Program, information processing method and information processing system

The game system addresses the challenge of conventional systems by implementing innovative features to enhance player convenience and immersion through position and angle management, ensuring realistic and intuitive input operations.

JP7788608B2Active Publication Date: 2025-12-19CAPCOM CO LTD
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Patent Information

Application Number
JP2023149697
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-15
Publication Date
2025-12-19
Estimated Expiration
2043-09-15

AI Technical Summary

Technical Problem

Conventional game systems that rely solely on HMD and input controller positions and angles for in-game controls can reduce convenience and familiarity, making the gaming experience less enjoyable.

Method used

A game system that includes an acquisition means for acquiring position information, a management means for managing the position and angle of a virtual object, and a restriction process that fixes the object's position and angle, and a presentation means for presenting images based on virtual cameras, allowing for adjustable image resolution and processing.

Benefits of technology

The system provides a highly convenient and immersive gaming experience by maintaining realistic input operations while enhancing player familiarity and ease of use.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a player with a highly convenient game system while maintaining an input operation with reality.SOLUTION: Controller information acquisition means 62 acquires positional information and the like on the position of a first input device related to a game. HMD information acquisition means 64 acquires positional information and the like on the position or angle of a second input device related to the game. Character management means 66 manages the position and angle of a predetermined object in a virtual space of the game according to the positional information. Condition determination means 68 executes restriction processing on the position or angle of the object when a distance or positional relationships between the first input device and the predetermined second input device satisfy a first condition. Virtual camera control means 70 controls the position and angle in a virtual space of a virtual camera that functions as a base point for determining a viewpoint for generating a game image.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] In recent years, with the spread of HMDs (Head Mounted Displays) and other devices, content has become known that allows players to control the movements of characters in a virtual space, the position of a virtual camera, and so on, based on the position and angle of the HMD or input controller used by the player. For example, a technique has been disclosed that enables operations other than changing the attitude of a virtual camera in a virtual space to be performed by changing the attitude of an HMD (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-125169 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in conventional technologies including the above-mentioned Patent Document 1, if all in-game controls are simply performed in response to the position and angle of the HMD, input controller, etc., this may actually reduce the convenience and familiarity of the game.

[0005] The present disclosure has been made in light of such circumstances, and aims to provide a game system that is highly convenient for players while maintaining realistic input operations.

[0006] In order to achieve the above object, a first aspect of the present disclosure provides: Computer, an acquisition means for acquiring position information relating to the position of an input device related to the game; a management means for managing the position and angle of a predetermined object in the virtual space of the game in accordance with the position information; an execution means for executing a restriction process on a position or angle of the object when a distance or a positional relationship between the input device and a predetermined wearable device satisfies a predetermined first condition; It is a program that functions as a

[0007] In addition, in the first aspect, the execution means can execute the restriction process of fixing the object at the position of the head of the game character.

[0008] In addition, in the first aspect, the program can further function as a presentation means for presenting an image generated based on a virtual camera installed on the object as a part of a game image of the game.

[0009] Also, in the first aspect, the presentation means can change the resolution of the image generated based on the virtual camera when the restriction processing is being executed by the execution means and when the restriction processing is not being executed by the execution means.

[0010] In addition, in the first aspect, the presentation means can perform predetermined image processing on an image generated with the virtual camera as a base point, depending on the situation of the game.

[0011] In addition, in the first aspect, the execution means can release the restriction processing when, after the first condition is satisfied, a predetermined second condition is satisfied regarding the distance or positional relationship between the input device and the wearable device.

[0012] A second aspect of the present disclosure is A computer-implemented information processing method, comprising: an acquisition step of acquiring position information relating to a position of an input device related to the game; a management step of managing the position and angle of a predetermined object in the virtual space of the game according to the position information; an execution step of executing a restriction process regarding a position or an angle of the object when a distance or a positional relationship between the input device and a predetermined wearable device satisfies a predetermined first condition; The information processing method includes:

[0013] A third aspect of the present disclosure is Input devices for games, An information processing system including a wearable device for the game, an acquisition means for acquiring position information relating to the position of the input device; a management means for managing the position and angle of a predetermined object in the virtual space of the game in accordance with the position information; an execution means for executing a restriction process on a position or angle of the object when a distance or a positional relationship between the input device and the wearable device satisfies a predetermined first condition; The information processing system includes:

