Virtual space experience system and virtual space experience method
By generating virtual spaces with altered real-space correspondences and using edge and color cues, the system enhances immersion by allowing diverse virtual environments and managing avatar movements, addressing the limitations of real-space constraints in existing systems.
Patent Information
- Application Number
- JP2023064338
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-04-11
- Publication Date
- 2025-09-24
- Estimated Expiration
- 2042-11-25
AI Technical Summary
Existing virtual space experience systems face limitations in maintaining a strong sense of immersion due to the need to maintain a constant correspondence between user movement in real space and avatar movement in virtual space, which restricts the shape and size of the virtual space to that of the real space, limiting the expression of spatial aspects impossible in real space.
The system generates virtual spaces with areas corresponding to real spaces but with altered positional relationships, allowing for independent virtual areas that can differ in size and shape from their real counterparts, and employs edge and color cues to manage avatar movements, maintaining a sense of immersion by clearly indicating boundary transitions.
This approach allows for the creation of diverse virtual spaces that would not be possible in real space while maintaining user immersion by ensuring consistent movement correspondence and minimizing discomfort from sudden avatar movements.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a virtual space experiencing system and a virtual space experiencing method that allow a user to experience a virtual space via an environment output device that allows the user to recognize the environment of the virtual space. [Background technology]
[0002] Conventionally, there has been a virtual space experience system in which a virtual space is generated on a server or the like, and an image of that virtual space is displayed to the user via a head-mounted display (hereinafter sometimes referred to as "HMD"), making the user perceive that they themselves are present in that virtual space.
[0003] This type of virtual space experience system uses a motion capture device or the like to recognize the user's position and movement in real space (i.e., coordinate movement and posture change, etc.), and then moves and moves an avatar corresponding to the user in the virtual space according to the recognized position and movement (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-257461 Summary of the Invention [Problem to be solved by the invention]
[0005] Incidentally, in a so-called immersive virtual space experience system such as that described in Patent Document 1, in order to give the user a strong sense of awareness that they are present in the virtual space (i.e., to enhance the sense of immersion), it is preferable to maintain a constant correspondence between the amount of movement and movement of the user in real space and the amount of movement and movement of the avatar corresponding to that user in the virtual space, so that the user does not feel uncomfortable between their own movement and movement and the movement and movement of the avatar.
[0006] However, if one were to try to maintain this correspondence, one would naturally have to make the shape and size of the virtual space correspond to the shape and size of the real space, and the shape and size of the virtual space would be limited by the shape and size of the real space.As a result, for example, when one tries to express a spatial aspect in the virtual space that is impossible in the real space, the expression would be limited by the shape and size of the real space that corresponds to that virtual space.
[0007] The present invention has been made in consideration of the above points, and aims to provide a virtual space experience system and a virtual space experience method in which the shape and size of the virtual space are less likely to be restricted by the shape and size of the real space, making it easier to maintain a sense of immersion. [Means for solving the problem]
[0008] The virtual space experience system of the present invention comprises: a virtual space generation unit that generates a virtual space corresponding to the real space in which the user exists; an avatar generation unit that generates an avatar corresponding to the user in the virtual space; a user state recognition unit that recognizes the position and movement of the user; an avatar state control unit that controls a position and a movement of the avatar based on a position and a movement of the user; an environment determination unit that determines an environment in the virtual space to be recognized by the user based on a position and a movement of the avatar; A virtual space experiencing system that allows the user to experience the virtual space via an environment output device that outputs the environment of the virtual space, the virtual space generation unit generates, in the virtual space, a first virtual area corresponding to a first real area in the real space and a second virtual area corresponding to a second real area in the real space adjacent to the first real area; The positional relationship between the first virtual area and the second virtual area is different from the positional relationship between the first real area and the second real area. And, an edge of the first virtual area corresponds to an edge of the second real area; When the avatar enters the edge of the first virtual area, the part of the avatar located at the edge of the first virtual area has a different form from the other parts of the avatar. It is characterized by:
[0009] In this way, in the virtual space experience system of the present invention, the virtual space includes a first virtual area corresponding to a first real area in real space and a second virtual area corresponding to a second real area in real space adjacent to the first real area. That is, in this system, a predetermined area in real space is divided, and an independent virtual area is assigned to each divided area. Furthermore, in this system, the positional relationship between the first virtual area and the second virtual area is made different from the positional relationship between the first real area and the second real area.
[0010] As a result, this system allows the size and shape of the entire virtual space to differ from the size and shape of the real space depending on the position of the virtual area (i.e., how it is arranged). For example, if two virtual areas are positioned offset in the vertical direction, the height of the entire virtual space can be made higher than the height of the entire corresponding real space. Consequently, this system allows the user to experience a variety of virtual spaces that would not be possible in real space.
[0011] Furthermore, by changing the positional relationship of the virtual areas in this manner, if the shape and size of the virtual space are made different from the shape and size of the corresponding real space, the correspondence between the amount of movement and movement of the user and the amount of movement and movement of the avatar can be maintained constant, unlike when the shape and size of the virtual space are made different from the shape and size of the corresponding real space by deforming the shape and size of the virtual space.
