addition to the avatars originally displayed to present content Ea2. Furthermore, content Ea2 may be explained by a character object using voice rather than an image. Furthermore, the present invention is not limited to these, and various modes described above or below may be adopted.

[0098] When the avatar V1 arrives at the workplace and begins his / her lunch break, the presentation condition Fb1 is satisfied, and the presentation control unit 207 presents the content Eb1 associated with the presentation condition Fb1 to the user U1. 10 shows an example of content presented in a virtual space. In the example of FIG. 10, the game processing unit 201 displays a virtual space G3 representing a workplace as a virtual space visible from a viewpoint corresponding to avatar V1. As shown in FIG. 10(a), in addition to avatar V1, the game processing unit 201 displays avatars V4 and V5 corresponding to users other than user U1 in virtual space G3.

[0099] Here, when the presentation control unit 207 determines that the presentation condition Fb1 is satisfied, it first instructs the game processing unit 201 to end the display of avatars V4 and V5 and, in place of them, display avatars V4-2 and V5-2, which are NPCs, as shown in FIG. 10(b). Like avatars V2-2 and V3-2 shown in FIG. 9, avatars V4-2 and V5-2 are character objects displayed for the presentation of content. Furthermore, the presentation control unit 207 further instructs the game processing unit 201 to display character W1, a new NPC, in the virtual space G3.

[0100] The presentation control unit 207 changes the skins of the avatars V4-2 and V5-2 in the game device 3 of the user U1 to those for aerobics, for example. Then, the presentation control unit 207 displays, as content Eb1, a speech bubble image showing a line from the character W1 encouraging aerobics. The presentation control unit 207 displays the content Eb1 in this manner using the character objects (avatars V4-2, V5-2, and character W1), thereby presenting the content Eb1 to the user U1.

[0101] 10, the presentation control unit 207 also instructs the game processing unit 201 to change the skin of the avatar V1 to that for aerobics. In the game device 3 of the user U1, the presentation control unit 207 controls the operations of the avatars V4-2 and V5-2 to present the content Eb1, but the game processing unit 201 continues to control the operation of the avatar V1 so that the user U1 can operate it.

[0102] The presentation mode of content Eb1 is not limited to that shown in FIG. 10. For example, a video showing the content may be displayed on an object representing a monitor present in virtual space G3. Furthermore, the presentation mode may be such that not only the avatar's skin but also the atmosphere (brightness, pattern, color, etc.) of the room displayed in virtual space G3 is changed. Furthermore, the presentation mode is not limited to these, and various modes described above or below may be adopted.

[0103] The presentation results of the content recorded in A45 will be explained. FIG. 11 shows an example of content presentation history. In the example of FIG. 11, a content history C4 is shown, which indicates "time," "schedule," "scheduled presentation content," "behavior history," and "presentation history." The content history C4 is, for example, a history of content presented to a user U1 corresponding to an avatar V1. The content storage unit 202 stores schedule information or habitual behavior history as "schedule" at each time shown in "time."

[0104] The content storage unit 202 also stores, as a "scheduled presentation advertisement," content that is scheduled to be presented if the avatar V1 behaves as scheduled. The content storage unit 202 also stores, as a "behavior history," the behavior history shown in FIG. 5. The content storage unit 202 also stores, as a "presentation performance," content that was actually presented by the presentation control unit 207, in association with the presentation time. Storing the content history C4 in this way makes it possible to analyze, for example, the presentation status of the content.

[0105] [others] As described in the embodiment, a virtual space may have multiple areas with different attributes. These multiple areas may have an area attribute that they exist along a route to an avatar's destination in the virtual space. A content may have multiple sub-contents with a predetermined order. In this case, the presentation control unit 207 may present the multiple sub-contents in order as the avatar moves along the route.