[0014] An information processing method and an information processing system according to an embodiment of the present disclosure are also provided as an information processing method or an information processing system corresponding to a program according to an embodiment of the present disclosure. [Effects of the Invention]

[0015] According to the present disclosure, it is possible to provide a highly convenient game system for players while maintaining realistic input operations. [Brief explanation of the drawings]

[0016] [Figure 1] FIG. 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] 1. FIG. 4 is a diagram illustrating an example of a method of operating a game in the information processing system of FIG. [Figure 3]FIG. 1 is a diagram illustrating an example of a hardware configuration of a game device that constitutes an information processing system according to an embodiment of the present disclosure. [Figure 4] FIG. 1 is a diagram illustrating an example of the functional configuration of a game device, a server, and the like that constitute an information processing system according to an embodiment of the present disclosure. [Figure 5] FIG. 10 is a diagram illustrating an example of an image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 6] FIG. 6 is a diagram showing an example of an image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the example of FIG. 5. [Figure 7] 10 is a flowchart showing an example of the flow of a scope fixing process executed by a game device constituting an information processing system according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION

[0017] [Embodiment] First, before describing an embodiment of the present disclosure, the content of a game (hereinafter referred to as "this game") to which an information processing system (hereinafter referred to as "this system") according to an embodiment of the present disclosure is applied will be described. This game is, for example, a first-person shooter (FPS) game that uses virtual reality (VR) technology. While wearing an HMD, the player performs input operations using a controller or the like to progress through the game while viewing various game images that reflect the viewpoint of the character in the game. Specifically, the player controls a character (or a part of the character's body) displayed in the virtual space of the game through various input operations, and progresses through the game by fighting enemy characters and the like. Here, although this game can be played using a general-purpose game controller that does not have a sensor function, this embodiment uses an HMD that can acquire position information and a controller with a built-in sensor function. Specifically, the HMD and controller used in this system are equipped with various sensors, such as inertial sensors, and are capable of recognizing coordinates and grasping various movements in real space. Therefore, in this game, the player's movements in real space can be linked to the movements of the character in the game. For example, when a player aims a gun in real space, the input operation is processed by the game device 1, and the character in the game also aims the gun. By adopting such specifications, this system provides an environment in which the player can play the game while feeling immersed, as if they were themselves on an adventure and defeating enemies. In this game, the character can efficiently progress through the game by making good use of various game media, such as weapons, armor, and recovery items. Furthermore, in the following description, when the term "character (object)" is used, it does not mean only one independent character, but also includes an image of only a part of a character (for example, a hand).

[0018] FIG. 1 is a diagram showing an example of the configuration of this system. As shown in Fig. 1, the system includes a game device 1, an HMD 2, a controller 3, and a server 4. The game device 1, the HMD 2, and the controller 3 are interconnected by a communication method such as a LAN (Local Area Network). The game device 1 and the server 4 are also interconnected via a predetermined network N such as the Internet. Note that the form of these communication methods is not limited, and for example, Bluetooth (registered trademark), Wi-Fi, etc. may be used. Furthermore, hereinafter, when simply referring to an "image," it is intended to include images of any format, such as "moving images" and "still images."

[0019] The game device 1 is used by a player who wishes to use this system. The game device 1 may be a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, or the like. The game device 1 executes various processes required for the game to progress.

[0020] The HMD 2 is a head-mounted display connected to the game device 1 via a LAN or the like. The HMD 2 displays various game images generated by the game device 1 on a display unit (not shown). The HMD 2 can also recognize coordinates in real space in conjunction with the controller 3 (described later), for example. The HMD 2 may also have functions as a general-purpose information processing device, such as various control units and storage units, including a CPU and SSD.

[0021] The controller 3 is a controller equipped with a sensor function and the like, and is connected to the game device 1 via a LAN or the like. The controller 3 is provided with various buttons, a touch panel, and the like, as well as sensors and tracking functions, and can recognize coordinates in real space in conjunction with the HMD 2.