[0012] As a result, this system makes it less likely for the user to feel uncomfortable between their own movements and actions and those of the avatar, allowing them to maintain the awareness that they are present in a virtual space (i.e., a sense of immersion). Furthermore, for example, if the first virtual area and the second virtual area are positioned apart and a third virtual area is positioned between those areas, when the user moves from the first real area to the second real area, the avatar will move from the first virtual area to the second virtual area, jumping over the third virtual area. However, if the boundary portion where the avatar makes such a sudden movement as to jump over the third virtual area is not indicated, the sudden movement of the avatar may cause discomfort to the user and hinder the sense of immersion. Therefore, it is advisable to make the edge of the first virtual area correspond to the edge of the second real area in this way. With this configuration, when the user moves to the edge of the second real area, the avatar will be present both at the edge of the first virtual area (the near side of the boundary) and at the edge of the second virtual area (the side beyond the boundary). When avatars are displayed overlapping each other in a predetermined area, the user can intuitively understand that the area is a boundary and that the avatar will move suddenly if it crosses that boundary. As a result, even when the avatar moves suddenly, it is less likely to cause discomfort to the user and less likely to disrupt the sense of immersion. Furthermore, if the portion of the avatar located at the edge of the first virtual area is configured to have a different shape from the other portions of the avatar when the avatar enters the edge (i.e., the boundary of the first area), the user can easily recognize the boundary when part of the avatar enters the edge. This makes the user aware that some kind of change will occur at the boundary. This makes it less likely that the user will feel uncomfortable even when the avatar enters the boundary and moves suddenly, and makes it less likely that the sense of immersion will be impaired.
[0013] In addition, in the virtual space experience system of the present invention, The first virtual area and the second virtual area are spaced apart, It is preferable that a third virtual area is disposed between the first virtual area and the second virtual area, the third virtual area corresponding to a third real area that does not correspond to the real space or is independent of the first real area and the second real area.
[0014] In this way, by placing two virtual areas corresponding to two adjacent real areas at a distance from each other and placing a third virtual area independent of them between them, the size of the entire virtual space can be made larger than the size of the corresponding real space.
[0020] In addition, in the virtual space experience system of the present invention, when the edge of the first virtual area corresponds to the edge of the second real area, It is preferable that the color tone of the edge of the first virtual area is different from the color tone of the other part of the first virtual area.
[0021] With this configuration, the user can easily recognize the boundary portion (i.e., the boundary portion of the first area) before the avatar enters the edge. This makes the user aware that some kind of change will occur at the boundary portion. This makes it less likely that the user will feel uncomfortable even when the avatar enters the boundary portion and moves suddenly, and makes it less likely that the sense of immersion will be impaired.
[0024] In addition, in the virtual space experience system of the present invention, The correspondence relationship between the coordinate axes of the first real area and the coordinate axes of the first virtual area may be different from the correspondence relationship between the coordinate axes of the second real area and the coordinate axes of the second virtual area.
[0025] In this way, by varying the correspondence between the coordinate axes in the real world and the virtual world for each world, it is possible to configure a virtual space as a space that would not exist in real space. For example, if the coordinate axes of a first virtual world are made to coincide with those of the first real world and the coordinate axes of a second virtual world are made to be upside down compared to those of the second real world, it is possible to realize a virtual space in which the top and bottom are reversed when moving from the first virtual world to the second virtual world.
[0026] The virtual space experiencing method of the present invention comprises: a step in which a virtual space generation unit generates a virtual space corresponding to a real space in which a user exists; an avatar generation unit generating an avatar corresponding to the user in the virtual space; a user state recognition unit recognizing a position and a movement of the user; an avatar state control unit controlling a position and a movement of the avatar based on the position and a movement of the user; an environment determination unit determining an environment in a virtual space to be recognized by the user based on a position and a movement of the avatar; an environment output device that outputs the environment of the virtual space to the user and allows the user to experience the environment, the virtual space generation unit generates, in the virtual space, a first virtual area corresponding to a first real area in the real space and a second virtual area corresponding to a second real area in the real space adjacent to the first real area; The positional relationship between the first virtual area and the second virtual area is different from the positional relationship between the first real area and the second real area. And, an edge of the first virtual area corresponds to an edge of the second real area; When the avatar enters the edge of the first virtual area, the part of the avatar located at the edge of the first virtual area takes on a form different from other parts of the avatar. [Brief explanation of the drawings]
[0027] [Figure 1] FIG. 1 is a schematic diagram showing the general configuration of a VR system according to a first embodiment. [Figure 2] FIG. 2 is a block diagram showing the configuration of the VR system shown in FIG. 1. [Figure 3] FIG. 2 is a perspective view showing the state of the real space and the virtual space when the VR system of FIG. 1 is in use. [Figure 4] 2 is a flowchart showing processing executed by the VR system of FIG. 1; [Figure 5] FIG. 10 is a perspective view showing the state of the real space and the virtual space when the VR system of the second embodiment is used. [Figure 6] FIG. 11 is a perspective view showing the state of the real space and the virtual space when the VR system of the third embodiment is in use. DETAILED DESCRIPTION OF THE INVENTION
[0028] [First embodiment] Hereinafter, a VR system S (virtual space experiencing system) according to a first embodiment and a process (virtual space experiencing method) executed by the VR system S will be described with reference to FIGS.