[0106] Fig. 12 shows an example of content presented in a virtual space. In the example of Fig. 12, the map M1 shown in Fig. 7 shows a commuting route H1 from the home of an avatar V1 to work, and route areas H11, H12, H13, H14, and H15 (hereinafter referred to as "route area H10" when no distinction is made) that have an area attribute of being located along the commuting route H1. When the avatar V1 travels from home to work along the commuting route H1, the avatar V1 passes through each of the route areas H10 in the order of route areas H11, H12, H13, H14, and H15.

[0107] In the content table, the route areas H11, H12, H13, H14, and H15 are respectively associated with subcontents Eh11, Eh12, Eh13, Eh14, and Eh15 (hereinafter referred to as "subcontent Eh10" when no distinction is made). As a result, the order of the subcontent Eh10 is determined according to the numbers (11, 12, ...) included in the code, just like the corresponding route area H10.

[0108] When the avatar V1 is commuting along the commute route H1, the presentation control unit 207 presents the sub-content Eh10 associated with the route area H10 that includes the current location to the user U1. As a result, the presentation control unit 207 presents the multiple sub-contents Eh10 in order when the avatar V1 moves along the commute route H1.

[0109] As described above, there are multiple types of avatar situations, such as arriving at work, working, taking a break, and leaving work. The presentation control unit 207 may present content in a format corresponding to the type of situation that satisfies the presentation conditions. In this case, the presentation control unit 207 may present content in a format associated with the type of avatar situation in a content table such as that shown in FIG. 6.

[0110] Fig. 13 shows an example of presented content. In the example of Fig. 13, Fig. 13(a) shows the commute route H1-1 from the home of avatar V1 to the workplace (commuting route H1 when commuting to work), and Fig. 13(b) shows the departure route H1-2 from the workplace of avatar V1 to the home (commuting route H1 when commuting to work). If the avatar V1 commutes to work using the commute route H1-1, the presentation control unit 207 satisfies the presentation condition, and presents content Ea1 using white text as shown in Fig. 13(a).

[0111] Furthermore, when the user commutes to work using the commute-off route H1-2, the presentation condition is met, and the presentation control unit 207 presents the content Ea1 in a format using black text as shown in FIG. 13(b). In the example of FIG. 13, even when the same commute route H1 is used, the content is presented in different formats depending on whether the type of situation is "commute" or "leave work." Note that, while the example of FIG. 13 shows a format in which the color of the text and the background are different, this is not limiting and various formats described above or below may also be adopted.

[0112] When a common area in a virtual space (hereinafter referred to as a "common area") exists within the field of view of two or more avatars, the presentation control unit 207 may present content in that common area only to an avatar among the two or more avatars whose situation satisfies the presentation conditions.

[0113] Figure 14 shows an example of content presented in a virtual space. As shown in Figure 14(a), the game processing unit 201 displays a virtual space G5 seen from the viewpoint of avatar V1, and as shown in Figure 14(b), displays a virtual space G5 seen from the viewpoint of avatar V2 (the avatar corresponding to user U2) at the same time as Figure 14(a). The virtual space G5 includes a common area G51 that is common to the fields of view of avatar V1 and avatar V2.

[0114] 14, the situation of avatar V1 satisfies the presentation condition, but the situation of avatar V2 does not satisfy the presentation condition. In this case, the presentation control unit 207 displays content Ea3 in the common area G51 of the field of view of avatar V1, but does not display content Ea3 in the common area G51 of the field of view of avatar V2. In other words, content Ea3 is displayed on the game device 3 of user U1 corresponding to avatar V1, but content Ea3 is not displayed on the game device 3 of user U2 corresponding to avatar V2.

[0115] When another user's avatar is present within the field of view of an avatar whose situation satisfies the presentation conditions, the game processing unit 201 may display the avatar whose situation satisfies the presentation conditions and not display the avatar whose situation does not satisfy the presentation conditions.