[0022] The server 4 is managed by an administrator of the system, etc. The server 4 is configured by a general-purpose PC, etc. While communicating with the game device 1, etc., the server 4 stores and manages various information required for the progress of the game.

[0023] Next, a brief description will be given of how to operate this game with reference to Fig. 2. Fig. 2 is a diagram for explaining an example of how to operate a game according to this system.

[0024] FIG. 2 shows the situation of the player playing the game in real space, along with an example of the game screen at that time. Specifically, (a1) in Figure 2 shows a character playing a game in real space with their right hand outstretched toward the TV screen (simulating a posture of firing a gun with one hand). (a2) in Figure 2 shows an example of a game image at the same time, in which the character is holding a gun in their right hand and aiming to attack. Similarly, (b1) in Figure 2 shows a player playing a game in real space with both hands outstretched toward the TV screen (simulating a posture of firing a gun with both hands).The game screen at this time, i.e., (b2) in Figure 2, shows a character holding a weapon with both hands and aiming to attack. In this way, in this game, the movements and postures of the player holding the HMD 2 and controller 3 are acquired and processed as game input information. In principle, characters in the game are positioned and act in the game space according to the movements and postures of the player in the real world. This allows the player to enjoy playing the game as if they were adventuring in the game space. As described above, the controller 3 is provided with various buttons, a touch panel, etc. The player can perform various operations within the game depending on the positions and angles of the HMD 2 and the controller 3, and input operations via the various buttons and touch panel provided on the controller 3.

[0025] FIG. 3 is a diagram showing an example of the hardware configuration of the game device that constitutes this system.

[0026] As shown in FIG. 3, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, a memory unit 16, a communication unit 17, and a drive 18.

[0027] The control unit 11 is configured by a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 16 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as needed.

[0028] The control unit 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output interface 15 is also connected to this bus 14. A storage unit 16, a communication unit 17, and a drive 18 are connected to the input / output interface 15.

[0029] The input / output interface 15 is also connected to the HMD 2 and the controller 3 . The HMD 2 is an output device that outputs, for example, images and sounds related to a game. For example, the HMD 2 displays game images generated as a result of various processes performed by the control unit 11 on a display unit (not shown). Also, for example, the HMD 2 outputs game sounds generated as a result of various processes performed by the control unit 11 in a format that can be recognized by the player. The controller 3 is, for example, an input device that accepts operation instructions from a player when various processes are executed by the control unit 11. For example, the controller 3 acquires, as input information, the contents of operation instructions executed by the player in the game.

[0030] The storage unit 16 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various data. For example, the storage unit 16 stores various game programs required for the progress of the game, information on the progress of the game being progressed on other hardware, etc.

[0031] The communication unit 17 controls communication with other hardware and the like via a network N including the Internet.

[0032] The drive 18 is provided as needed. Removable media 31, such as a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately attached to the drive 18. Programs read from the removable media 31 by the drive 18 are installed in the storage unit 16 as needed. The removable media 31 can also store various data stored in the storage unit 16 in the same way as the storage unit 16.

[0033] The hardware configuration of the server 4 can be basically the same as that of the game device 1, and therefore a description thereof will be omitted here.

[0034] FIG. 4 is a diagram showing an example of the functional configuration of the game devices, servers, etc. that make up this system. As shown in FIG. 4, the control unit 11 of the game device 1 executes various programs and the like, thereby causing a game processing execution means 60, a controller information acquisition means 62, an HMD information acquisition means 64, a character management means 66, a condition determination means 68, a virtual camera control means 70, and an output control means 72 to function.

[0035] The game processing execution means 60 executes various processes related to the game. Specifically, the game processing execution means 60 reads virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images, sounds, etc. related to the game while executing the game program. In other words, the game processing execution means 60 controls the progress of the game by generating and managing the results of the operation instructions given by the player. Furthermore, the game processing execution means 60 transmits various pieces of information relating to the game to the server 4 as appropriate.

