program
The program simplifies player interaction with virtual space objects by using swipe gestures to change the virtual camera's shooting mode, improving user experience through intuitive communication with virtual space objects.
Patent Information
- Application Number
- JP2024117922
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-07-23
- Publication Date
- 2025-10-22
- Estimated Expiration
- 2041-01-08
AI Technical Summary
Existing game technologies require complex gesture and message input operations for player interaction with virtual creatures, complicating user experience.
A program that enables communication with virtual space objects through simple operations by changing the display mode of a virtual space using a virtual camera's shooting mode, such as orientation, based on user swipe gestures.
Facilitates seamless interaction with virtual space objects using intuitive swipe gestures, enhancing user experience without the complexity of traditional gesture and message input methods.
Smart Images

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Abstract
Description
[Technical Field]
[0001] An embodiment of the present invention relates to a program. [Background technology]
[0002] Games in which a user communicates with a character object placed in a virtual game space are known. For example, Patent Document 1 describes instructing a player to perform a gesture related to a virtual creature. Patent Document 2 describes updating the life form parameters of a virtual creature in response to a message input by a player, and updating the display of the virtual creature based on the updated life form parameters. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6741746 [Patent Document 2] Patent No. 3577490 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the invention described in Patent Document 1 complicates the player's gesture input operation because it instructs the player to make gestures recognized by a sensor, such as arm waving gestures, jumping gestures, and vocal gestures.The invention described in Patent Document 2 complicates the player's message input operation because it requires the player to input a signal to display message options and select a message from the options in order to input a message.
[0005] The present invention has been made in light of the above circumstances, and its object is to provide a technique that enables communication with objects in a virtual space with simple operations. [Means for solving the problem]
[0006] In order to solve the above problem, one aspect of the present invention is a program executed by a computer, which causes the computer to display an image based on an operation to change the display mode of a virtual space, and to display an image including an object whose movement is associated with the operation to change the display mode of the virtual space. [Effects of the Invention]
[0007] A program according to one aspect of the present invention enables communication with objects in a virtual space with simple operations. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system related to a game program according to the first embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a functional configuration of the server in the game system illustrated in FIG. [Figure 3] FIG. 3 is a diagram illustrating an example of a functional configuration of a user terminal in the game system illustrated in FIG. [Figure 4] FIG. 4 is a diagram showing an example of changing the shooting mode of the virtual camera realized by the game program according to the first embodiment. [Figure 5] FIG. 5 is a flowchart showing an example of the information processing operation of the user terminal shown in FIG. [Figure 6] FIG. 6 is a diagram illustrating an example of a movement pattern of a character object according to the first embodiment. [Figure 7] FIG. 7 is a diagram showing an example of an image displayed on a user terminal realized by the game program according to the first embodiment. [Figure 8] FIG. 8 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 9] FIG. 9 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 10] FIG. 10 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 11] FIG. 11 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 12] FIG. 12 is a diagram illustrating an example of a functional configuration of a user terminal according to the second embodiment. [Figure 13] FIG. 13 is a flowchart showing an example of the information processing operation of the user terminal shown in FIG. [Figure 14] FIG. 14 is a diagram showing an example of an image displayed on a user terminal realized by the game program according to the second embodiment. [Figure 15] FIG. 15 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 16] FIG. 16 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 17] FIG. 17 is a diagram showing another example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 18] FIG. 18 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 19] FIG. 19 is a diagram illustrating an example of a functional configuration of a user terminal according to the third embodiment. [Figure 20] FIG. 20 is a flowchart illustrating an example of an information processing operation of a user terminal according to the third embodiment. [Figure 21] FIG. 21 is a diagram showing an example of an image displayed on a user terminal realized by a game program according to the third embodiment. [Figure 22] FIG. 22 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 23]FIG. 23 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. [Figure 24] FIG. 24 is a diagram showing an example of an image displayed on the user terminal after transition from the image shown in FIG. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Hereinafter, elements that are identical or similar to elements already described will be designated by the same or similar reference numerals, and duplicate descriptions will generally be omitted. For example, when there are multiple identical or similar elements, a common reference numeral may be used to describe each element without distinguishing between them, or a subnumber may be used in addition to the common reference numeral to describe each element distinctly.
[0010] [First embodiment] The program is a program for realizing a game on a terminal device (hereinafter referred to as a "user terminal") used by a game player (hereinafter referred to as a "user"). Hereinafter, a program for realizing a game will be called a game program to distinguish it from a program for realizing the functions of a general computer.
[0011] The game realized by the game program may be any type of game, such as a role-playing game (RPG), action game, adventure game, simulation game, development game, shooting game, sports game, puzzle game, etc. The game realized by the game program may also be a part of such a game (mini-game, quest, event, etc.).
[0012] A game program may place various objects in a game space to realize a game. The game space is a space for placing various objects realized by the game program. The game space will be described as a three-dimensional space, but it may also be a two-dimensional space. The game space is an example of a virtual space for placing various virtual objects. The virtual space may be a three-dimensional space or a two-dimensional space.
[0013] The various objects include character objects. Characters are not limited to characters such as humans or anthropomorphized characters, and may be any character. Character objects are moving objects. Character objects include character objects that can be controlled by the user. Character objects include NPC (Non Player Character) objects that cannot be controlled by the user. The various objects include background objects. Background objects are objects that make up the background of the game, such as trees, rocks, grass, buildings, floors, mirrors, and bookshelves. Background objects include background objects that can be controlled by the user. Background objects include background objects that cannot be controlled by the user but that can be used by character objects. Background objects include background objects that cannot be controlled by the user and that cannot be used by character objects.
[0014] The game program may be a game program that runs locally on a single user terminal, a game program that runs in cooperation between a user terminal and a server, or a game program that runs in cooperation between multiple user terminals (either via the server or not). As a mere example, the following describes a game system in which a server comprehensively manages game programs and transmits game programs and related data in response to requests from user terminals, with actual game progress primarily being run on the user terminals. Furthermore, the following description primarily focuses on games represented using a three-dimensional (3D) game space and 3D objects, but is not limited to this, and this embodiment can also be applied to games represented using a two-dimensional (2D) game space and 2D objects.
[0015] (1) Composition (1-1) Game System FIG. 1 is a diagram showing an example of the overall configuration of a game system 1 related to a game program according to the first embodiment. The game system 1 includes a plurality of user terminals 100 and a server 200. Each user terminal 100 is capable of communicating with the server 200 via a network NW. Any number of user terminals 100 can be connected to the server 200, but for simplicity's sake, the detailed configuration of only one user terminal 100 will be illustrated and described.
[0016] The network NW is, for example, the Internet, and may include access networks such as a LAN (Local Area Network), a WAN (Wide Area Network), a mobile communication network, a wired telephone network, FTTH (Fiber To The Home), and a CATV (Cable Television) network.
[0017] The user terminal 100 is a terminal used by a user to play a game. The user terminal 100 executes a game program to realize the game and displays images based on display data according to the progress of the game. The images are images depicting multiple objects arranged in a game space. The images include moving images made up of multiple objects. The images include moving images made up of multiple objects including at least one character object. The images include still images made up of only multiple background objects. The user terminal 100 is, for example, a mobile terminal such as a smartphone, a tablet terminal, or a notebook personal computer. The user terminal 100 may also be a stationary computer such as a desktop personal computer. The user terminal 100 may also be a dedicated game terminal suitable for game play. In the following description, the user terminal 100 is assumed to be a smartphone with a touch screen as an example.
[0018] The server 200 is a device operated and managed by, for example, a game developer. The server 200 comprehensively manages game programs and user information and supports the progress of the game on the user terminals 100. The server 200 may be a general-purpose computer such as a workstation or personal computer. For example, the server 200 receives user information and various requests from the user terminals 100 via the network NW, and transmits game programs and related data to the user terminals 100 via the network NW. The server 200 can simultaneously send and receive information to multiple user terminals 100 and can support the progress of the game on multiple user terminals 100 in parallel.
[0019] The user terminal 100 may receive the game program and necessary setting data from the server 200 at one time, and thereafter proceed with the game without communicating with the server 200. Alternatively, the user terminal 100 may communicate with the server 200 as the game progresses, and receive the necessary game program or data from the server 200 each time.
[0020] (1-2) Hardware configuration (1-2-1) Server As shown in FIG. 1, the server 200 includes, as hardware, a processor 2001, a memory 2002, a storage 2003, a communication interface (communication I / F) 2004, and an input / output interface (input / output I / F) 2005, which are electrically connected to each other via a bus 2006.
[0021] The processor 2001 controls the overall operation of the server 200. The processor 2001 includes, for example, a general-purpose processor such as a central processing unit (CPU), a micro processing unit (MPU), or a graphics processing unit (GPU). The processor 2001 is not limited to a general-purpose processor, and may be a dedicated processor such as an application specific integrated circuit (ASIC) or a field-programmable gate array (FPGA).
[0022] The memory 2002 is a main storage device and includes a ROM (Read Only Memory) and a RAM (Random Access Memory).
[0023] The storage 2003 is an auxiliary storage device and includes a nonvolatile storage device such as a hard disk drive (HDD) or a solid state drive (SSD). The storage 2003 stores programs executed by the processor 2001, setting data required for executing the programs, etc. Part of the programs may be stored in a ROM.
[0024] The processor 2001 can implement the processing functions described below by reading a program from the storage 2003, loading it into the memory 2002, and interpreting and executing the loaded program.
[0025] The communication interface (communication I / F) 2004 is a module for communicating with external devices such as the user terminal 100 via the network NW, and includes a signal processing circuit for transmission and reception, an optical connector, etc. The communication interface 2004 may include, for example, an optical communication module.
[0026] An input / output interface (input / output I / F) 2005 takes in operation data input by an operator via input devices such as a keyboard or mouse, and outputs output data to output devices such as a liquid crystal or organic EL (Electro Luminescence) display or speaker.
[0027] (1-2-2) User terminal As shown in FIG. 1, the user terminal 100 includes, as hardware, a processor 1001, a memory 1002, a storage 1003, a sensor 1004, a communication interface (communication I / F) 1005, an input / output interface (input / output I / F) 1006, and a touch screen 1007, which are electrically connected to each other via a bus 1008.
[0028] The processor 1001 controls the overall operation of the user terminal 100. The processor 1001 includes, for example, a general-purpose processor such as a CPU, an MPU, or a GPU. The processor 1001 is also not limited to a general-purpose processor, and may be a dedicated processor such as an ASIC or an FPGA.
[0029] The processor 1001 can implement the processing functions described below by reading a program from the storage 1003, loading it into the memory 1002, and interpreting and executing the loaded program.
[0030] The memory 1002 is a main storage device and includes a ROM, a RAM, and the like.