[0029] The VR system S allows a user U, who is present in a real space RS (e.g., a room), to recognize the environment (e.g., images, sounds, etc.) of a virtual space VS1 corresponding to the real space RS, and also makes the user U recognize that he or she is present in the virtual space VS1 by moving or moving an avatar A corresponding to the user U in the virtual space VS1 to correspond to the user U (see Figure 3, etc.).
[0030] In this embodiment, for ease of understanding, the number of users is one. However, the virtual space experience system of the present invention is not limited to such a configuration, and the number of users may be two or more.
[0031] [System Overview] First, the schematic configuration of the VR system S will be described with reference to FIG.
[0032] As shown in Figure 1, the VR system S includes a plurality of signs 1 attached to a user U in a real space RS, a camera 2 that photographs the user U (or, more precisely, the signs 1 attached to the user U), a server 3 that determines images and sounds in a virtual space VS1 (see Figure 3), and a head-mounted display (hereinafter referred to as "HMD4") that allows the user to recognize the determined images and sounds.
[0033] In the VR system S, the camera 2, server 3, and HMD 4 can transmit and receive information to and from each other wirelessly via the Internet network, public lines, short-range wireless communication, etc. However, any of them may be configured to transmit and receive information to and from each other via a wired connection.
[0034] The multiple markers 1 are attached to the head, both hands, and both feet of the user U via the HMD 4, gloves, and shoes worn by the user U. The multiple markers 1 are used to recognize the amount of movement and action of the user U in the real space RS, as will be described later. Therefore, the positions at which the markers 1 are attached, the number of markers 1, etc. may be changed as appropriate depending on the other devices that make up the VR system S.
[0035] The camera 2 is installed so as to be able to capture images from multiple directions of the user U's movable range (that is, the range in which the user U can move and act) in the real space RS in which the user U exists.
[0036] The server 3 recognizes the sign 1 from the image captured by the camera 2, and recognizes the coordinates and posture (and thus the amount of movement and action) of the user U based on the position in the real space RS of the recognized sign 1. Furthermore, the server 3 determines the environment (e.g., images, sounds, etc.) of the virtual space VS1 that the user U will recognize based on the coordinates and posture.
[0037] The HMD 4 is an environment output device that outputs the environment of the virtual space VS1 to the user U and allows the user U to recognize it. The HMD 4 is worn on the head of the user U. The HMD 4 has a monitor 40 that allows the user U to recognize an image of the virtual space VS1 determined by the server 3, and a speaker 41 that allows the user U to recognize the sound of the virtual space VS1 determined by the server 3 (see FIG. 2).
[0038] When experiencing the virtual space VS1 using the VR system S, the user U is made to perceive only the images and sounds of the virtual space VS1 via the HMD 4, and is made to perceive that he or she is present in the virtual space VS1. In other words, the VR system S is configured as a so-called immersive system.
[0039] However, the virtual space experience system of the present invention is not limited to such a configuration. For example, when using a motion capture device, in addition to the above configuration, a configuration in which the number and arrangement of signs and cameras are different from the above configuration (for example, one of each) may be used. Also, without using signs, feature points may be recognized from the image of the user itself to recognize the user's posture and coordinates.
[0040] Furthermore, for example, instead of a motion capture device, other devices may be used to recognize the state of the user. Specifically, for example, a sensor such as a GPS may be mounted on the HMD, and the coordinates, posture, etc. of the user may be recognized based on the output from the sensor. Furthermore, such a sensor may be used in combination with the motion capture device described above.
[0041] [Configuration of processing unit] Next, the configuration of the processing unit provided in the server 3 will be described in detail with reference to FIG.
[0042] The server 3 is configured with one or more electronic circuit units including a CPU, RAM, ROM, interface circuitry, etc. As shown in Fig. 2, the server 3 includes a virtual environment generation unit 30, a user state recognition unit 31, an avatar state control unit 32, and an environment determination unit 33 as functions (processing units) realized by the implemented hardware configuration or a program.
[0043] The virtual environment generation unit 30 includes a virtual space generation unit 30a and an avatar generation unit 30b.
[0044] The virtual space generation unit 30a generates a virtual space VS1 that corresponds to the real space RS in which the user U exists. Specifically, the virtual space generation unit 30a generates images that represent the background of the virtual space VS and objects that exist in the virtual space VS, as well as sounds associated with these images.
[0045] Although the VR system S of this embodiment does not have such a configuration, if the virtual space experience system has a configuration that realizes a predetermined feeling (for example, a cushion with variable hardness) or a configuration that generates a predetermined smell, the virtual space generation unit may generate the virtual space using these feelings and smells in addition to images and sounds.