[0116] FIG. 15 shows an example of content presented in a virtual space. As shown in FIG. 15(a), the game processing unit 201 displays a virtual space G6 viewed from the viewpoint of avatar V2 and avatars V1, V2, V3, and V4. After FIG. 15(a), when the situation of avatar V2 satisfies the presentation condition, the presentation control unit 207 displays content Ea3 as shown in FIG. 15(b). At this time, it is assumed that the situation of avatar V4 satisfies the presentation condition, but the situations of avatars V1 and V3 do not. Then, as shown in FIG. 15(b), the game processing unit 201 displays avatars V2 and V4 in the virtual space G6, but does not display avatars V1 and V3.

[0117] Note that avatars V2 and V4 that can see content Ea3 may be displayed in a distinguishable manner from avatars V1 and V3 that cannot. For example, avatars V1 and V3 that cannot see content Ea3 may be displayed with a high transparency, or avatars V2 and V4 that can see content Ea3 may be given a predetermined landmark image. This allows users to recognize avatars that can see content Ea3, and thus recognize that the users of those avatars satisfy common presentation conditions or are users who share the common topic of content Ea3, thereby promoting communication between users in the virtual space.

[0118] The above display is on the game device 3 of user U2 corresponding to avatar V2. The content is also displayed on the game device 3 of user U4 corresponding to avatar V4. In contrast, on the game device 3 of user U1 corresponding to avatar V1 and the game device 3 of user U3 corresponding to avatar V3, the situations of avatars V1 and V3 do not satisfy the presentation conditions, so a virtual space G6 without content is displayed, as shown in, for example, FIG. 16(b) described later.

[0119] When an avatar of another user is present within the field of view of an avatar whose situation does not satisfy the presentation conditions, the game processing unit 201 may display the avatar whose situation does not satisfy the presentation conditions and not display the avatar whose situation satisfies the presentation conditions.

[0120] Figure 16 shows an example of avatars presented in a virtual space. As shown in Figure 16(a), the game processing unit 201 displays a virtual space G6 seen from the viewpoint of avatar V3, and avatars V1, V2, V3, and V4. After Figure 16(a), as in the example of Figure 15, it is assumed that the situations of avatars V2 and V4 satisfy the presentation conditions, but the situations of avatars V1 and V3 do not.

[0121] In this case, the presentation control unit 207 displays content Ea3 in the virtual space G6 on the game device 3 of user U1, corresponding to avatars V2 and V4, as shown in FIG. 15(b). Meanwhile, the presentation control unit 207 displays only avatars V1 and V3, but not avatars V2 and V4, on the game devices 3 of users U1 and U3, corresponding to avatars V1 and V3, as shown in FIG. 16(b). This prevents users who cannot see the content Ea3 from wondering what the avatars V2 and V4 of users who can see the content Ea3 are reacting to when they see the content Ea3. Note that the avatars V2 and V4 who can see the content Ea3 may be displayed in a distinguishable manner from the avatars V1 and V3 who cannot see the content Ea3, as described above.

[0122] When there are multiple avatars to which content is to be presented that are relatively close to each other, the presentation control unit 207 may adjust the timing of displaying the content on the game devices 3 of the users corresponding to those avatars so that the timing is synchronized. This encourages conversation between strangers using the content as a topic, making it easier for people viewing the same content to communicate with each other compared to when the display timings are different.

[0123] The overall configuration shown in FIG. 1 is an example and is not limited to this. For example, the game management device 2 may be distributed across two or more devices, or may be replaced by a cloud computing system. The functional configuration shown in FIG. 2 is also an example and is not limited to this. For example, the functions of the game management device 2 may be distributed across two or more devices. Furthermore, two functions may be integrated into one function, or one function may be separated into two or more functions. In short, any configuration may be adopted as long as the game system 1 as a whole realizes functions corresponding to the functions shown in FIG. 2.

[0124] The above-described embodiments may be an information processing device. The information processing device includes the components of an information processing system such as the game system 1. The information processing system referred to here is not limited to a game system, but may also be a business system, or a system that provides an application that uses a virtual space. The above-described embodiments may also be an information processing method. The information processing method includes the components of a similar information processing system. The above-described embodiments may also be a program. The program causes a computer to execute the steps of the information processing system.

[0125] <Additional Notes> Furthermore, it may be provided in the following aspects.