[0031] The storage 1003 is an auxiliary storage device and includes an internal or external semiconductor memory (for example, a flash memory), etc. The storage 1003 stores programs executed by the processor 1001, setting data required for executing the programs, etc. Part of the programs may be stored in a ROM.
[0032] The sensor 1004 is, for example, an image sensor, an acceleration sensor, an angular velocity sensor, a geomagnetic sensor, a GPS sensor, a proximity sensor, an ambient light sensor, etc. The sensor 1004 converts various sensed information into electrical signals and outputs the electrical signals.
[0033] The communication interface (communication I / F) 1005 is a module for communicating with external devices such as the server 200 via the network NW, and includes a signal processing circuit for transmission and reception, an antenna, a LAN terminal, etc. The communication interface 1005 may include, for example, a module for mobile communication, a module for wireless / wired LAN, a module for short-range wireless communication, etc.
[0034] The input / output interface (input / output I / F) 1006 receives input data from an external device and outputs output data to an external device. The input / output interface 1006 may include, for example, physical buttons on the user terminal 100, a speaker built into the user terminal 100, a USB (Universal Serial Bus) port, etc.
[0035] The touch screen 1007 includes an input unit 1071 and a display unit 1072, and has the function of accepting input operations from the user and presenting an image based on display data to the user.
[0036] The input unit 1071 is, for example, a capacitive or resistive touch panel. The input unit 1071 detects the contact position of the user's finger or touch pen (stylus pen), and generates coordinate information of the contact position.
[0037] The display unit 1072 is, for example, a liquid crystal display or an organic EL display, and displays various images based on display data.
[0038] The user terminal 100 can also accept user operations from external input devices such as a keyboard, mouse, or controller connected via the input / output interface 1006. The user terminal 100 can also acquire game programs and related data from external storage devices such as memory cards connected via the input / output interface 1006. The user terminal 100 can also output display information to external output devices such as displays and speakers connected via the input / output interface 1006. The user terminal 100 can also use external storage devices such as memory cards connected via the input / output interface 1006 as storage 1003. The user terminal 100 can also accept signals from sensors 1004 as user operations.
[0039] (1-3) Functional configuration (1-3-1) Server Fig. 2 is a diagram showing an example of the functional configuration of the server 200 in the game system 1 shown in Fig. 1. Note that illustrations and descriptions of the functional configuration of a general computer and well-known configurations required to implement the game are omitted.
[0040] The server 200 has a function of communicating with each user terminal 100 and supporting the progress of the game on the user terminal 100. For example, the server 200 has a function of transmitting a game program and related data required to execute the game program to each user terminal 100 in response to a request from each user terminal 100. The server 200 includes a control unit 210 and a storage unit 220 .
[0041] The storage unit 220 can be realized by the storage 2003. The storage unit 220 includes a game program storage unit 221, a game information storage unit 222, and a user information database (DB) 223.
[0042] The game program storage unit 221 stores a game program.
[0043] The game information storage unit 222 stores various pieces of game information that are referenced when a game program is executed.
[0044] The user information database (DB) 223 is a database that stores information about users associated with each user terminal 100, such as user account information.
[0045] The control unit 210 may be realized by a processor 2001 and a memory 2002. The control unit 210 controls the overall functions of the server 200. The control unit 210 may function as a reception control unit 211, a transmission control unit 212, and a game progression unit 213 by executing a game program stored in the game program storage unit 221.
[0046] The reception control unit 211 receives, from each user terminal 100, user information, a request to send a program or related data, information about the progress of the game on each user terminal 100, and the like.
[0047] The transmission control unit 212 transmits the requested program or related data, or an updated program, etc. to each user terminal 100. The transmission control unit 212 may also request each user terminal 100 to transmit information regarding the progress of the game.
[0048] The game progression unit 213, in accordance with code written in the game program, references the game information stored in the game information storage unit 222 and the account information stored in the user information database 223, and manages the progress of the game on each user terminal 100. The game progression unit 213 can also determine whether or not it is necessary to collect information from each user terminal 100, and whether or not it is necessary to send data to each user terminal 100.
[0049] For example, the control unit 210 receives a request to send a game program from the user terminal 100 via the reception control unit 211, determines the game program and related data to be sent to the user terminal 100 via the game progression unit 213, and sends the determined game program and related data to the user terminal 100 via the transmission control unit 212.
[0050] (1-3-2) User terminal Fig. 3 is a diagram showing an example of the functional configuration of a user terminal 100 that can be used in the game system 1 shown in Fig. 1. Note that illustrations and descriptions of the functional configuration of a general computer and well-known configurations required to implement a game are omitted. The user terminal 100 includes a control unit 110 and a storage unit 120 .
[0051] The storage unit 120 may be realized by the storage 1003. The storage unit 120 includes a game program storage unit 121 and a game information storage unit 122.
[0052] The game program storage unit 121 stores a game program.
[0053] The game information storage unit 122 stores various game information that is referenced when a game program is executed. The game information includes, for example, information about objects placed in the game space. The object information may include position information about the objects.
[0054] The control unit 110 may be realized by a processor 1001 and a memory 1002. The control unit 110 controls the overall functions of the user terminal 100. By executing a game program stored in a game program storage unit 121, the control unit 110 may function as an operation reception unit 111, a game progression unit 112, a virtual camera control unit 113, a display control unit 114, and a movement control unit 115.
[0055] The operation receiving unit 111 receives user operations input via the input unit 1071. Hereinafter, the term "user operation" refers to a user operation input via the input unit 1071. The user operations include various types of operations via the input unit 1071, such as a touch operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. A flick operation is an example of an operation in which a single contact position on the input unit 1071 is moved chronologically in a short time. A swipe operation is an example of an operation in which a single contact position on the input unit 1071 is moved chronologically in a longer time than a flick operation. A pinch-in operation is an example of an operation in which one or both of two contact positions on the input unit 1071 are moved chronologically so as to narrow the distance between the two contact positions. A pinch-out operation is an example of an operation in which one or both of two contact positions on the input unit 1071 are moved chronologically so as to widen the distance between the two contact positions.
[0056] The operation reception unit 111 can detect the start of a user operation based on detection of a contact position by the input unit 1071. The operation reception unit 111 can detect the end of a user operation based on a transition from detection to non-detection of a contact position by the input unit 1071. The operation reception unit 111 continuously acquires coordinate information from the input unit 1071, from the contact position corresponding to the start of the user operation to the contact position corresponding to the end of the user operation. Depending on the game mode, the operation reception unit 111 may send the coordinate information to the game progression unit 112 or to the virtual camera control unit 113.
[0057] The operation receiving unit 111 may acquire information about a user's operation based on coordinate information from a contact position corresponding to the start of the user's operation to a contact position corresponding to the end of the user's operation. The information about the user's operation is information that can identify the user's operation. The information about the user's operation may include information indicating the type of the user's operation. The information about the user's operation may include information indicating the direction of the user's operation. For example, the direction of the user's operation is the four directions of up, down, left, and right, but may also include diagonal directions. The information about the user's operation may include information indicating the amount of operation of the user's operation. For example, the amount of operation is a value based on the distance the contact position has moved due to the user's operation. The information indicating the amount of operation of the user's operation is information indicating a value based on the distance between the contact position corresponding to the start of the user's operation and the contact position corresponding to the end of the user's operation.
[0058] It should be noted that the user may repeatedly perform a swipe operation in two opposite directions without releasing contact with the input unit 1071. For example, the two opposite directions are an upward direction and a downward direction. For example, the two opposite directions are a leftward direction and a rightward direction. In this example, the information indicating the direction of the user's operation may include information indicating multiple directions in a time series. The information indicating the amount of operation of the user's operation may include the amount of operation in each of the multiple directions. Depending on the game mode, the operation receiving unit 111 may send information regarding the user's operation to the game progression unit 112 or to the virtual camera control unit 113.
[0059] The game progression unit 112 refers to the game information stored in the game information storage unit 122 in accordance with the code written in the game program, and performs processing to place objects in the game space and progress the game. The game progression unit 112 can reflect user instructions identified from coordinate information in response to user operations from the operation reception unit 111 and information related to the user operations in the progress of the game.
[0060] The virtual camera control unit 113 virtually places a virtual camera in the game space. The virtual camera is a virtual camera for obtaining an image from the game space. The virtual camera obtains an image depicting multiple objects placed in the game space. "Shooting" includes the meaning of capturing an image. The virtual camera control unit 113 controls the shooting mode of the virtual camera. The shooting mode of the virtual camera is the shooting state of the virtual camera for defining the range of an image obtained by the virtual camera. The range of an image obtained by the virtual camera includes, but is not limited to, the shooting range of the virtual camera, the range of the virtual field of view of the virtual camera, the range of the virtual line of sight of the virtual camera, and the range of the virtual field of view of the virtual camera. The range of the image obtained by the virtual camera is an example of the display range of the game space displayed on the display unit 1072. The display range of the game space is the range of the game space for obtaining an image to be displayed on the display unit 1072. The image of the display range of the game space includes the image obtained by the virtual camera. The shooting mode of the virtual camera may be a shooting state based on one or a combination of two or more of multiple shooting states of the virtual camera, such as the position of the virtual camera, the orientation of the virtual camera, the tilt of the virtual camera, the focus of the virtual camera, the angle of view of the virtual camera, and the magnification of the virtual camera.
[0061] The virtual camera control unit 113 may control the shooting mode of the virtual camera based on instructions from the game progression unit 112. The virtual camera control unit 113 may control the shooting mode of the virtual camera based on coordinate information in response to a user operation from the operation reception unit 111 or user instructions identified from information related to the user operation. Controlling the shooting mode based on a user instruction identified from coordinate information in response to a user operation from the operation reception unit 111 corresponds to controlling the shooting mode based on a user operation.
[0062] The display control unit 114 displays an image. For example, the display control unit 114 works in cooperation with the game progression unit 112 and the virtual camera control unit 113 to generate display data for an image obtained by a virtual camera. The display control unit 114 outputs the display data to the display unit 1072. The display control unit 114 displays an image based on the display data on the display unit 1072. The display control unit 114 may superimpose various UIs (User Interfaces) such as buttons on the image and display it on the display unit 1072.
[0063] The movement control unit 115 controls the movement of the object to be viewed, which will be described later. The movement control unit 115 may also be included in the game progression unit 112.
[0064] (1-4) Overview of the virtual camera's shooting mode FIG. 4 is a diagram showing an example of changing the shooting mode of the virtual camera realized by the game program according to the first embodiment. Here, the orientation of the virtual camera will be described as an example of the shooting mode of the virtual camera. An example will be described in which the virtual camera control unit 113 changes the orientation of the virtual camera based on a swipe operation. The virtual camera control unit 113 can change the orientation of the virtual camera without changing the position of any point on the virtual camera. Virtual camera Ca1 and virtual camera Ca2 are virtual cameras placed at different times in the same game space. Virtual camera Ca1 and virtual camera Ca2 have different orientations. Note that in FIG. 4, virtual camera Ca1 and virtual camera Ca2 differ from each other in the position of any point on the virtual camera as well as the orientation. However, an example will be described below in which the position of any point on the virtual camera is not changed.