[0046] The avatar generation unit 30b generates an avatar A corresponding to the user U in the virtual space VS1 (see FIG. 3). The state of the avatar A in the virtual space VS1 changes in response to changes in the state of the corresponding user U in the real space RS. Note that multiple avatars A, some or all of which may be generated for each user U, may be generated.
[0047] The user state recognition unit 31 recognizes image data of the user U including the sign 1 captured by the camera 2, and recognizes the state of the user U in the real space RS (position and movement, i.e., movement of coordinates, change of posture, etc.) based on the image data. The user state recognition unit 31 has a user posture recognition unit 31a and a user coordinate recognition unit 31b.
[0048] The user posture recognition unit 31a extracts the markers 1 from the image data of the recognized user U, and recognizes the posture of the user U, including the orientation of each part of the body, based on the extraction result.
[0049] The user coordinate recognition unit 31b extracts the marker 1 from the image data of the recognized user U, and recognizes the coordinates of the user U based on the extraction result.
[0050] The avatar state control unit 32 controls the state of the avatar A corresponding to the user U in the virtual space VS1 (e.g., movement of coordinates, change of posture, etc.) based on the posture of the user U in the real space RS recognized by the user posture recognition unit 31a and the coordinates of the user U in the real space RS recognized by the user coordinate recognition unit 31b.
[0051] The environment determination unit 33 determines the environment of the avatar A in the virtual space VS1 based on the state of the avatar A (for example, the coordinates, posture, etc. at that time).
[0052] Here, the "avatar environment" refers to things that affect the avatar in the virtual space. For example, the "avatar environment" refers to the state (e.g., position, posture, etc.) of objects in the virtual space relative to the state of the avatar.
[0053] In addition, based on the determined environment of avatar A, the environment determination unit 33 determines the environment (images and sounds) of the virtual space VS1 that the user U corresponding to that avatar A will recognize through the monitor 40 and speaker 41 of the HMD4.
[0054] Here, the "environment perceived by the user" refers to the environment of the virtual space perceived by the user through the five senses. For example, the "environment perceived by the user" refers to the images and sounds of the virtual space around the avatar corresponding to the user.
[0055] In addition, "images of virtual space" here include images of the background of the virtual space, as well as images of other avatars, images of objects that exist only in the virtual space, and images of objects that exist in the virtual space corresponding to the real space.
[0056] It should be noted that the processing units constituting the virtual space experience system of the present invention are not limited to the configurations described above.
[0057] For example, part of the processing unit provided in the server 3 in this embodiment may be provided in the HMD 4. Also, a configuration using multiple servers may be possible, or the server may be omitted and the CPU installed in the HMD may operate in cooperation with each other. Also, speakers other than those installed in the HMD may be provided. Furthermore, in addition to devices that affect the sense of sight and hearing, devices that affect the sense of smell and touch, such as generating smells, wind, etc., corresponding to the virtual space, may be included.
[0058] [Generated virtual space] Here, with reference to FIG. 3, the virtual space VS1 generated by the virtual space generating unit 30a of the VR system S of this embodiment will be described.
[0059] As shown in FIG. 3, the virtual space VS1 is configured as a rectangular parallelepiped space as a whole.
[0060] Specifically, the virtual space VS1 is composed of a first virtual area V1a (area bounded by a dotted line), which is a rectangular parallelepiped area located at one end of the entire space, a second virtual area V1b (area bounded by a two-dotted line), which is a rectangular parallelepiped area located at the other end of the entire space and spaced apart from the first virtual area V1a, and a third virtual area V1c (area bounded by a dashed line), which is a rectangular parallelepiped area located between the first virtual area VS1a and the second virtual area V1b.
[0061] The first virtual area V1a is generated as an area corresponding to the entire first real area Ra of the real space RS and the area of the edge (upper left side in FIG. 3) of the second real area Rb on the side of the first real area Ra. Therefore, the shape of the part of the first virtual space V1a excluding the edge (first overlapping area V1d) and the shape of the first real area Ra are the same or similar.
[0062] The second virtual area V1b is generated as an area corresponding to the entire second real area Rb in the real space RS and the edge of the first real area Ra on the second real area Rb side (the lower right side in FIG. 3). Therefore, the shape of the part of the second virtual space V1b excluding the edge (the second overlapping area V1e) and the shape of the second real area Rb are the same or similar.
[0063] The third virtual area V1c is generated as an area that does not correspond to any area in the real space RS. Because the virtual space VS1 includes the third virtual space V1c, the overall size of the virtual space VS1 is larger than the size of the corresponding real space RS. Note that the third virtual area V1c may be generated as an area corresponding to an area in real space (a third real area) independent of the real space RS.
[0064] Of these virtual areas, in the first virtual area V1a and the second virtual area V1b corresponding to the first real area Ra and the second real area Rb of the real space RS, the state of the avatar A corresponding to the user U also changes in accordance with changes in the state of the user U in the real space RS.
[0065] In this way, if the first virtual area V1a and the second virtual area V1b are placed at a distance from each other and the third virtual area V1c is placed between these areas, when the user U moves from the first real area Ra to the second real area Rb, the avatar A will move from the first virtual area V1a to the second virtual area V1b, jumping over the third virtual area V1c.