[0036] The controller information acquisition means 62 acquires position information and the like relating to the position of the first input device related to the game. Specifically, the controller information acquisition means 62 acquires various pieces of information about the controller 3 (hereinafter referred to as "controller information"), such as information about pressing of various buttons on the controller 3, information about the position and angle of the controller 3 in real space, and information about acceleration accompanying changes in the position of the controller 3 in real space. In this embodiment, the viewpoint for generating the movement of a body part (e.g., a hand) of a character displayed in virtual space and a game image is determined in response to each piece of input information on the controller 3. This allows the player to play the game with the feeling that the character in the game is moving in accordance with the player's movements.

[0037] The HMD information acquisition means 64 acquires position information and the like relating to the position or angle of the second input device related to the game. Specifically, the HMD information acquisition means 64 acquires various information about the HMD 2 (hereinafter referred to as "HMD information"), such as information about the position and angle of the HMD 2 in real space, and information about acceleration accompanying changes in the position of the HMD 2 in real space.

[0038] The character management means 66 manages the position and angle of a predetermined object in the virtual space of the game according to the position information. Specifically, the character management means 66 manages the position and angle in the virtual space of the character operated by the player (hereinafter referred to as the "player character") based on the controller information acquired by the controller information acquisition means 62 and the HMD information acquired by the HMD information acquisition means 64.

[0039] The condition determination means 68 executes a restriction process on the position or angle of the object when the distance or positional relationship between the first input device and a predetermined second input device satisfies a predetermined first condition. Specifically, the condition determination means 68 determines whether the HMD 2 and the controller 3 are present within a predetermined distance based on the controller information acquired by the controller information acquisition means 62 and the HMD information acquired by the HMD information acquisition means 64. If the condition determination means 68 determines that the HMD 2 and the controller 3 are present within the predetermined distance, it executes a restriction process to fix the position of an auxiliary device (hereinafter referred to as a "scope") for aiming a weapon equipped by the player character or the hand holding it. The restriction process executed by the condition determining means will be described in detail below with reference to FIGS.

[0040] The virtual camera control means 70 controls the position and angle in the virtual space of the virtual camera that functions as a base point for determining the viewpoint for generating game images. Here, the virtual camera control means 70 is provided with a first virtual camera control means 80, a second virtual camera control means 82, and a third virtual camera control means 84. The first virtual camera control means 80 controls the position and angle in the virtual space of the first virtual camera, which is placed corresponding to the position of the left eye of the player character. The first virtual camera control means 80 generates a game image with the first virtual camera as the base point. The second virtual camera control means 82 controls the position and angle in the virtual space of the second virtual camera, which is placed corresponding to the position of the right eye of the player character. The second virtual camera control means 82 generates a game image with the second virtual camera as the base point. The third virtual camera control means 84 controls the position and angle in the virtual space of the third virtual camera, which is placed corresponding to the position of the scope of the weapon equipped by the player character. The third virtual camera control means 84 generates a game image with the third virtual camera as the base point. Furthermore, the virtual camera control means 70 presents the game image generated by each virtual camera control means (particularly the third virtual camera control means 84) as part of the game image to be presented to the player. Specifically, for example, the virtual camera control means 70 enlarges or reduces the game image generated by each virtual camera control means (particularly the third virtual camera control means 84) by a predetermined magnification, and presents it as part of the game image to be presented to the player (see, for example, FIG. 5 or FIG. 6).

[0041] The output control means 72 executes control to output various game images, sounds, etc. generated by the game processing execution means 60 and the like to an output unit (not shown) of the HMD 2.

[0042] As shown in FIG. 4, the control unit 400 of the server 4 executes various programs and the like, thereby causing a game information management means 420 to function.

[0043] The game information management means 420 of the server 4 manages various information required for the progress of the game by the game device 1 and executes various processes. Specifically, for example, the game information management means 420 executes authentication of account information transmitted from the game device 1, distribution of game information in response to a download request from the game device 1, and the like.

[0044] Here, in this game, basic in-game processing is performed according to the positions and angles of the HMD 2 and controller 3 in real space, input operations, etc. However, as mentioned above, if all in-game processing (for example, detailed control of the positions and angles of objects) were to be performed according to the positions and angles of the HMD, controller, etc., this could actually impair the convenience and familiarity of the game. Therefore, the auxiliary functions provided in the present system to solve such problems will be described with reference to Figures 5 and 6. Figures 5 and 6 are diagrams showing examples of images displayed on a game device constituting an information processing system according to an embodiment of the present disclosure.