[0065] The virtual camera Ca1 is a virtual camera placed at an arbitrary position within the game space. The range of the image obtained by the virtual camera Ca1 is indicated by a dashed line. For example, the virtual camera control unit 113 changes the orientation of the virtual camera by an angle corresponding to the amount of swiping in the direction opposite to the direction of the swipe operation, without changing the position of any one point on the virtual camera. A case where the swipe operation is to the left or right will be described. The virtual camera control unit 113 may change the orientation of the virtual camera by an angle corresponding to the amount of swiping in the direction opposite to the direction of the swipe operation, around an axis parallel to the z-axis as the rotation axis. A case where the swipe operation is to the up or down will be described. The virtual camera control unit 113 may change the orientation of the virtual camera by an angle corresponding to the amount of swiping in the direction opposite to the direction of the swipe operation, around an axis parallel to the y-axis as the rotation axis. The same applies to a case where the swipe operation is a diagonal operation.
[0066] Virtual camera Ca2 is the virtual camera after changing the orientation of virtual camera Ca1 around an axis parallel to the z-axis. The range of the image obtained by virtual camera Ca2 is shown by the solid line. The range of the image obtained by the virtual camera changes depending on the orientation of the virtual camera.
[0067] Although the example in which virtual camera control unit 113 changes the orientation of the virtual camera based on a swipe operation has been described, the example in which the orientation of the virtual camera is changed is not limited to this. Virtual camera control unit 113 may change the orientation of the virtual camera based on a user operation other than a swipe operation.
[0068] Although the example in which the virtual camera control unit 113 changes the orientation of the virtual camera has been described, examples in which the virtual camera's shooting mode is changed are not limited to this. The virtual camera control unit 113 may change the shooting mode of the virtual camera based on one or a combination of two or more of a plurality of virtual camera states, such as the virtual camera's position, virtual camera's orientation, virtual camera's tilt, virtual camera's focal length, virtual camera's angle of view, and virtual camera's magnification. For example, the virtual camera control unit 113 may change the position of the virtual camera by an amount of movement corresponding to the amount of swiping in the direction opposite to the direction of the swipe operation. The range of the image acquired by the virtual camera changes depending on the change in the shooting mode of the virtual camera. Note that the change in the orientation and position of the virtual camera is not limited to a change in the direction opposite to the direction of the swipe operation. The virtual camera control unit 113 may change the orientation of the virtual camera by an angle corresponding to the amount of swiping in the same direction as the swipe operation. The virtual camera control unit 113 may change the position of the virtual camera by an amount of movement corresponding to the amount of swiping in the same direction as the swipe operation.
[0069] (2) Operation The operations described here can be realized in a mode (hereinafter referred to as "first mode") in which an object to be viewed is placed in a virtual space and the user can communicate with the object to be viewed. An object to be viewed is an object that the user can enjoy and admire. An object to be viewed is an object that the user cannot operate. The object to be viewed will be described as being a character's object. For example, the object to be viewed is an NPC's object. For example, the object to be viewed is located in a virtual room. The location of the object to be viewed may be a virtual indoor location other than a room, or may be a virtual outdoor location. For example, the first mode is a mode in which the user can communicate with the character's object by having the character's object follow the user's operation.
[0070] In the first mode, the user's operation is not an operation to change the display mode of a character's object, but an operation to change the display mode of the game space captured by the virtual camera. The display mode of the game space is the state of the image of the game space displayed on the display unit 1072. The operation to change the display mode of the game space may include an operation to change various objects that change the display mode of the image of the game space displayed on the display unit 1072. The operation to change the display mode of the game space includes an operation to change the display range of the game space. The operation to change the display mode of the game space is not limited to an operation to change the display range of the game space. The operation to change the display mode of the game space may also include an operation to change the brightness of the image displayed on the display unit 1072, etc.
[0071] The operation to change the display range of the game space may include an operation to change various ranges of the game space for obtaining an image of the game space to be displayed on the display unit 1072. As described above, the range of the image obtained by the virtual camera corresponds to the display range of the game space displayed on the display unit 1072. Therefore, the operation to change the display range of the game space includes an operation to change the shooting mode of the virtual camera. The operation to change the display range of the game space is not limited to an operation to change the shooting mode of the virtual camera. The operation to change the display range of the game space may include an operation to change the virtual field of view, virtual line of sight, virtual field of view, etc. In this example, the virtual field of view, virtual line of sight, and virtual field of view may define ranges for obtaining an image of the display range of the game space to be displayed on the display unit 1072 instead of the virtual camera.
[0072] The operation of changing the shooting mode of the virtual camera may include an operation of changing various objects that change depending on the shooting mode of the virtual camera. As described above, the range of the image acquired by the virtual camera is determined by the shooting mode of the virtual camera. Therefore, the operation of changing the shooting mode of the virtual camera includes an operation of changing the range of the image acquired by the virtual camera. The operation of changing the shooting mode of the virtual camera is not limited to an operation of changing the range of the image acquired by the virtual camera.
[0073] The operation for changing the display mode of the game space is associated with a user operation for each game mode. The operation for changing the direction of the virtual camera will be described as an example of the operation for changing the display mode of the game space. The operation for changing the direction of the virtual camera is associated with a swipe operation.
[0074] The image displayed on the display unit 1072 before the start of a swipe operation may include a part or the whole of the character object. The image displayed on the display unit 1072 before the start of a swipe operation does not have to include the whole of the character object.
[0075] FIG. 5 is a flowchart showing an example of the information processing operation of the user terminal 100 shown in FIG. The following operations are premised on the assumption that the control unit 110 and storage unit 120 of the user terminal 100 cooperate to progress the game in accordance with the code written in the game program, and generate display data.
[0076] The operation acceptance unit 111 detects the start of a swipe operation (step S1). If the operation acceptance unit 111 does not detect the start of a swipe operation (step S1, NO), it waits for the start of a swipe operation. If the operation acceptance unit 111 detects the start of a swipe operation (step S1, YES), the process proceeds from step S1 to step S2.
[0077] The virtual camera control unit 113 changes the orientation of the virtual camera (step S2). In step S2, for example, the virtual camera control unit 113 may start changing the orientation of the virtual camera based on coordinate information of a contact position corresponding to the start of a swipe operation, which is acquired from the operation acceptance unit 111. The virtual camera control unit 113 changes the orientation of the virtual camera based on the swipe operation. The virtual camera control unit 113 may continuously change the orientation of the virtual camera based on coordinate information corresponding to the swipe operation, which is continuously acquired from the operation acceptance unit 111. The virtual camera control unit 113 may continuously change the orientation of the virtual camera by an angle corresponding to the amount of operation of the swipe operation in the direction opposite to the direction of the swipe operation, without changing the position of any one point of the virtual camera. The relationship between the amount of operation and the angle may be predetermined or may be changeable.
[0078] The display control unit 114 displays an image based on the swipe operation (step S3). In step S3, for example, the display control unit 114 cooperates with the game progression unit 112 and the virtual camera control unit 113 to display an image obtained by the virtual camera on the display unit 1072. Upon start of the swipe operation, the display control unit 114 starts displaying an image based on the swipe operation.
[0079] Displaying an image based on a swipe operation includes displaying a different image depending on the amount of the swipe operation. The angle by which the orientation of the virtual camera is changed changes depending on the amount of the swipe operation. The image obtained by the virtual camera changes depending on the angle by which the orientation of the virtual camera is changed. The display control unit 114 causes the display unit 1072 to display different images obtained by the virtual camera depending on the angle by which the orientation of the virtual camera is changed.
[0080] The operation receiving unit 111 detects the end of the swipe operation (step S4). If the operation receiving unit 111 does not detect the end of the swipe operation (step S4, NO), the process transitions from step S4 to step S2. The virtual camera control unit 113 continuously changes the orientation of the virtual camera from the start to the end of the swipe operation. The display control unit 114 continuously displays images obtained by the virtual camera on the display unit 1072 in accordance with the continuous change in the orientation of the virtual camera from the start to the end of the swipe operation.
[0081] When the operation receiving unit 111 detects the end of the swipe operation (step S4, YES), the process proceeds from step S4 to step S5. The virtual camera control unit 113 ends the change in the orientation of the virtual camera based on the end of the swipe operation. The display control unit 114 ends the change of the image displayed on the display unit 1072 in accordance with the swipe operation based on the end of the swipe operation. The image displayed on the display unit 1072 after the end of the swipe operation may include part or the entire character object. The image displayed on the display unit 1072 after the start of the swipe operation may not include the entire character object.
[0082] The display control unit 114 displays an image including a character object with a movement associated with the swipe operation (step S5). In step S5, for example, the display control unit 114 cooperates with the game progression unit 112, virtual camera control unit 113, and movement control unit 115 to display an image obtained by the virtual camera on the display unit 1072. The display control unit 114 displays an image including a character object with a movement associated with the swipe operation on the display unit 1072.
[0083] The following describes movements associated with a swipe operation. For example, a movement associated with a swipe operation is a movement of a character object entering the display range of the game space. The movement associated with a swipe operation is not limited to a movement of a character object entering the display range of the game space. A movement associated with a swipe operation may be a movement of a character object leaving the display range of the game space. A movement associated with a swipe operation may be a movement of a character object changing a pose. A movement associated with a swipe operation may be a movement of a character object changing a facial expression. A movement associated with a swipe operation may be a movement of a character object throwing an object into the display range of the game space. A movement associated with a swipe operation may be any movement.
[0084] The game information storage unit 122 may store information about movements associated with swipe operations for the first mode. Hereinafter, the information about movements associated with swipe operations may also be referred to as information about first movements. The information about first movements is information that associates each swipe operation with the movement of each character object. The movement control unit 115 controls the movement associated with the swipe operation for the character object based on the information about the first movements. The movement control unit 115 may prioritize the movement associated with the swipe operation over autonomous movement according to code written in the game program. The display control unit 114 causes the display unit 1072 to continuously display images including the character object with the movement associated with the swipe operation in accordance with the movement.
[0085] The timing at which a character object starts a movement associated with a swipe operation will be described. For example, the movement associated with a swipe operation starts after the image displayed on the display unit 1072 has finished changing in response to the swipe operation. The game information storage unit 122 may store information regarding the timing at which a character object starts a movement associated with a swipe operation for the first mode. After the swipe operation has finished, the movement control unit 115 controls the movement associated with the swipe operation for the character object based on the information regarding the timing. After the image displayed on the display unit 1072 has finished changing in response to the swipe operation, the display control unit 114 starts displaying an image including a character object with a movement associated with the swipe operation.