[0066] Therefore, for example, when user U experiences virtual space VS1 through avatar A and observes a virtual object O placed in the third virtual area V1c, when avatar A is located in the first virtual area V1a (i.e., when user U is located in the first real area Ra), user U can observe object O from one side (the back side of the drawing, which is the upper left side in Figure 3).
[0067] When the user U wishes to observe the object O from the other side (the lower right side, or the front side of the drawing in Figure 3), the user U can simply move from the first real area Ra to the second real area Rb, jumping over the third virtual area V1c in which the object O exists and moving to the second virtual area V1b, and then simply look back after moving, allowing the user U to observe the object O from the other side.
[0068] In this way, in the VR system S, one specified area of the real space RS is divided into two adjacent areas (a first real area Ra and a second real area Rb), and an independent virtual area (a first virtual area V1a and a second virtual area V1b) is assigned to each of the divided areas.
[0069] Furthermore, in this VR system S, the positional relationship between the first virtual area V1a and the second virtual area V1b (i.e., the shape and size of the virtual space VS1) is made different from the positional relationship between the first real area Ra and the second real area Rb (i.e., the shape and size of the real space RS).
[0070] As a result, the VR system S allows the user U to experience a variety of virtual spaces that would not be possible in the real world.
[0071] Furthermore, by changing the positional relationship of the virtual areas in this manner, if the shape and size of the virtual space VS1 are made different from the shape and size of the corresponding real space RS, the correspondence between the amount of movement and movement of the user U and the amount of movement and movement of the avatar A can be maintained constant, unlike when the shape and size of the virtual space are made different from the shape and size of the corresponding real space by deforming the shape and size of the virtual space.
[0072] As a result, this VR system S makes it less likely for the user U to feel uncomfortable between their own movements and actions and those of avatar A, thereby allowing them to maintain the awareness that they are present in a virtual space (i.e., a sense of immersion).
[0073] However, if the avatar A suddenly moves so as to jump over the third virtual area V1c, the sudden movement may give the user U a sense of discomfort and disrupt the sense of immersion.
[0074] Therefore, in the VR system S, as described above, the first virtual area V1a is configured as an area that corresponds not only to the first real area Ra but also to the edge of the second real area Rb on the first real area Ra side. Specifically, the area of the first virtual area V1a on the second virtual area V1b side (the area where the floor surface is hatched with diagonal lines in FIG. 3; hereinafter referred to as the "first overlapping area V1d") corresponds to the edge of the second real area Rb on the first real area Ra side.
[0075] Furthermore, the second virtual area V1b is configured as an area that corresponds not only to the second real area Rb but also to the edge of the first real area Ra on the second real area Rb side. Specifically, the area of the second virtual area V1b on the first virtual area V1a side (the area where the floor surface is hatched with diagonal lines in FIG. 3; hereinafter referred to as the "second overlapping area V1e") corresponds to the edge of the first real area Ra on the second real area Rb side.
[0076] Therefore, as shown in Figure 3, when user U enters the edge of the second real area Rb from the first real area Ra, the part of avatar A corresponding to the part of user U's body that has entered the edge of the second real area Rb (in Figure 3, the front half of avatar A) will be present in both the first overlapping area V1d and the second virtual area V1b.
[0077] At the same time, the part of avatar A corresponding to the part of user U's body remaining in the first real area Ra (in Figure 3, the rear half of avatar A) will be present in both the second overlapping area V1e and the first virtual area V1a.
[0078] In this way, when avatar A is displayed overlapping in a predetermined area, user U can intuitively understand that the area is a boundary and that if avatar A moves beyond the boundary, it will move across the third virtual area V1c. Consequently, even if avatar A moves suddenly, it is possible to make user U feel less uncomfortable and to make it less likely that the sense of immersion will be impaired.
[0079] The virtual space experience system of the present invention is not limited to this configuration, and does not necessarily have to provide such an overlapping area in the virtual space. Therefore, for example, in this embodiment, only one of the first overlapping area V1d and the second overlapping area V1e may be generated, or neither overlapping area may be generated.
[0080] In the VR system S, the color tone of the floor surface in the first overlapping area V1d of the first virtual area V1a is different from the color tone of the floor surface in other parts of the first virtual area V1a. Similarly, the color tone of the floor surface in the second overlapping area V1e of the second virtual area V1b is different from the color tone of the floor surface in other parts of the second virtual area V1b.
[0081] This is to allow user U to easily recognize the overlapping area before avatar A enters that area, and also to make the user aware that some kind of change will occur at the boundary.
[0082] The virtual space experience system of the present invention is not limited to this configuration, and the color tone of the floor surface of the overlapping area does not necessarily have to be different from the color tone of the floor surface of the other area. Therefore, the color tone of only one of the overlapping areas may be different from the color tone of the other area. Furthermore, the color tone of not only the floor but also the entire overlapping area may be different from the color tone of the entire other area. Furthermore, the color tone of the overlapping area does not have to be different from the color tone of the other area.
[0083] Furthermore, the VR system S is configured so that the avatar A is semi-transparent in the first overlapping region V1d and the second overlapping region V1e.