[0126] (2) In the information processing system described in (1), the situation is identified based on the avatar performing a predetermined action during a predetermined time period.

[0127] According to this aspect, by limiting the time period, the situation can be determined more accurately.

[0128] (3) In the information processing system described in (1), the situation is identified based on schedule information that specifies that the avatar is scheduled to take a predetermined action during a predetermined time period.

[0129] (4) In the information processing system described in (1) or (2), the virtual space has multiple areas with different attributes, and in the presentation step, the content is presented in a manner corresponding to the attributes of the area in the virtual space in which the avatar is located.

[0130] According to this aspect, it is possible to present content in a manner that is compatible with the area in the virtual space.

[0131] (5) In the information processing system described in (4), the multiple areas have an attribute of existing along a route to the avatar's destination in the virtual space, the content has multiple sub-contents with a set order, and in the presentation step, the multiple sub-contents are presented in the order when the avatar moves along the route.

[0132] According to this aspect, it is possible to make it easier for the avatar to reach the destination.

[0133] (6) In the information processing system described in any one of (1) to (5), there are multiple types of the situation, and in the presentation step, the content is presented in a manner corresponding to the type of the situation that satisfies the presentation conditions.

[0134] According to this embodiment, it is possible to present content in a manner that is compatible with the situation of the avatar.

[0135] (7) In the information processing system described in any one of (1) to (6), in the presentation step, if a common area in the virtual space exists within the field of view of two or more avatars, the content is presented in the area only to the avatar among the two or more avatars whose situation satisfies the presentation condition.

[0136] According to this aspect, it is possible to present content only to users who need it, even in the same area.

[0137] (8) In the information processing system described in (7), in the display step, if another user's avatar is present within the field of view of an avatar whose situation satisfies the presentation conditions, the avatar whose situation satisfies the presentation conditions is displayed, and the avatar whose situation does not satisfy the presentation conditions is not displayed.

[0138] According to this embodiment, communication based on the content can be easily carried out.

[0139] (9) In the information processing system described in (6) or (8), in the display step, if an avatar of another user is present in the field of view of an avatar whose situation does not satisfy the presentation conditions, the avatar whose situation does not satisfy the presentation conditions is displayed, and the avatar whose situation satisfies the presentation conditions is not displayed.

[0140] According to this aspect, it is possible to prevent content that has not been presented to the user from being discussed.

[0141] (10) In an information processing system described in any one of (1) to (9), in the display step, if the content presented to a certain avatar appears to overlap with another avatar in the field of view of the avatar, the other avatar is replaced in the field of view with an avatar for presenting the content and displayed, and in the presentation step, the content is presented using the avatar for presentation.

[0142] According to this aspect, it is possible to present content without reducing the number of avatars in the vicinity.

[0143] (11) An information processing device configured to execute each step of the information processing system described in any one of (1) to (10).

[0144] (12) A program that causes a computer to execute each step of the information processing system described in any one of (1) to (10). Of course, this is not the case. Furthermore, the above-described embodiments and modifications may be combined in any desired manner.

[0145] Finally, although various embodiments according to the present disclosure have been described, these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]

[0146] 1: Game System 2: Game management device 3: Game device 23: Control section 33: Control section 201: Game processing section 202: Content storage unit 203: Presentation decision section 204: Situation Identification Department 205: History storage unit 206: Schedule Acquisition Department 207: Presentation control unit 301: Game processing section 302: Operation reception section

Claims

1. An information processing system including a processor, the processor: In the display step, an avatar corresponding to the user and a virtual space seen from a viewpoint corresponding to the avatar are displayed, and a plurality of areas having different attributes are present in the virtual space; In the determination step, content to be presented to the user is determined based on a situation related to an avatar corresponding to the user, where there are a plurality of types of situations, and the type of situation is specified by what the avatar is attempting to do in the virtual space at a given time point and the attributes of the area in which the avatar is located in the virtual space; In the presenting step, the determined content is presented in the virtual space, including at least a part of a period from the start to the end of the situation, and the content is presented in a manner according to an attribute of an area in the virtual space where the avatar is located; the plurality of areas have an attribute of being located along a route to a destination of the avatar in the virtual space; The content has a plurality of sub-contents in a predetermined order, In the presenting step, the plurality of sub-contents are presented in the order when the avatar moves along the route. Information processing system.