[0086] The movement associated with the swipe operation does not necessarily have to start after the change of the image displayed on the display unit 1072 in response to the swipe operation has ended. The movement associated with the swipe operation may start after the display of the image based on the swipe operation has started. For example, the movement control unit 115 controls the movement associated with the swipe operation for a character object based on timing information after the start of the swipe operation. The display control unit 114 starts displaying an image including a character object with a movement associated with the swipe operation after the display of the image based on the swipe operation has started. In this example, if the movement of the character object starts before the end of the swipe operation, the image based on the swipe operation may include the character object with a movement associated with the swipe operation until the end of the swipe operation. The interval between the start timing of the display of the image based on the swipe operation and the start timing of the movement associated with the swipe operation may be set as appropriate.
[0087] The movement associated with the swipe operation may differ depending on the type of character object. In this example, the game information storage unit 122 may store information regarding the first movement for each type of character object for the first mode. For example, the type of character object may be, but is not limited to, attributes such as gender, age, and personality, as well as appearance. In one example, the movement associated with the swipe operation of a female character object may be a movement of looking at the virtual camera after the character object enters the display range of the game space. The movement associated with the swipe operation of a child character object may be a movement of biting the lens of the virtual camera after the character object enters the display range of the game space. In another example, the movement associated with the swipe operation of a female character object may be a movement of the character object entering the display range of the game space. The movement associated with the swipe operation of a child character object may be a movement of the character object throwing an object into the display range of the game space.
[0088] The movement associated with the swipe operation may differ depending on the shooting mode of the virtual camera. For example, the movement control unit 115, in cooperation with the virtual camera control unit 113, may change the movement of the character object after it enters the display range of the game space depending on the shooting mode of the virtual camera. If the position of the character object after it enters the display range of the game space is out of focus, the movement control unit 115 may move the character object to a position where it is in focus. If the position of the character object after it enters the display range of the game space is a certain distance away from the virtual camera, the movement control unit 115 may move the character object so as to approach the virtual camera.
[0089] The movement associated with the swipe operation may differ depending on the combination of the type of character object and the shooting mode of the virtual camera.
[0090] FIG. 6 is a diagram illustrating an example of a movement pattern of a character object. FIG. 6 shows the movements associated with swipe operations for different types of character objects in each shooting mode of the virtual camera. The movement associated with the swipe operation may be set for each type of character object. The movement associated with the swipe operation may be set for each shooting mode of the virtual camera. The notation "in line of sight" corresponds to the movement of the character object entering the display range of the game space. "Does not follow the camera" corresponds to the movement of the character object not entering the display range of the game space. The notation "line of sight" in Figure 6 may be read as the display range of the game space. As shown in FIG. 6, the movement associated with the swipe operation is not limited to the movement of the character object entering the display range of the game space. The movement associated with the swipe operation includes various movements. The movement associated with the swipe operation may differ depending on the type of the character object. The movement associated with the swipe operation may differ depending on the shooting mode of the virtual camera.
[0091] The speed of the movement associated with the swipe operation may vary depending on the state of the character object before the movement associated with the swipe operation begins. For example, the state of the character object may be running, walking, dancing, sleeping, sitting, etc. The state of the character object is not limited to these. The speed of the movement associated with the swipe operation may be determined by the relationship between the movement associated with the swipe operation and the state of the character object before the movement associated with the swipe operation begins. In this example, the game information storage unit 122 may store information on the speed of the movement associated with the swipe operation for each state of the character object in the first mode. An example will be described in which the movement associated with the swipe operation is the movement of the character object entering the display range of the game space. The movement of the object entering the display range of the game space is more closely related to the walking state than to the sitting state. The speed of the movement associated with the swipe operation is faster when the character object is walking than when the character object is sitting. The movement control unit 115 acquires the state of the character object before the movement associated with the swipe operation begins in accordance with the game program. The motion control unit 115 may set the speed of the motion associated with the swipe operation based on the information about the speed of the motion.
[0092] Note that in step S3, displaying an image based on a swipe operation corresponds to displaying an image based on an operation to change the display mode of the game space. Displaying an image based on an operation to change the display mode of the game space includes displaying an image based on an operation to change the display range of the game space. The image based on the operation to change the display range of the game space is an image of the display range of the game space based on the operation to change the display range of the game space. The image of the display range of the game space includes an image obtained by a virtual camera. Therefore, displaying an image of the display range of the game space includes displaying an image obtained by a virtual camera. Displaying an image based on an operation to change the display range of the game space includes displaying an image based on an operation to change the shooting mode of the virtual camera. The image based on the operation to change the shooting mode of the virtual camera is an image obtained by the virtual camera based on the operation to change the shooting mode of the virtual camera. Displaying an image based on an operation to change the shooting mode of the virtual camera includes displaying an image based on an operation to change the range of the image obtained by the virtual camera. The image based on the operation to change the range of the image obtained by the virtual camera is an image obtained by the virtual camera based on the operation to change the range of the image obtained by the virtual camera.
[0093] In step S5, displaying an image including a character object with a movement associated with a swipe operation corresponds to displaying an image including a character object with a movement associated with an operation to change the display mode of the game space. Displaying an image including a character object with a movement associated with an operation to change the display mode of the game space includes displaying an image including a character object with a movement associated with an operation to change the display range of the game space. Displaying an image including a character object with a movement associated with an operation to change the shooting mode of the virtual camera includes displaying an image including a character object with a movement associated with an operation to change the range of the image acquired by the virtual camera.
[0094] An example has been described in which a swipe operation is associated with an operation for changing the direction of a virtual camera, but the above description using FIG. 5 can be reinterpreted as follows: The term "swipe operation" may be reinterpreted as "flick operation." The term "swipe operation" may be reinterpreted as "user operation." The term "swipe operation" may be reinterpreted as "operation for changing the display mode of the game space." The term "swipe operation" may be reinterpreted as "operation for changing the display range of the game space." The term "swipe operation" may be reinterpreted as "operation for changing the shooting mode of the virtual camera." The term "swipe operation" may be reinterpreted as "operation for changing the range of the image obtained by the virtual camera."
[0095] (3) Example images The transition of the image displayed on the display unit 1072 will be described. The game mode is assumed to be the first mode of communication with the character object Ob1 to be viewed. The operation of changing the direction of the virtual camera will be described as an example of an operation of changing the display mode of the game space. The operation of changing the direction of the virtual camera is associated with a swipe operation.
[0096] FIG. 7 is a diagram showing an example of an image Im1 displayed on the user terminal 100 realized by the game program. The display unit 1072 displays an image Im1 before the start of a swipe operation. The image Im1 includes a character object Ob1 in a virtual room. The image Im1 includes the entire character object Ob1 in the center. The character object Ob1 moves autonomously, independent of user operation, according to code written in a game program. In the example of FIG. 7, the character object Ob1 moves as if dancing. The user starts a swipe operation to the left. The virtual camera continuously changes direction from the start to the end of the swipe operation. The virtual camera changes direction in the opposite direction to the swipe operation by an angle corresponding to the amount of swipe operation.
[0097] FIG. 8 is a diagram showing an example of an image Im2 displayed on the user terminal 100 after transition from the image Im1 shown in FIG. The arrows shown in FIG. 8 indicate the direction of the swipe operation. The display unit 1072 displays an image Im2 during a leftward swipe operation. The display unit 1072 displays an image Im2 different from the image Im1 based on a change in the direction of the virtual camera. The image Im2 is an image with a background different from that of the image Im1. The image Im2 is an image that includes a part of the character object Ob1 on the left side. This is because the position of the character object Ob1 during a leftward swipe operation is the same as the position before the start of the leftward swipe operation. Note that in the example shown in FIG. 8, the direction of the virtual camera is changed in accordance with the swipe operation in a direction opposite to the direction of the swipe operation, but this is not limiting. The direction of the virtual camera may also be changed in accordance with the swipe operation in the same direction as the direction of the swipe operation.
[0098] FIG. 9 is a diagram showing an example of an image Im3 displayed on the user terminal 100 after transition from the image Im2 shown in FIG. The arrows shown in FIG. 9 indicate the direction of the swipe operation. The display unit 1072 displays image Im3 after the left swipe operation is completed. The display unit 1072 displays image Im3 that is different from image Im2 based on a change in the orientation of the virtual camera. Image Im3 is an image with a different background from image Im2. Image Im3 is an image that does not include character object Ob1.
[0099] FIG. 10 is a diagram showing an example of an image Im4 displayed on the user terminal 100 after transition from the image Im3 shown in FIG. The display unit 1072 displays an image Im4 including the character object Ob1 with a movement associated with a swipe operation. The movement associated with the swipe operation is the movement of the character object Ob1 entering the display range of the game space. For example, the timing at which the character object Ob1 starts the movement associated with the swipe operation is after the swipe operation ends. The display unit 1072 displays an image Im4 different from the image Im3 based on the movement of the character object Ob1. The image Im4 has the same background as the image Im3. Unlike the image Im3, the image Im4 includes a portion of the character object Ob1 on the left side that enters the display range of the game space. The character object Ob1 moves to a predetermined position in accordance with the game program.
[0100] FIG. 11 is a diagram showing an example of an image Im5 displayed on the user terminal 100 after transition from the image Im4 shown in FIG. The display unit 1072 displays an image Im5 including a character object Ob1 with a movement associated with the swipe operation. The display unit 1072 displays an image Im5 different from image Im4 based on the movement of the character object Ob1. The image Im5 has the same background as image Im4. Unlike image Im4, image Im5 includes the entire character object Ob1 in the center. The character object Ob1 finishes the movement associated with the swipe operation based on its movement to a predetermined position. The character object Ob1 begins autonomous movement in accordance with code written in the game program.
[0101] (4) Effects As described above in detail, the example game program can display an image including an object with a movement associated with an operation to change the display mode of a virtual space, such as a game space. This allows the program to enable communication with objects in a virtual space, such as a game space, through simple operations. The operation to change the display mode of the virtual space is realized through an intuitive operation such as a swipe, making it easier for the user to feel a sense of intimacy with the object.
[0102] Displaying an image based on an operation to change the display mode of the virtual space includes displaying a different image depending on the amount of operation of the operation to change the display mode of the virtual space. The movement associated with the operation to change the display mode of the virtual space differs depending on the type of object. The movement associated with the operation to change the display mode of the virtual space is a movement that falls within the display range of the virtual space. The movement associated with the operation to change the display mode of the virtual space differs depending on the shooting mode of the virtual camera. The movement associated with the operation to change the display mode of the virtual space starts after the start of display of the image based on the operation to change the display mode of the virtual space. The speed of the movement associated with the operation to change the display mode of the virtual space differs depending on the state of the object before the start of the movement associated with the operation to change the display mode of the virtual space. The movement associated with the operation to change the display mode of the virtual space differs depending on the shooting mode of the virtual camera. The program enables dynamic communication with objects in a virtual space.