[0084] This is to allow the user U to easily recognize the overlapping area when part of avatar A enters the overlapping area by changing the form of avatar A in the overlapping area, and ultimately to make the user aware that some kind of change will occur at the boundary.
[0085] The virtual space experience system of the present invention is not limited to this configuration, and the avatars do not necessarily have to be semi-transparent in the overlapping area. Therefore, the color, shape, etc. of the avatars may be made different. Also, the form of the avatars may be made different only in one of the overlapping areas. Also, the form of the avatars does not have to be made different in the overlapping areas.
[0086] [Process to be performed] Next, with reference to FIGS. 2 to 4, a process executed by the VR system S when allowing the user U to experience the virtual space VS1 using the VR system S (that is, a method for experiencing a virtual space) will be described.
[0087] In this process, first, the virtual environment generating unit 30 of the server 3 generates a virtual space VS1 and an avatar A (FIG. 4 / STEP 100).
[0088] 3, the virtual space generation unit 30a of the virtual environment generation unit 30 generates an image that serves as a background of the virtual space VS1 and an object O that exists in the virtual space VS1. In addition, the avatar generation unit 30b of the virtual environment generation unit 30 generates an avatar A corresponding to the user U.
[0089] Next, the avatar state control unit 32 of the server 3 determines the state of the avatar A based on the state of the user U (FIG. 4 / STEP 101).
[0090] As the state of the user U in the processes from STEP 101 onwards, the state recognized by the user state recognition unit 31 of the server 3 based on the image data captured by the camera 2 is used.
[0091] Next, the environment determination unit 33 of the server 3 determines the environment of the avatar A based on the state of the avatar A (FIG. 4 / STEP 102).
[0092] Next, the environment determination unit 33 determines the environment that the user U is to recognize based on the environment of the avatar A (FIG. 4 / STEP 103).
[0093] Specifically, the environment determination unit 33 determines images and sounds of a virtual space VS1 that represents the environment of the avatar A as the environment that the user U is to recognize.
[0094] Next, the HMD 4 worn by the user U outputs the determined environment (FIG. 4 / STEP 104).
[0095] Specifically, the HMD 4 displays the determined image on a monitor 40 mounted on the HMD 4 and generates the determined sound from a speaker 41 mounted on the HMD 4 .
[0096] Next, the user state recognition unit 31 of the server 3 determines whether or not the user U has performed any action (FIG. 4 / STEP 105).
[0097] If the user U performs some action (YES in STEP 105), the process returns to STEP 101, and the processes from STEP 101 onwards are executed again.
[0098] On the other hand, if the user U has not performed any action (NO in STEP 105), the server 3 determines whether or not it has recognized a signal instructing the end of processing (FIG. 4 / STEP 106).
[0099] If the VR system S1 does not recognize the signal instructing the end (NO in STEP 106), the process returns to STEP 105, and the processes from STEP 105 onwards are executed again.
[0100] On the other hand, if a signal instructing termination is recognized (YES in STEP 106), the VR system S1 terminates this processing.
[0101] [Second embodiment] The VR system according to the second embodiment will be described below with reference to FIG.
[0102] The VR system of this embodiment has a configuration similar to that of the VR system S1 of the first embodiment, except that the shape of the virtual space VS2 generated by the virtual space generation unit is different from the shape of the virtual space VS1 generated by the virtual space generation unit 30a of the VR system S of the first embodiment.
[0103] Therefore, in the following description, only the generated virtual space VS2 will be described. Furthermore, the same components as or corresponding components to the VR system S1 of the first embodiment will be given the same reference numerals, and detailed description thereof will be omitted.
[0104] As shown in FIG. 5, the virtual space VS2 is made up of two rectangular parallelepiped regions that are spaced apart from each other.
[0105] Specifically, the virtual space VS2 is composed of a first virtual area V2a (area bounded by a dotted line), which is a rectangular parallelepiped area, and a second virtual area V2b (space bounded by a two-dotted line), which is a rectangular parallelepiped area located to the side of the first virtual area V2a, rearward and upward.
[0106] The first virtual area V2a is generated as an area corresponding to the entire first real area Ra of the real space RS and the area of the edge (upper left side in FIG. 5) of the second real area Rb on the side of the first real area Ra. Therefore, the shape of the part of the first virtual space V2a excluding the edge (first overlapping area V2d) and the shape of the first real area Ra are the same or similar.
[0107] The second virtual area V2b is generated as an area corresponding to the entire second real area Rb in the real space RS and the edge of the first real area Ra on the second real area Rb side (the lower right side in FIG. 5). Therefore, the shape of the part of the second virtual space V2b excluding the edge (the second overlapping area V2e) and the shape of the second real area Rb are the same or similar.
[0108] When user U enters the edge of the second real area Rb from the first real area Ra, the part of avatar A corresponding to the part of user U's body that has entered the edge of the second real area Rb (in Figure 5, the front half of avatar A) will be present in both the first overlapping area V2d and the second virtual area V2b.