2. An information processing system including a processor, the processor: In the display step, an avatar corresponding to the user and a virtual space seen from a viewpoint corresponding to the avatar are displayed, and a plurality of areas having different attributes are present in the virtual space; In the determination step, content to be presented to the user is determined based on a situation related to an avatar corresponding to the user, where there are a plurality of types of situations, and the type of situation is specified by what the avatar is attempting to do in the virtual space at a given time point and the attributes of the area in which the avatar is located in the virtual space; In the presentation step, the determined content is presented in the virtual space, including at least a portion of a period from the start to the end of the situation, and further, when the situation satisfies a presentation condition, it is determined to present the content to the user, and when a common area in the virtual space exists within the field of view of two or more avatars, the content is presented in the area only to an avatar of the two or more avatars whose situation satisfies the presentation condition; In the display step, when an avatar of another user is present within the field of view of the avatar whose situation satisfies the presentation condition, the avatar whose situation satisfies the presentation condition is displayed, and the avatar whose situation does not satisfy the presentation condition is not displayed. Information processing system.

3. An information processing system including a processor, the processor: In the display step, an avatar corresponding to the user and a virtual space seen from a viewpoint corresponding to the avatar are displayed, and a plurality of areas having different attributes are present in the virtual space; In the determination step, content to be presented to the user is determined based on a situation related to an avatar corresponding to the user, where there are a plurality of types of situations, and the type of situation is specified by what the avatar is attempting to do in the virtual space at a given time point and the attributes of the area in which the avatar is located in the virtual space; In the presenting step, the determined content is presented in the virtual space, including at least a part of a period from the start to the end of the situation; There are several types of the above situation: In the presenting step, when the situation satisfies a presentation condition, it is determined to present content to the user, and the content is presented in a manner according to the type of the situation that satisfies the presentation condition; In the display step, when an avatar of another user is present in the field of view of an avatar whose situation does not satisfy the presentation condition, the avatar whose situation does not satisfy the presentation condition is displayed, and the avatar whose situation satisfies the presentation condition is not displayed. Information processing system.

4. An information processing system including a processor, the processor: In the display step, an avatar corresponding to the user and a virtual space seen from a viewpoint corresponding to the avatar are displayed, and a plurality of areas having different attributes are present in the virtual space; In the determination step, content to be presented to the user is determined based on a situation related to an avatar corresponding to the user, where there are a plurality of types of situations, and the type of situation is specified by what the avatar is attempting to do in the virtual space at a given time point and the attributes of the area in which the avatar is located in the virtual space; In the presenting step, the determined content is presented in the virtual space, including at least a part of a period from the start to the end of the situation; In the display step, when the content presented to a certain avatar appears to overlap with another avatar in the field of view of the certain avatar, the other avatar is replaced with an avatar for presenting the content and displayed in the field of view of the certain avatar; In the presenting step, the content is presented using the avatar for presentation. Information processing system.

5. In the information processing system according to any one of claims 1 to 4, The information processing system, wherein the situation is identified based on the avatar performing a predetermined action during a predetermined time period.

6. In the information processing system according to any one of claims 1 to 4, An information processing system, wherein the situation is identified based on schedule information that defines that the avatar is scheduled to take a predetermined action during a predetermined time period.

7. In the information processing system according to any one of claims 1 to 4, In the presenting step, the content is presented in a manner according to attributes of an area in the virtual space where the avatar is located.

8. An information processing device, An information processing device configured to execute each step of the information processing system according to any one of claims 1 to 4.

9. A program, A program that causes a computer to execute each step of the information processing system according to any one of claims 1 to 4.

Citation Information

Patent Citations

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    JP2003248844A