[0103] [Second embodiment] In the second embodiment, the same reference numerals are used to designate configurations that may be similar to those in the first embodiment, and descriptions thereof will be omitted. In the second embodiment, differences from the first embodiment will be mainly described. (1) Composition (1-1) Game System The overall configuration of the game system 1 may be the same as that of the first embodiment described with reference to FIG. 1, and therefore a description thereof will be omitted.
[0104] (1-2) Hardware configuration The hardware configuration of the user terminal 100 and the server 200 may be the same as that of the first embodiment described with reference to FIG. 1, and therefore a description thereof will be omitted.
[0105] (1-3) Functional configuration (1-3-1) Server The functional configuration of the server 200 may be the same as that of the first embodiment described with reference to FIG. 2, and therefore the description thereof will be omitted.
[0106] (1-3-2) User terminal 12 is a diagram showing an example of the functional configuration of the user terminal 100. Note that illustrations and descriptions of the functional configuration of a general computer and well-known configurations required to implement a game are omitted. The user terminal 100 includes a control unit 110 and a storage unit 120 .
[0107] The memory unit 120 may be realized by the storage 1003. The memory unit 120 includes a game program memory unit 121 and a game information memory unit 122. The game program memory unit 121 and the game information memory unit 122 may be the same as those in the first embodiment, and therefore a description thereof will be omitted.
[0108] The control unit 110 may be realized by a processor 1001 and a memory 1002. The control unit 110 controls the overall functions of the user terminal 100. By executing a game program stored in the game program storage unit 121, the control unit 110 may function as an operation reception unit 111, a game progression unit 112, a virtual camera control unit 113, a display control unit 114, a movement control unit 115, a communication identification unit 116, and a movement determination unit 117.
[0109] The operation reception unit 111, game progression unit 112, virtual camera control unit 113, display control unit 114, and movement control unit 115 may be the same as those in the first embodiment described with reference to Figure 3, and therefore description of these will be omitted. Note that the operation reception unit 111 may send information related to the user's operation to the communication identification unit 116 and the movement determination unit 117.
[0110] The communication identification unit 116 identifies a user operation input via the input unit 1071. Based on the identification of the user operation, the communication identification unit 116 identifies communication of a character with respect to an object associated with the user operation. Examples of communication of a character with respect to an object will be described later. The communication identification unit 116 may also be included in the game progression unit 112.
[0111] The movement determination unit 117 determines the movement of the character object based on the communication of the character with respect to the object associated with the user operation identified by the communication identification unit 116. The movement determination unit 117 may also be included in the game progression unit 112.
[0112] (2) Operation The operations described here can be realized in a mode (hereinafter referred to as "second mode") in which an object to be viewed is placed in a virtual space and the user can communicate with the object to be viewed. For example, the second mode is a mode in which the user can communicate with a character object by controlling the movement of the character object in accordance with the user's operation related to a response to a message or an instruction. In the second mode, as in the first mode, the user's operation is not an operation to change the display mode of the character object, but an operation to change the display mode of the game space captured by the virtual camera. An operation to change the direction of the virtual camera will be described as an example of an operation to change the display mode of the game space. The operation to change the direction of the virtual camera is assumed to be associated with a swipe operation.
[0113] The image displayed on the display unit 1072 before the start of a swipe operation may include a part or the whole of the character object. The image displayed on the display unit 1072 before the start of a swipe operation does not have to include the whole of the character object.
[0114] The image displayed on the display unit 1072 before the start of the swipe operation may include a message for the user. The message is content that encourages communication of the character with respect to the object. The communication of the character with respect to the object may be an expression of the user's intention.
[0115] For example, the message is a question message to the user. In this example, the user's expression of intent is a reply to the question message. The question message may be a message that can be answered with "YES" or "NO." A "YES" reply is an example of a positive expression of intent. A "NO" reply is an example of a negative expression of intent. The question message may be a message that allows one answer to be selected from multiple answers. An answer selected from multiple answers is an example of an expression of intent.
[0116] The message is not limited to a question message. The message may be a message that prompts the user to give instructions such as an action for the character to take on an object. In this example, the user's expression of intention is an instruction for the character to take on an object. The message that prompts the user to give instructions may be a message that allows the user to select one answer from a plurality of answers. One answer selected from a plurality of answers is an example of an expression of intention.
[0117] The swipe operation includes a plurality of swipe operations related to a plurality of communications with the character object. If the message is a question message to the user, the swipe operation includes a plurality of swipe operations related to a plurality of answers to the question message.
[0118] An example will be described in which the question message is a message that can be answered with "YES" or "NO." The swipe operation includes a swipe operation related to a "YES" answer to the question message. The swipe operation related to a "YES" answer may be at least one of an upward swipe operation, a downward swipe operation, and repeated upward and downward swipe operations. The repeated upward and downward swipe operations are swipe operations that include at least one upward swipe operation and at least one downward swipe operation. The number of upward swipe operations and the number of downward swipe operations included in the repeated upward and downward swipe operations can be set as appropriate.
[0119] The swipe operation includes a swipe operation for answering "NO" to the question message. The swipe operation for answering "NO" may be at least one of a left swipe operation, a right swipe operation, and repeated left and right swipe operations. The repeated left and right swipe operations are swipe operations that include at least one left swipe operation and at least one right swipe operation. The number of left swipe operations and the number of right swipe operations included in the repeated left and right swipe operations can be set as appropriate.
[0120] An example will be described in which the question message is a message in which one answer can be selected from multiple answers. The swipe operation includes multiple different swipe operations related to the multiple answers to the question message. For example, the swipe operation related to a first answer of the multiple answers may be an upward swipe operation. The swipe operation related to a second answer of the multiple answers may be a downward swipe operation. The operation related to a third answer of the multiple answers may be a leftward swipe operation. The direction of the swipe operation related to each of the multiple answers is not limited to one direction, but may be multiple directions. The direction of the swipe operation related to each of the multiple answers can be set as appropriate.
[0121] When the message is a message prompting an instruction, the swipe operation includes a plurality of different swipe operations related to a plurality of answers to the message prompting an instruction. For example, a swipe operation related to a first answer of the plurality of answers may be an upward swipe operation. A swipe operation related to a second answer of the plurality of answers may be a downward swipe operation. A swipe operation related to a third answer of the plurality of answers may be a leftward swipe operation. The direction of the swipe operation related to each of the plurality of answers is not limited to one direction, but may be a plurality of directions. The direction of the swipe operation related to each of the plurality of answers can be set as appropriate.
[0122] FIG. 13 is a flowchart showing an example of the information processing operation of the user terminal 100 shown in FIG. The following operations are premised on the assumption that the control unit 110 and storage unit 120 of the user terminal 100 cooperate to progress the game in accordance with the code written in the game program, and generate display data.
[0123] The operation reception unit 111 detects the start of a swipe operation (step S11). The process of step S11 may be similar to the process of step S1 described in the first embodiment. The virtual camera control unit 113 changes the orientation of the virtual camera (step S12). The process of step S12 may be similar to the process of step S12 described in the first embodiment. The display control unit 114 displays an image based on the swipe operation (step S13). The process of step S13 may be similar to the process of step S3 described in the first embodiment. Displaying an image based on the swipe operation includes displaying different images depending on the amount of the swipe operation, as in the first embodiment. The operation reception unit 111 detects the end of the swipe operation (step S14). The process of step S14 may be similar to the process of step S4 described in the first embodiment.
[0124] The communication identification unit 116 identifies communication with respect to an object of a character associated with a swipe operation input via the input unit 1071 (step S15). In step S15, for example, the communication identification unit 116 identifies the swipe operation based on information related to the user's operation from the operation reception unit 111. Identifying the swipe operation includes identifying the direction of the swipe operation. The communication identification unit 116 identifies communication with respect to an object of a character associated with the swipe operation based on the identification of the swipe operation. Hereinafter, communication with respect to an object of a character associated with a swipe operation may also be referred to as communication associated with the swipe operation. The communication identification unit 116 may refer to information related to communication associated with a swipe operation stored in the game information storage unit 122. The information related to communication associated with a swipe operation is information that associates each swipe operation with communication with each character's object.
[0125] The game information storage unit 122 may store, for each message in the second mode, information about communication associated with a swipe operation. Hereinafter, information about communication associated with a swipe operation may also be referred to as information about communication. The information about communication includes information about multiple different swipe operations related to multiple communications of a character with respect to an object.
[0126] When the message is a question message for the user, the information about the communication includes information about a plurality of different swipe operations related to a plurality of answers to the question message. An example will be described in which the question message is a message that can be answered with "YES" or "NO." The information about the communication includes information about swipe operations related to a "YES" answer to the question message. The information about the communication includes information about swipe operations related to a "NO" answer to the question message. An example will be described in which the question message is a message that allows one answer from a plurality of answers to be selected. The information about the communication includes information about a plurality of different swipe operations related to each of a plurality of answers to the question message.
[0127] If the message is a prompt, the communication information includes information of a plurality of different swipe actions relating to a plurality of responses to the prompt.
[0128] The movement determination unit 117 determines a movement of the character object associated with the communication for the character object (step S16). Hereinafter, the movement of the character object associated with the communication for the character object may also be referred to as a movement associated with the communication. In step S16, for example, the movement determination unit 117 determines a movement associated with the communication after the swipe operation is completed. The movement determination unit 117 determines a movement associated with the communication based on the communication associated with the swipe operation identified by the communication identification unit 116.
[0129] The movement determination unit 117 may determine a movement associated with a communication based on information about the movement associated with the communication stored in the game information storage unit 122. Hereinafter, the information about the movement associated with the communication may also be referred to as information about the second movement. The information about the second movement is information that associates the communication of each character with an object and the movement of each character's object. The game information storage unit 122 may store information about the second movement for each message in the second mode.
[0130] The movement associated with the communication will be described below: The movement associated with the communication includes any movement associated with the communication with respect to the object, such as a happy movement, a sad movement, and an angry movement.
[0131] The movement associated with the communication includes a plurality of movements associated with a plurality of communications of the character to the object, and the movement associated with the communication is different for each of the plurality of communications of the character to the object.
[0132] If the message is a question message for the user, the movement associated with the communication includes a plurality of movements associated with a plurality of answers to the question message. An example will be described in which the question message is a message that can be answered with "YES" or "NO". The movement associated with the communication includes a movement associated with a "YES" answer to the question message. The movement associated with the communication includes a movement associated with a "NO" answer to the question message. An example will be described in which the question message is a message that allows one answer from a plurality of answers to be selected. The movement associated with the communication includes a plurality of different movements associated with a plurality of answers to the question message. If the message is a message that prompts instructions, the movement associated with the communication includes a plurality of different movements associated with a plurality of answers to the message that prompts instructions.