[0045] The example in FIG. 5 shows a situation in which a player is aiming a rifle at an enemy character from a distance. The player needs to check the auxiliary device D1 (scope) attached to the rifle, aim at the enemy character that appears small in the distance, and press the attack button. Repeatedly performing such actions during a game can be difficult, especially for players who are not accustomed to games, and this can be one of the factors that make the game less enjoyable. Note that game play environments similar to the situation in FIG. 5 have also been adopted in previous games, and for details of the specifications, please refer to the following Non-Patent Document 1. [Non-Patent Document 1] "Former Special Forces Member Plays FPS on Backpack PC 'VR One'! We Asked a Former Professional Warrior About Fighting Styles and the Future of VR," [online], [Retrieved August 14, 2023], Internet (https: / / www.famitsu.com / news / 201709 / 07141308.html)

[0046] In contrast, the example of FIG. 6 shows a situation in which the player is aiming a rifle at an enemy character from a distance, similar to the example of FIG. 5. However, in the example of FIG. 6, an image of the interior of the auxiliary device D2 (scope) is enlarged and displayed in the displayed game image. This allows the player to aim while checking the enlarged image, making it easier to attack the desired target. Note that, as described above, this system includes the third virtual camera control means 84, and therefore, can easily enlarge only the portion of the image generated with the auxiliary device D2 as the base point. Furthermore, in the example of FIG. 6, the position of the player character's eyes and the position of the auxiliary device D2 are fixed in close proximity. That is, in the example of FIG. 5, if the position of the part of the body that supports the rifle (the right hand if the player is right-handed) moves, the auxiliary device D1 itself moves. In contrast, in the example of FIG. 6, for example, if the position of the controller 3 held by the player is detected to be near the HMD2 worn on the player's head, the position of the auxiliary device D2 remains fixed. Therefore, even if the position of the part of the body that supports the rifle (the right hand if the player is right-handed) moves slightly, the position of the auxiliary device D2 remains fixed, making it easy to aim at the enemy character. By providing such functions, this system can provide a more convenient gaming environment.

[0047] FIG. 7 is a flowchart showing an example of the flow of a scope fixing process executed by a game device constituting an information processing system according to an embodiment of the present disclosure.

[0048] In step S1, the controller information acquisition means 62 acquires controller information such as information regarding the pressing of various buttons installed on the controller 3, information regarding the position and angle of the controller 3 in real space, and information regarding the acceleration associated with changes in the position of the controller 3 in real space.

[0049] In step S2, the HMD information acquisition means 64 acquires HMD information such as information about the position and angle of the HMD 2 in real space, and information about acceleration accompanying changes in the position of the HMD 2 in real space.

[0050] In step S3, the character management means 66 manages the position and angle of the player character based on the controller information acquired by the controller information acquisition means 62 and the HMD information acquired by the HMD information acquisition means 64.

[0051] In step S4, the condition determination means 68 determines whether the HMD 2 and the controller 3 are present within a predetermined distance based on the controller information acquired by the controller information acquisition means 62 and the HMD information acquired by the HMD information acquisition means 64. If the HMD 2 and the controller 3 are not within the predetermined distance, the condition determination means 68 determines NO in step S4, and the process returns to step S1. On the other hand, if the HMD 2 and the controller 3 are located within the predetermined distance, the condition determination means 68 determines YES in step S4, and the process proceeds to step S5.

[0052] In step S5, if the condition determination means 68 determines that the HMD 2 and the controller 3 are within a predetermined distance, it executes a restriction process to fix the position of the scope of the weapon equipped by the player character, thereby completing the scope fixing process.

[0053] The above describes one embodiment of the present disclosure, but the present disclosure is not limited to the above-described embodiment, and modifications and improvements within the scope of achieving the object of the present disclosure are included in the present disclosure.

[0054] [Other embodiments] In the above embodiment, the system employs the condition that the HMD 2 and the controller 3 are within a predetermined distance as the condition for executing the restriction process, but this is not limited thereto. The system may employ any other condition as the condition for executing the restriction process. Furthermore, for example, the present system may change the length of the predetermined distance that is a condition for executing the restriction process depending on the type of object (for example, weapon) in the game. Furthermore, the present system may change various conditions, such as the length, angle, and positional relationship of a predetermined distance, which are conditions for executing the restriction process, depending on the dominant hand of the player.