[0109] At the same time, the part of avatar A corresponding to the part of user U's body remaining in the first real area Ra (in Figure 5, the rear half of avatar A) will be present in both the second overlapping area V2e and the first virtual area V2a.
[0110] In these virtual areas, the state of avatar A corresponding to user U changes in response to a change in the state of user U in real space RS. Therefore, when user U moves from the first real area Ra to the second real area Rb, avatar A moves from the first virtual area V2a to the second virtual area V2b, regardless of the positional relationship between the first virtual area V2a and the second virtual area V2b.
[0111] Here, the second virtual area V2b is located to the side of the first virtual area V2a (to the left as viewed from avatar A in the state of FIG. 3), and is shifted rearward and upward.
[0112] Therefore, while moving, the user U can see the back of the avatar A corresponding to him / her to the right, in front of and below him / her.
[0113] The VR system of the second embodiment that generates such a virtual space VS2 and the virtual space experiencing method using the same can also allow the user U to experience a variety of virtual spaces that would not be possible in real space, similar to the VR system S of the first embodiment and the virtual space experiencing method using the same. Furthermore, since it is possible to make it less likely for the user U to feel uncomfortable between his or her own movements and actions and the movements and actions of the avatar A, the user U can maintain the awareness that he or she is present in the virtual space (i.e., a sense of immersion).
[0114] [Third embodiment] Hereinafter, the VR system according to the third embodiment will be described with reference to FIG.
[0115] The VR system of this embodiment has a configuration similar to that of the VR system S1 of the first embodiment, except that the shape of the virtual space VS3 generated by the virtual space generation unit is different from the shape of the virtual space VS1 generated by the virtual space generation unit 30a of the VR system S of the first embodiment.
[0116] Therefore, in the following description, only the generated virtual space VS3 will be described. Furthermore, the same components as or corresponding components to the VR system S1 of the first embodiment will be given the same reference numerals, and detailed description thereof will be omitted.
[0117] As shown in FIG. 6, the virtual space VS3 is a rectangular parallelepiped space as a whole, and is made up of two rectangular parallelepiped regions that are arranged so as to partially overlap each other.
[0118] Specifically, the virtual space VS3 is composed of a first virtual area V3a (area bounded by a dotted line) which is a rectangular parallelepiped area, and a second virtual area V3b (space bounded by a dotted line) which is a rectangular parallelepiped area whose edge (second overlapping area V3e) on one side (the upper left side in Figure 6, the back side of the drawing) overlaps with the edge (first overlapping area V3d) on the other side (the lower right side in Figure 6, the front side of the drawing) of the first virtual area V3a.
[0119] The first virtual area V3a is generated as an area corresponding to the entire first real area Ra of the real space RS and the area of the edge (upper left side in FIG. 6) of the second real area Rb on the side of the first real area Ra. Therefore, the shape of the part of the first virtual space V3a excluding the edge (first overlapping area V3d) and the shape of the first real area Ra are the same or similar.
[0120] The second virtual area V3b is generated as an area corresponding to the entire second real area Rb in the real space RS and the edge of the first real area Ra on the second real area Rb side (the lower right side in FIG. 6). Therefore, the shape of the part of the second virtual space V3b excluding the edge (the second overlapping area V3e) and the shape of the second real area Rb are the same or similar.
[0121] When user U enters the edge of the second real area Rb from the first real area Ra, the part of avatar A corresponding to the part of user U's body that entered the edge of the second real area Rb (in Figure 6, the front half of avatar A) will be present in both the first overlapping area V3d and the second virtual area V3b.
[0122] At the same time, the part of avatar A corresponding to the part of user U's body remaining in the first real area Ra (in Figure 6, the rear half of avatar A) will be present in both the second overlapping area V3e and the first virtual area V3a.
[0123] In these virtual areas, the state of avatar A corresponding to user U changes in response to a change in the state of user U in real space RS. Therefore, when user U moves from the first real area Ra to the second real area Rb, avatar A moves from the first virtual area V3a to the second virtual area V3b.
[0124] Here, the correspondence between the coordinate axes of the first real area Ra and the coordinate axes of the first virtual area V3a is different from the correspondence between the coordinate axes of the second real area Rb and the coordinate axes of the second virtual area V3b. Specifically, the virtual axes of the first virtual space V3a are oriented in the same direction as the corresponding coordinate axes of the real space RS, whereas the coordinate axes of the second virtual space V3b are oriented in a direction that is vertically reversed relative to the corresponding coordinate axes of the real space RS, resulting in an upside-down state.
[0125] Furthermore, a first overlapping region V3d, which is an edge of the first imaginary region V3a, and a second overlapping region V3e, which is an edge of the second imaginary region V3b, are positioned so as to overlap each other.
[0126] Therefore, during this movement, the user U can see the top of the head of the avatar A corresponding to the user U (that is, the user U's own avatar A upside down) above or below the user U.
[0127] The VR system of the second embodiment that generates such a virtual space VS2 and the virtual space experiencing method using the same can also allow the user U to experience a variety of virtual spaces that would not be possible in real space, similar to the VR system S of the first embodiment and the virtual space experiencing method using the same. Furthermore, since it is possible to make it less likely for the user U to feel uncomfortable between his or her own movements and actions and the movements and actions of the avatar A, the user U can maintain the awareness that he or she is present in the virtual space (i.e., a sense of immersion).