[0133] The movement associated with the communication may differ depending on the type of character object. In this example, the game information storage unit 122 may include information regarding the second movement for each type of character object for the second mode. For example, if the type of character object is different, the movement associated with the communication may be different even if the communication is the same for the same message.
[0134] The movement control unit 115 controls the movement associated with the communication for the character object based on the determination of the movement associated with the communication by the movement determination unit 117. The movement control unit 115 may prioritize the movement associated with the communication over autonomous movement according to the code written in the game program.
[0135] The display control unit 114 displays an image including an object of the character that moves in a manner associated with the communication (step S17). In step S17, for example, the display control unit 114 cooperates with the game progression unit 112, the virtual camera control unit 113, and the movement control unit 115 to display an image obtained by the virtual camera on the display unit 1072. The display control unit 114 displays an image including an object of the character that moves in a manner associated with the communication determined by the movement determination unit 117 on the display unit 1072. The display control unit 114 displays images including an object of the character that moves in a manner associated with the communication on the display unit 1072 successively in accordance with the movement.
[0136] Note that communication with respect to a character object is associated with a swipe operation. Therefore, the movement associated with the communication is an example of the movement of the character object associated with the swipe operation. The expression "movement of the character object associated with communication with respect to the character object" may be read as "movement of the character object associated with the swipe operation." Similarly, the expression "movement associated with the communication" may be read as "movement of the character object associated with the swipe operation."
[0137] Examples of the movements associated with the above-described communications can be expressed as follows: The movements associated with the swipe operations include movements associated with multiple swipe operations related to multiple communications of the character to the object, and the movements associated with the swipe operations are different for each of the multiple swipe operations related to multiple communications of the character to the object.
[0138] When the message is a question message for the user, the movement associated with the swipe operation includes a plurality of movements associated with a plurality of swipe operations related to a plurality of answers to the question message. An example will be described in which the question message is a message that can be answered with "YES" or "NO." The movement associated with the swipe operation includes a movement associated with a swipe operation related to a "YES" answer to the question message. The movement associated with the swipe operation includes a movement associated with a swipe operation related to a "NO" answer to the question message. An example will be described in which the question message is a message in which one answer from a plurality of answers can be selected. The movement associated with the swipe operation includes a plurality of different movements associated with a plurality of swipe operations related to a plurality of answers to the question message. When the message is a message that prompts for instructions, the movement associated with the swipe operation includes a plurality of different movements associated with a plurality of swipe operations related to a plurality of answers to the message that prompts for instructions.
[0139] The game information storage unit 122 may store, for each message in the second mode, information about a movement associated with a swipe operation, instead of information about the second movement. The information about the movement associated with the swipe operation is information that associates each swipe operation with the movement of each character object. In step S16, the movement determination unit 117 may determine the movement of the character object associated with the swipe operation, based on the swipe operation identified by the communication identification unit 116. In this example, the communication identification unit 116 is an example of an operation identification unit that identifies the swipe operation. The movement control unit 115 controls the movement associated with the swipe operation, based on the determination of the movement associated with the swipe operation by the movement determination unit 117. In step S17, the display control unit 114 displays an image including a character object with the movement associated with the swipe operation determined by the movement determination unit 117.
[0140] In step S13, displaying an image based on a swipe operation corresponds to displaying an image based on an operation to change the display mode of the game space. Displaying an image based on an operation to change the display mode of the game space includes displaying an image based on an operation to change the display range of the game space. The image based on the operation to change the display range of the game space is an image of the display range of the game space based on the operation to change the display range of the game space. The image of the display range of the game space includes an image obtained by a virtual camera. Therefore, displaying an image of the display range of the game space includes displaying an image obtained by a virtual camera. Displaying an image based on an operation to change the display range of the game space includes displaying an image based on an operation to change the shooting mode of the virtual camera. The image based on the operation to change the shooting mode of the virtual camera is an image obtained by the virtual camera based on the operation to change the shooting mode of the virtual camera. Displaying an image based on an operation to change the shooting mode of the virtual camera includes displaying an image based on an operation to change the range of the image obtained by the virtual camera. The image based on the operation to change the range of the image obtained by the virtual camera is an image obtained by the virtual camera based on the operation to change the range of the image obtained by the virtual camera.
[0141] In step S17, displaying an image including a character object with a movement associated with communication corresponds to displaying an image including a character object with a movement associated with a swipe operation. Displaying an image including a character object with a movement associated with a swipe operation corresponds to displaying an image including a character object with a movement associated with an operation to change the display mode of the game space. Displaying an image including a character object with a movement associated with an operation to change the display mode of the game space includes displaying an image including a character object with a movement associated with an operation to change the display range of the game space. Displaying an image including a character object with a movement associated with an operation to change the shooting mode of the virtual camera includes displaying an image including a character object with a movement associated with an operation to change the range of the image obtained by the virtual camera.
[0142] An example has been described in which a swipe operation is associated with an operation for changing the direction of a virtual camera, but the above description using FIG. 13 can be reinterpreted as follows: The term "swipe operation" may be reinterpreted as "flick operation." The term "swipe operation" may be reinterpreted as "user operation." The term "swipe operation" may be reinterpreted as "operation for changing the display mode of the game space." The term "swipe operation" may be reinterpreted as "operation for changing the display range of the game space." The term "swipe operation" may be reinterpreted as "operation for changing the shooting mode of the virtual camera." The term "swipe operation" may be reinterpreted as "operation for changing the range of the image obtained by the virtual camera."
[0143] (3) Example images The transition of the image displayed on the display unit 1072 will be described. The game mode is assumed to be a second mode of communication with the character object Ob2 to be viewed. The operation of changing the direction of the virtual camera will be described as an example of an operation of changing the display mode of the game space. The operation of changing the direction of the virtual camera is assumed to be associated with a swipe operation.
[0144] FIG. 14 is a diagram showing an example of an image Im11 displayed on the user terminal 100 realized by the game program. The display unit 1072 displays an image Im11 before the start of the swipe operation. The image Im11 is an image including a character object Ob2 in a virtual room. The image Im11 is an image including the entire character object Ob2 in the center. The character object Ob2 moves autonomously according to the code written in the game program, independent of the user's operation. In the example of FIG. 14, the character object Ob2 moves as if dancing. The image Im11 is an image including a question message "Do you like me?" that can be answered with "YES" or "NO."
[0145] FIG. 15 is a diagram showing an example of an image Im12 displayed on the user terminal 100 after transition from the image Im11 shown in FIG. The arrows in Figure 15 indicate the direction of the swipe operation. It is assumed that the user initiates repeated swipes up and down in response to the question message, which corresponds to a "YES" answer.
[0146] The display unit 1072 displays an image Im12 during a downward swipe operation among repeated upward and downward swipe operations. The display unit 1072 displays an image Im12 that is different from the image Im11 based on a change in the orientation of the virtual camera. The image Im12 is an image with a background different from that of the image Im11. The image Im12 is an image that includes the entire character object Ob2 below the image Im11. Note that in the example shown in FIG. 15, the orientation of the virtual camera is changed in the opposite direction to the direction of the swipe operation in response to the swipe operation, but is not limited to this. The orientation of the virtual camera may also be changed in the same direction as the direction of the swipe operation in response to the swipe operation.
[0147] FIG. 16 is a diagram showing an example of an image Im13 displayed on the user terminal 100 after transition from the image Im12 shown in FIG. The display unit 1072 displays an image Im13 after repeated upward and downward swipe operations have been completed. The display unit 1072 displays an image Im13 including a character object Ob2 with a movement associated with a swipe operation related to a "YES" answer to the question message. The movement associated with a swipe operation related to a "YES" answer to the question message is a happy movement. The timing at which the character object Ob2 starts to make a happy movement is after the swipe operation has been completed. The display unit 1072 displays an image Im13 that is different from image Im12, based on the movement of the character object Ob2. The image Im13 is an image that includes the entire character object Ob2 in the center.
[0148] FIG. 17 is a diagram showing an example of an image Im14 displayed on the user terminal 100 after transition from the image Im11 shown in FIG. The arrows in Figure 17 indicate the direction of the swipe operation. It is assumed that the user initiates repeated swipes to the left and right in response to the question message, which corresponds to a "NO" answer.
[0149] The display unit 1072 displays an image Im14 during a leftward swipe operation among repeated leftward and rightward swipe operations. The display unit 1072 displays an image Im14 that is different from image Im11 based on a change in the orientation of the virtual camera. Image Im14 is an image with a background different from that of image Im11. Image Im14 is an image that includes the entire character object Ob2 to the left of image Im11. Note that, in the example shown in FIG. 17, the orientation of the virtual camera is changed in a direction opposite to the direction of the swipe operation in response to the swipe operation, but is not limited to this. The orientation of the virtual camera may also be changed in the same direction as the direction of the swipe operation in response to the swipe operation.
[0150] FIG. 18 is a diagram showing an example of an image Im15 displayed on the user terminal 100 after transition from the image Im14 shown in FIG. The display unit 1072 displays an image Im15 after repeated swipe operations to the left and right are completed. The display unit 1072 displays an image Im15 including a character object Ob2 with a movement associated with a swipe operation for answering "NO" to the question message. The movement associated with a swipe operation for answering "NO" to the question message is a sad movement. The timing at which the character object Ob2 starts to move sadly is after the swipe operation is completed. The display unit 1072 displays an image Im15 different from image Im14 based on the movement of the character object Ob2. The image Im15 is an image that includes the entire character object Ob2 in the center.
[0151] (4) Effects As described above in detail, the example game program can display an image including an object with a movement associated with an operation to change the display mode of a virtual space, such as a game space. This allows the program to enable communication with objects in a virtual space, such as a game space, through simple operations. The operation to change the display mode of the virtual space is realized through an intuitive operation such as a swipe, making it easier for the user to feel a sense of intimacy with the object.
[0152] The movement associated with the operation for changing the display mode of the virtual space is different for each of the operations for changing the display mode of the virtual space related to the plurality of communications with the object, thereby enabling varied communication with the object in the virtual space.
[0153] The operation for changing the display mode of the virtual space to express a positive intention is at least one of a user's operation in an upward direction, a user's operation in a downward direction, and a user's operation repeated in the upward and downward directions. These user operations are reminiscent of the action of nodding one's head, and therefore have a high relevance to an expression of a positive intention. The operation for changing the display mode of the virtual space to express a negative intention is at least one of a user's operation in a leftward direction, a user's operation in a rightward direction, and a user's operation repeated in the left and right directions. These user operations are reminiscent of the action of nodding one's head, and therefore have a high relevance to an expression of a negative intention. This allows the program to enable communication with objects in the virtual space in accordance with user operations that are highly relevant to the content of the expression of intention.