[0055] In the above embodiment, the system employs a process of fixing the position of the scope for aiming the weapon equipped by the player character or the hand holding the scope as the restriction process, but this is not limited thereto, and the system may employ any other process as the restriction process.

[0056] In the above embodiment, the object that is the target of the restriction process is described as a rifle, but this is not limited to this and may be any weapon or item that requires an aiming operation, other than a rifle.

[0057] Furthermore, although only a brief explanation has been given in the above-described embodiment, the virtual camera control means in this system (first virtual camera control means 80, second virtual camera control means 82, third virtual camera control means 84) may each generate game images with different resolutions and magnifications, or may apply filters, etc. (for example, they may generate images similar to those of an infrared camera).

[0058] Although not explained in the above embodiment, the virtual camera control means in this system (first virtual camera control means 80, second virtual camera control means 82, third virtual camera control means 84) may generate game images constantly during the game, but constantly generating game images using three virtual cameras increases the processing load. Therefore, for example, the virtual camera controlled by the third virtual camera control means 84 in particular may have a function to generate game images with normal resolution when restriction processing is being executed (when the scope is fixed to the character's head), and to significantly lower the resolution of the generated game images in other game situations, thereby reducing the processing load. Note that the normal resolution means, for example, the resolution of a game image generated by the first virtual camera or the second virtual camera during normal game execution.

[0059] Furthermore, the virtual camera control means in this system (first virtual camera control means 80, second virtual camera control means 82, third virtual camera control means 84) may perform various image processing such as contrast adjustment, brightness adjustment, color change, enlargement or reduction on the generated game image depending on the progress of the game or the player's input operations.

[0060] Furthermore, in the above embodiment, the present system has been described as generating game images to be presented to the player based on game images generated by the first virtual camera control means 80 or the second virtual camera control means 82, but this is not limited thereto. For example, the present system may employ a fourth virtual camera control means based on the viewpoints of both eyes, and generate game images to be presented to the player based on game images generated based on that.

[0061] Furthermore, although not explained in the above embodiment, the present system (particularly the condition determination means 68) may have a function to cancel the restriction process being executed if the HMD 2 and the controller 3 are again separated by more than a certain distance after determining that a predetermined condition is met and executing the restriction process.

[0062] Furthermore, although not explained in the above embodiment, the game may be executed by any hardware (e.g., game device 1), such as a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.

[0063] Although not described in the above embodiment, the content of the game related to this system is not limited. This system may be applied to any game, such as a first-person shooter (FPS), a third-person shooter (TPS), a role-playing game (RPG), an action game, a simulation game, a sports game, a card game, a battle royale (symmetric or asymmetric), a multiplayer online battle arena (MOBA), a music game, a fighting game, or a quiz game.

[0064] The above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 4 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function that can execute the above-described series of processes as a whole, and the type of functional block used to realize this function is not limited to the example shown in Fig. 4. Furthermore, the location of the functional block is not limited to the example shown in Fig. 4, and may be arbitrary. Furthermore, one functional block may be configured by hardware alone, by software alone, or by a combination of these.

[0065] Furthermore, the number of various hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.

[0066] Furthermore, when a series of processes is executed by software, the programs that make up the software are installed into a computer or the like from a network or a recording medium.

[0067] The computer may also be a computer that is built into dedicated hardware, or a computer that can execute various functions by installing various programs. That is, for example, the various hardware in the above-described embodiments may be freely adopted as any computer, any mobile terminal such as a smartphone, any game console, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.

[0068] Furthermore, the recording medium containing such a program may be configured not only as a removable medium (not shown) provided separately from the device main body in order to provide the program to the player, etc., but also as a recording medium provided to the player in a state where it is pre-installed in the device main body.

[0069] In this specification, the steps of writing the program to be recorded on the recording medium may be executed in a time-series manner, or may be executed in parallel or individually. Also, some of the steps described in the above embodiments may be omitted.

[0070] In addition, in this specification, the term "system" refers to an overall device that is made up of a plurality of devices or a plurality of means.