[0128] In this embodiment, the coordinate axes of a predetermined virtual area are vertically inverted relative to the coordinate axes of real space. However, the change in the correspondence relationship between the coordinate axes in the present invention is not limited to such a vertical inversion. Therefore, for example, the coordinate axes of the virtual area may be turned sideways relative to the coordinate axes of real space, or may be rotated in a predetermined direction.
[0129] [Other embodiments] Although the illustrated embodiment has been described above, the present invention is not limited to this embodiment.
[0130] For example, in the first and second embodiments, the two virtual areas are spaced apart, but the coordinate axes of the virtual areas are the same as the coordinate axes of real space. However, in the first and second embodiments, the coordinate axes of one of the virtual areas may be different from the coordinate axes of real space, as in the third embodiment.
[0131] In addition, in any of the above embodiments, the shape of the first virtual space excluding its edge (first overlapping area) and the shape of the first real area are the same or similar, and the shape of the second virtual space excluding its edge (second overlapping area) and the shape of the second real area are the same or similar.
[0132] However, the virtual space experiencing system and method of the present invention are not limited to such a configuration, and either the first virtual area or the second virtual area does not have to be the same shape or a similar shape to the corresponding real area. However, if configured in this way, it is preferable to make the degree of deformation of the virtual area relative to the real area the same for the two virtual areas, as this is less likely to impair the sense of immersion. [Explanation of symbols]
[0133] 1...sign, 2...camera, 3...server, 4...HMD (environment output device), 30...virtual environment generation unit, 30a...virtual space generation unit, 30b...avatar generation unit, 31...user state recognition unit, 31a...user posture recognition unit, 31b...user coordinate recognition unit, 32...avatar state control unit, 33...environment determination unit, 40...monitor, 41...speaker, A...avatar, O...object, RS...real space, Ra...first real area, Rb...second real area, S...VR system (virtual space experience system), U...user, VS1, VS2, VS3...virtual space, V1a, V2a...first virtual area, V1b, V2b...second virtual area, V1c...third virtual area, V1d, V2d...first overlapping area, V1e, V2e...second overlapping area.
Claims
1. a virtual space generation unit that generates a virtual space corresponding to the real space in which the user exists; an avatar generation unit that generates an avatar corresponding to the user in the virtual space; a user state recognition unit that recognizes the position and movement of the user; an avatar state control unit that controls a position and a movement of the avatar based on a position and a movement of the user; an environment determination unit that determines an environment in the virtual space to be recognized by the user based on a position and a movement of the avatar; A virtual space experiencing system that allows the user to experience the virtual space via an environment output device that outputs the environment of the virtual space, the virtual space generation unit generates, in the virtual space, a first virtual area corresponding to a first real area in the real space and a second virtual area corresponding to a second real area in the real space adjacent to the first real area; a positional relationship between the first virtual area and the second virtual area is different from a positional relationship between the first real area and the second real area; an edge of the first virtual area corresponds to an edge of the second real area; A virtual space experience system characterized in that when the avatar enters the edge of the first virtual area, the part of the avatar located at the edge of the first virtual area takes on a form different from other parts of the avatar.
2. 2. The virtual space experience system according to claim 1, The first virtual area and the second virtual area are spaced apart from each other, A virtual space experience system characterized in that a third virtual area is located between the first virtual area and the second virtual area, the third virtual area corresponding to a third real area that does not correspond to the real space or is independent of the first real area and the second real area.
3. 2. The virtual space experience system according to claim 1, A virtual space experience system, characterized in that the color tone of the edge of the first virtual area is different from the color tone of the other parts of the first virtual area.
4. The virtual space experience system according to claim 1, A virtual space experience system characterized in that the correspondence between the coordinate axes of the first real area and the coordinate axes of the first virtual area is different from the correspondence between the coordinate axes of the second real area and the coordinate axes of the second virtual area.
5. A step in which a virtual space generation unit generates a virtual space corresponding to a real space in which a user exists; an avatar generation unit generating an avatar corresponding to the user in the virtual space; a user state recognition unit recognizing a position and a movement of the user; an avatar state control unit controlling a position and a movement of the avatar based on the position and a movement of the user; an environment determination unit determining an environment in a virtual space to be recognized by the user based on a position and a movement of the avatar; an environment output device that outputs the environment of the virtual space to the user and allows the user to experience the environment, the virtual space generation unit generates, in the virtual space, a first virtual area corresponding to a first real area in the real space and a second virtual area corresponding to a second real area in the real space adjacent to the first real area; a positional relationship between the first virtual area and the second virtual area is different from a positional relationship between the first real area and the second real area; an edge of the first virtual area corresponds to an edge of the second real area; A method for experiencing a virtual space, characterized in that when the avatar enters the edge of the first virtual area, the part of the avatar located at the edge of the first virtual area takes on a form different from other parts of the avatar.
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