[0154] [Third embodiment] In the third embodiment, the same reference numerals are used to designate configurations that may be similar to those in the first or second embodiment, and descriptions thereof will be omitted. In the third embodiment, the differences from the first or second embodiment will be mainly described. (1) Composition (1-1) Game System The overall configuration of the game system 1 may be the same as that of the first embodiment described with reference to FIG. 1, and therefore a description thereof will be omitted.
[0155] (1-2) Hardware configuration The hardware configuration of the user terminal 100 and the server 200 may be the same as that of the first embodiment described with reference to FIG. 1, and therefore a description thereof will be omitted.
[0156] (1-3) Functional configuration (1-3-1) Server The functional configuration of the server 200 may be the same as that of the first embodiment described with reference to FIG. 2, and therefore the description thereof will be omitted.
[0157] (1-3-2) User terminal 19 is a diagram showing an example of the functional configuration of the user terminal 100. Note that illustrations and descriptions of the functional configuration of a general computer and well-known configurations required to implement a game are omitted. The user terminal 100 includes a control unit 110 and a storage unit 120 .
[0158] The memory unit 120 may be realized by the storage 1003. The memory unit 120 includes a game program memory unit 121 and a game information memory unit 122. The game program memory unit 121 and the game information memory unit 122 may be the same as those in the first embodiment, and therefore a description thereof will be omitted.
[0159] The control unit 110 may be realized by a processor 1001 and a memory 1002. The control unit 110 controls the overall functions of the user terminal 100. By executing a game program stored in a game program storage unit 121, the control unit 110 may function as an operation reception unit 111, a game progression unit 112, a virtual camera control unit 113, a display control unit 114, a movement control unit 115, an enlargement target identification unit 118, and a movement determination unit 119.
[0160] The operation reception unit 111, game progression unit 112, virtual camera control unit 113, display control unit 114, and movement control unit 115 may be the same as those in the first embodiment described with reference to Fig. 3, and therefore description thereof will be omitted. Note that the operation reception unit 111 may send information regarding the user's operation to the enlargement target identification unit 118.
[0161] The enlargement target identification unit 118 identifies a target for changing the display size of a character object based on a user operation input via the input unit 1071. Hereinafter, the target for changing the display size of a character object may also be referred to as a display size change target. The target for changing the display size is a part of the character object whose size is changed and displayed on the display unit 1072. The target for changing the display size includes a target for enlarging the display size of a character object. Hereinafter, the target for enlarging the display size of a character object may also be referred to as a display size enlargement target. For example, the target for enlarging the display size is a part of the character object whose size is enlarged and displayed on the display unit 1072. The part of the character object may be a part of the character object itself, such as hair or hands. The part of the character object may be an object held by the character object, such as a letter or a present. The part of the character object may be an object worn by the character object, such as a hair ornament or a watch. The enlargement target identification unit 118 may be included in the game progression unit 112. The enlargement target identification unit 118 is an example of a change target identification unit that identifies a target for changing the display size.
[0162] The movement determination unit 119 determines the movement of a character object associated with the target for enlargement of the display size, based on the target for enlargement of the display size identified by the enlargement target identification unit 118. The movement determination unit 119 may also be included in the game progression unit 112.
[0163] (2) Operation The operations described here can be realized in a mode (hereinafter referred to as "third mode") in which an object to be viewed is placed in a virtual space and the user can communicate with the object to be viewed. For example, the third mode is a mode in which the user can communicate with the character object by controlling the movement of the character object according to the target of enlarging the display size. In the third mode, similar to the first mode, the user's operation is not an operation to change the display mode of the character object, but an operation to change the display mode of the game space captured by the virtual camera. The operation to change the display mode of the game space includes an operation to change the display size of the character object. The operation to change the display size of the character object includes an operation to enlarge the display size of the character object. The operation to enlarge the display size of the character object will be described as an example of an operation to change the display mode of the game space. The operation to enlarge the display size of the character object is associated with a pinch out operation.
[0164] The image displayed on display unit 1072 before the pinch out operation begins includes a part or the whole of the character object.
[0165] The image displayed on display unit 1072 before the pinch out operation can include a message for the user, encouraging the user to increase the display size of the character object.
[0166] FIG. 20 is a flowchart showing an example of the information processing operation of the user terminal 100 shown in FIG. The following operations are premised on the assumption that the control unit 110 and storage unit 120 of the user terminal 100 cooperate to progress the game in accordance with the code written in the game program, and generate display data.
[0167] The operation acceptance unit 111 detects the start of a pinch out operation (step S21). If the operation acceptance unit 111 does not detect the start of a pinch out operation (step S21, NO), the operation acceptance unit 111 waits for the start of a pinch out operation. If the operation acceptance unit 111 detects the start of a pinch out operation (step S21, YES), the process proceeds from step S21 to step S22.
[0168] The virtual camera control unit 113 changes the shooting mode of the virtual camera (step S22). In step S22, for example, the virtual camera control unit 113 starts changing the shooting mode of the virtual camera based on the start of a pinch-out operation. The shooting mode of the virtual camera relates to enlarging the display size of a character object. The virtual camera control unit 113 may start changing the magnification or position of the virtual camera based on the start of a pinch-out operation. The virtual camera control unit 113 may start changing the shooting mode of the virtual camera based on coordinate information of a contact position corresponding to the start of a pinch-out operation, which is acquired from the operation acceptance unit 111. The virtual camera control unit 113 changes the shooting mode of the virtual camera based on the pinch-out operation. The virtual camera control unit 113 may continuously change the shooting mode of the virtual camera based on coordinate information corresponding to the pinch-out operation, which is continuously acquired from the operation acceptance unit 111. The virtual camera control unit 113 may continuously change the shooting mode of the virtual camera by an amount of change in the shooting mode of the virtual camera corresponding to the amount of operation of the pinch-out operation. The relationship between the amount of operation and the amount of change in the shooting mode of the virtual camera may be predetermined or may be changeable.
[0169] The display control unit 114 displays an image based on the pinch out manipulation (step S23). In step S23, for example, the display control unit 114 cooperates with the game progression unit 112 and the virtual camera control unit 113 to display an image obtained by the virtual camera on the display unit 1072. Based on the start of the pinch out manipulation, the display control unit 114 starts displaying an image based on the pinch out manipulation.
[0170] Displaying an image based on a pinch out operation includes displaying a different image according to the amount of pinch out operation. The amount of change in the shooting mode of the virtual camera changes according to the amount of pinch out operation. The image obtained by the virtual camera changes according to the shooting mode of the virtual camera. Display control unit 114 causes display unit 1072 to display different images obtained by the virtual camera according to the change in the shooting mode of the virtual camera.
[0171] The enlargement target identification unit 118 identifies a target for enlarging the display size based on the pinch out operation input via the input unit 1071 (step S25). In step S25, for example, the communication identification unit 116 cooperates with the game progression unit 112 and the virtual camera control unit 113 to identify a target for enlarging the display size. The criterion for identifying a target for enlarging the display size may be any criterion, such as a position in the image displayed on the display unit 1072 or a proportion of the image displayed on the display unit 1072.
[0172] The movement determination unit 119 determines the movement of the character object associated with the display size enlargement target based on the display size enlargement target identified by the enlargement target identification unit 118 (step S26). Hereinafter, the movement of the character object associated with the display size enlargement target may also be referred to as the movement associated with the display size enlargement target. In step S26, for example, the movement determination unit 119 determines the movement associated with the display size enlargement target after the pinch-out operation is completed. The movement determination unit 119 may also determine the movement associated with the display size enlargement target before the pinch-out operation is completed. The movement determination unit 119 may determine the movement associated with the display size enlargement target based on information related to the movement associated with the display size enlargement target stored in the game information storage unit 122. Hereinafter, the information related to the movement associated with the display size enlargement target may also be referred to as information related to the third movement. The information related to the third movement is information that associates each display size enlargement target with the movement of each character object.
[0173] The movement associated with the target of enlarging the display size will be described below: The movement associated with the target of enlarging the display size includes any movement that differs for each target of enlarging the display size.
[0174] If the object for increasing the display size is a letter, the movement associated with the object for increasing the display size may include a movement of unfolding the letter, and a movement of lowering the unfolded letter.
[0175] When the object to be enlarged in display size is a gift, the movement associated with the object to be enlarged in display size may include a movement of spreading out the gift, or a movement of lowering the gift.
[0176] When the object to be enlarged in display size is a hair accessory, the movement associated with the object to be enlarged in display size may include a movement to reveal the hair accessory, or a movement to lower the hair accessory.
[0177] The movement associated with the target for enlarging the display size may differ depending on the type of character object. In this example, the game information storage unit 122 may include information regarding the third movement for each type of character object for the third mode. For example, if the type of character object is different, the movement associated with the target for enlarging the display size may be different even if the target has the same display size.
[0178] The movement control unit 115 controls the movement associated with the target for enlarging the display size based on the determination of the movement associated with the target for enlarging the display size by the movement determination unit 119. The movement control unit 115 may prioritize the movement associated with the target for enlarging the display size over autonomous movement according to code written in the game program.
[0179] The display control unit 114 displays an image including a character object with a movement associated with the target for enlarging the display size (step S27). In step S27, for example, the display control unit 114 cooperates with the game progression unit 112, virtual camera control unit 113, and movement control unit 115 to display an image obtained by the virtual camera on the display unit 1072. The display control unit 114 displays an image including a character object with a movement associated with the target for enlarging the display size determined by the movement determination unit 119 on the display unit 1072. The display control unit 114 displays images including a character object with a movement associated with the target for enlarging the display size on the display unit 1072 continuously in accordance with the movement.
[0180] Note that the operation of enlarging the display size of a character object is associated with a pinch-out operation. Therefore, the movement associated with the target of enlarging the display size is an example of the movement of a character object associated with a pinch-out operation. The expression "movement of a character object associated with the target of enlarging the display size" may be read as "movement of a character object associated with a pinch-out operation." Similarly, the expression "movement associated with the target of enlarging the display size" may be read as "movement of a character object associated with a pinch-out operation."
[0181] In step S23, displaying an image based on a pinch out operation corresponds to displaying an image based on an operation to change the display mode of the game space. Displaying an image based on an operation to change the display mode of the game space includes displaying an image based on an operation to change the display size of a character's object. Similarly, displaying an image based on an operation to change the display range of the game space includes displaying an image based on an operation to change the display size of a character's object. Displaying an image based on an operation to change the shooting mode of the virtual camera includes displaying an image based on an operation to change the display size of a character's object. Displaying an image based on an operation to change the range of an image obtained by the virtual camera includes displaying an image based on an operation to change the display size of a character's object.