[0071] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate.

[0072] To summarize the above, the program to which the present disclosure is applied can take various forms having the following configurations. Computer, Acquisition means (for example, controller information acquisition means 62) for acquiring position information relating to the position of an input device related to the game; a management means (e.g., a character management means 66) for managing the position and angle of a predetermined object in the virtual space of the game according to the position information; an execution means (e.g., a condition determination means 68) that executes a restriction process regarding the position or angle of the object when the distance or positional relationship between the input device and a predetermined wearable device satisfies a predetermined first condition; Any program that functions as such is sufficient.

[0073] That is, the controller information acquisition means 62 functions as an acquisition means. The character management means 66 functions as a management means. The condition determining means 68 functions as an executing means. The virtual camera control means 70 functions as a presentation means.

[0074] This allows the player to easily enjoy the game while performing input operations in a highly immersive state. [Explanation of symbols]

[0075] 1. Game device 11 Control section 60 Game processing execution means 62 Controller information acquisition method 64 HMD information acquisition means 66 Character Management Methods 68 Condition determination means 70 Virtual camera control means 80 First virtual camera control means 82 second virtual camera control means 84 Third virtual camera control means 72 Output control means 2 HMD 3 Controller 4 Server 400 control section 420 Game Information Management Means

Claims

1. Computer, an acquisition means for acquiring position information relating to the position of an input device related to the game; a management means for managing the position and angle of the character in the virtual space of the game in accordance with the position information; an execution means for executing a restriction process on a predetermined assist device that assists the attacking action of the character or a position of a hand that supports the assist device when a distance or a positional relationship between the input device and a predetermined wearable device satisfies a predetermined first condition; a presentation means for presenting a target image generated based on a virtual camera installed at a position corresponding to the weapon object associated with the character as a base point as part of a game image of the game; It functions as the presentation means generates the target image at a resolution that is a standard in the game when the restriction process is being executed by the execution means, and generates the target image at a resolution that is lower than the standard resolution in the game when the restriction process is not being executed by the execution means. program.

2. the execution means executes the restriction process of fixing the position of the auxiliary device or the hand supporting the auxiliary device to the position of the character's head. The program according to claim 1.

3. the presentation means performs predetermined image processing on an image generated with the virtual camera as a base point in accordance with the situation of the game. The program according to claim 1.

4. the execution means cancels the restriction process when a predetermined second condition is satisfied with respect to a distance or a positional relationship between the input device and the wearable device after the first condition is satisfied. The program according to claim 1.

5. the execution means changes the first condition or the second condition depending on the dominant hand of the player of the game. The program according to claim 4.

6. A computer-implemented information processing method, comprising: an acquisition step of acquiring position information relating to a position of an input device related to the game; a management step of managing the position and angle of the character in the virtual space of the game according to the position information; an execution step of executing a restriction process on a predetermined assisting device that assists the attacking action of the character or a position of a hand that supports the assisting device when a distance or a positional relationship between the input device and a predetermined wearable device satisfies a predetermined first condition; a presentation step of presenting a target image generated based on a virtual camera installed at a position corresponding to the weapon object associated with the character as a base point as part of a game image of the game; Including, the presenting step generates the target image at a resolution that is a standard in the game when the restriction process is being executed by the executing step, and generates the target image at a resolution that is lower than the standard resolution in the game when the restriction process is not being executed by the executing step. Information processing methods.

7. Input devices for games, An information processing system including a wearable device for the game, an acquisition means for acquiring position information relating to the position of the input device; a management means for managing the position and angle of the character in the virtual space of the game in accordance with the position information; an execution means for executing a restriction process on a predetermined assist device that assists the attacking action of the character or a position of a hand that supports the assist device when a distance or a positional relationship between the input device and the wearable device satisfies a predetermined first condition; a presentation means for presenting a target image generated based on a virtual camera installed at a position corresponding to the weapon object associated with the character as a base point as part of a game image of the game; Equipped with the presentation means generates the target image at a resolution that is a standard in the game when the restriction process is being executed by the execution means, and generates the target image at a resolution that is lower than the standard resolution in the game when the restriction process is not being executed by the execution means. Information processing system.

Citation Information

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