[0182] In step S27, displaying an image including a character object with a movement associated with a target for enlarging the display size corresponds to displaying an image including a character object with a movement associated with a pinch out operation. Displaying an image including a character object with a movement associated with a pinch out operation corresponds to displaying an image including a character object with a movement associated with an operation to change the display mode of the game space. Displaying an image including a character object with a movement associated with an operation to change the display mode of the game space includes displaying an image including a character object with a movement associated with an operation to change the display size of the character object. Similarly, displaying an image including a character object with a movement associated with an operation to change the display range of the game space includes displaying an image including a character object with a movement associated with an operation to change the display size of the character object. Displaying an image including a character object with a movement associated with an operation to change the shooting mode of the virtual camera includes displaying an image including a character object with a movement associated with an operation to change the display size of the character object. Displaying an image including a character object with a movement associated with an operation to change the range of the image obtained by the virtual camera includes displaying an image including a character object with a movement associated with an operation to change the display size of the character object.
[0183] An example has been described in which a pinch out operation is associated with an operation for changing the display size of a character's object. However, the above description using FIG. 20 can be reinterpreted as follows: The term "pinch out operation" may be reinterpreted as "user operation." The term "pinch out operation" may be reinterpreted as "operation for changing the display size of a character's object." The term "pinch out operation" may be reinterpreted as "operation for enlarging the display size of a character's object." The term "pinch out operation" may be reinterpreted as "operation for changing the display mode of the game space." The term "pinch out operation" may be reinterpreted as "operation for changing the display range of the game space." The term "pinch out operation" may be reinterpreted as "operation for changing the shooting mode of the virtual camera." The term "pinch out operation" may be reinterpreted as "operation for changing the range of the image obtained by the virtual camera." Various operations can be assigned to the enlargement operation. The pinch out operation is just one example, and for example, a double tap on an object such as a letter may be used to perform an enlargement operation.
[0184] (3) Example images The transition of images displayed on the display unit 1072 will be described. The game mode is assumed to be the third mode of communication with the character object Ob3 to be viewed. The operation of enlarging the display size of the character object will be described as an example of an operation of changing the display mode of the game space. The operation of enlarging the display size of the character object is associated with a pinch out operation.
[0185] FIG. 21 is a diagram showing an example of an image Im21 displayed on the user terminal 100 realized by the game program. The display unit 1072 displays an image Im21 before the pinch-out operation begins. The image Im21 is an image including a character object Ob3 in a virtual room. The image Im21 includes the entire character object Ob3 in the center. The character object Ob3 moves autonomously, independent of user operation, according to code written in the game program. The character object Ob3 is holding a letter. The image Im21 includes an arrow pointing to the letter, which is the gaze point. The image Im21 includes the message "Look at this!"
[0186] FIG. 22 is a diagram showing an example of an image Im22 displayed on the user terminal 100 after transition from the image Im21 shown in FIG. 22 indicates the direction of the pinch-out operation. It is assumed that the user starts a pinch-out operation to enlarge the letter displayed on display unit 1072. Display unit 1072 displays image Im22 in the middle of a pinch-out operation. Display unit 1072 displays image Im22, which is different from image Im21, based on a change in the display mode of the virtual camera. Image Im22 is an image that includes a letter that is larger in size than image Im11.
[0187] FIG. 23 is a diagram showing an example of an image Im23 displayed on the user terminal 100 after transition from the image Im22 shown in FIG. The display unit 1072 displays image Im23 after the pinch-out operation is completed. The display unit 1072 displays image Im23 including a character object Ob3 with a movement associated with the letter whose display size is to be enlarged. The display unit 1072 displays image Im23, which is different from image Im22. Image Im23 is an image including the letter unfolded by the character object Ob3.
[0188] FIG. 24 is a diagram showing an example of image Im23 displayed on the user terminal 100 after transition from image Im23 shown in FIG. The display unit 1072 displays image Im24 including a character object Ob3 with a movement associated with a letter whose display size is to be enlarged. The display unit 1072 displays image Im24, which is different from image Im23. Image Im24 is an image after the letter has been lowered by the character object Ob3. Image Im24 is an image that includes the entire character object Ob3 in the center. Image Im24 is an image that includes the message "How was it?" The transition from image Im23 to image Im24 may be based on the passage of a certain amount of time.
[0189] (4) Effects As described above in detail, the example game program can display an image including an object with a movement associated with an operation to change the display mode of a virtual space, such as a game space. This allows the program to enable communication with the object in the virtual space, such as a game space, through a simple operation. The operation to change the display mode of the virtual space is realized through an intuitive operation such as a pinch-out operation, which makes it easier for the user to feel a sense of intimacy with the object.
[0190] Displaying an object with a movement associated with an operation to change the display mode of the virtual space includes displaying an image including the object with a movement associated with an operation to change the display size of the object, thereby enabling dynamic communication with the object in the virtual space based on the operation to change the display size of the object.
[0191] [Other embodiments] It should be noted that the present invention is not limited to the above-described first, second and third embodiments.
[0192] In the first and second embodiments, changing the orientation of the virtual camera has been described as an example of changing the shooting mode of the virtual camera, but this is not limiting. The virtual camera control unit 113 may change the position of the virtual camera so that it rotates around the character object based on a swipe operation. In this example, the virtual camera obtains an image including the character object regardless of the change in position.
[0193] Although a touch panel has been described as an example of the input unit 1071, the input unit 1071 is not limited to this. The input unit 1071 may be a controller having a plurality of buttons.
[0194] For example, the configurations of the server 200 and the user terminal 100 may be replaced with other configurations capable of implementing the game program according to the embodiment. The configurations of the server 200 and the user terminal 100 may be omitted, distributed across multiple devices, and replaced with similar configurations. Each functional unit of the server 200 and the user terminal 100 may be implemented using a circuit. The circuit may be a dedicated circuit that implements a specific function, or may be a general-purpose circuit such as a processor.
[0195] Furthermore, the process flow described using the flowchart is not limited to the procedure described, and the order of some steps may be changed, or some steps may be performed simultaneously in parallel. Furthermore, the series of processes described above do not need to be performed consecutively, and each step may be performed at any timing.
[0196] Although the game space has been described as an example of a virtual space, the present invention is not limited to this. The virtual space may be a virtual space created by VR (Virtual Reality). In this example, the operation to change the display mode of the virtual space may be a movement in which a user wearing a head-mounted display such as VR goggles turns their face. The head-mounted display may display an image based on the operation to change the display mode of the virtual space. The head-mounted display may display an image including an object with a movement associated with the operation to change the display mode of the virtual space.
[0197] At least a part of the processing of each of the above embodiments can be realized by using, for example, a processor installed in a general-purpose computer as basic hardware. A program that realizes the above processing may be provided by being stored on a computer-readable recording medium. The program is stored on the recording medium as an installable file or an executable file. Examples of recording media include magnetic disks, optical disks (CD-ROMs, CD-Rs, DVDs, etc.), magneto-optical disks (MOs, etc.), semiconductor memories, etc. Any recording medium can be used as long as it can store the program and is computer-readable. Furthermore, the program that realizes the above processing may be stored on a computer (server) connected to a network such as the Internet and downloaded to a computer (client) via the network.
[0198] It should be noted that this invention is not limited to the above-described embodiments, and various modifications can be made in the implementation stage without departing from the spirit of the invention. Furthermore, the embodiments may be implemented in appropriate combinations, in which case the combined effects can be obtained. Furthermore, the above-described embodiments include various inventions, and various inventions can be extracted by combining selected elements from the disclosed elements. For example, if the problem can be solved and the desired effect can be obtained even if some elements are deleted from all elements shown in the embodiments, the configuration from which these elements are deleted can be extracted as an invention. [Explanation of symbols]
[0199] 1...game system, 100...user terminal, 110...control unit, 111...operation reception unit, 112...game progression unit, 113...virtual camera control unit, 114...display control unit, 115...movement control unit, 116...communication identification unit, 117...movement determination unit, 118...enlargement target identification unit, 119...movement determination unit, 120...memory unit, 121...game program memory unit, 122...game information memory unit, 200...server, 211...reception control unit, 212...transmission control unit, 213...game progression unit, 220...memory unit, 221...game Game program memory unit, 222...game information memory unit, 223...user information database, 1001...processor, 1002...memory, 1003...storage, 1004...sensor, 1005...communication interface, 1006...input / output interface, 1007...touch screen, 1008...bus, 1071...input unit, 1072...display unit, 2001...processor, 2002...memory, 2003...storage, 2004...communication interface, 2005...input / output interface, 2006...bus.
Claims
1. A program executed by a computer, The computer a means for displaying an image based on an operation for changing the display mode of the virtual space captured by the virtual camera; after completion of the operation to change the display mode of the virtual space, displaying an image including an object with a movement associated with the operation to change the display mode of the virtual space; the operation for changing the display mode of the virtual space includes an operation for changing the display mode of a plurality of virtual spaces related to a plurality of communications with the object, the movement differs for each operation for changing the display modes of the plurality of virtual spaces; program.
2. the operation for changing the display mode of the virtual space includes an operation for changing a display range of the virtual space, the means for displaying an image based on an operation for changing the display mode of the virtual space includes means for displaying an image of a display range of the virtual space based on an operation for changing the display range of the virtual space, the means for displaying an image including the object with a movement associated with an operation for changing a display mode of the virtual space includes means for displaying an image including the object with a movement associated with an operation for changing a display range of the virtual space. The program according to claim 1.
3. the operation of changing the display range of the virtual space includes an operation of changing a shooting mode of a virtual camera that obtains an image from the virtual space, the means for displaying an image of the display range of the virtual space includes means for displaying an image obtained by the virtual camera, the means for displaying an image including the object with a movement associated with an operation for changing the display range of the virtual space includes means for displaying an image including the object with a movement associated with an operation for changing the shooting mode of the virtual camera. The program according to claim 2.
4. The program according to claim 1 , wherein the means for displaying an image based on an operation for changing the display mode of the virtual space includes means for displaying a different image depending on the amount of operation for changing the display mode of the virtual space.
5. A program executed by a computer, The computer a means for displaying an image based on an operation for changing the display mode of the virtual space captured by the virtual camera; after completion of the operation to change the display mode of the virtual space, displaying an image including an object with a movement associated with the operation to change the display mode of the virtual space; the operation for changing the display mode of the virtual space includes an operation for changing the display size of the object; the means for displaying an image based on an operation for changing the display mode of the virtual space includes means for displaying an image based on an operation for changing a display size of the object, the means for displaying the object with a movement associated with an operation for changing a display mode of the virtual space includes means for displaying an image including the object with a movement associated with an operation for changing a display size of the object. program.
Citation Information
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