Computer system and background character control method
The computer system addresses the lack of surprise in existing technologies by managing content users and controlling character appearances as background characters in other content, enhancing user engagement through unexpected and modified character appearances.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- BANDAI NAMCO ENTERTAINMENT INC
- Filing Date
- 2022-07-29
- Publication Date
- 2026-05-15
AI Technical Summary
Existing technologies require players to have a known relationship to enable their Non-Player Characters (NPCs) to appear in another player's gameplay, lacking an element of surprise when a user's character appears in different content without their knowledge.
A computer system that manages content users and selects target users from different content, controlling the inclusion of their characters as background characters in other content, with appearance modifications and notifications, enhancing the surprise element.
The system creates a surprising experience by projecting user characters as modified background characters in other content, increasing user engagement and interest through unexpected appearances and notifications.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a computer system and the like.
Background Art
[0002] Generally, a character set by a user for game play is used only when the user plays. However, a technique is known that allows a user's own character to appear in the play of another user (see, for example, Patent Document 1).
[0003] Patent Document 1 discloses a technique in which a player can set an Otomo character, which is an NPC (Non Player Character), and the Otomo character (NPC) set by Player A can appear in the play of Player B. From the perspective of Player B, it is possible to enjoy the feeling that the Otomo character (NPC) of Player A has come to play in their own game play or has come to support them out of admiration.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In the technique of Patent Document 1, in order for the Otomo character (NPC) set by Player A to appear in the play of Player B, it is necessary in advance that Player A has already played the game and that Player A and Player B have exchanged a guild card within the game.
[0006] In other words, the technology described in Patent Document 1 was a technology in which, in the closed world of a single game, if players A and B had a known relationship with each other, player A's NPC would appear in player B's gameplay. Therefore, for players A and B, the appearance of an NPC of a known player within the same game did not pose much of a surprise.
[0007] The problem that this invention aims to solve is to provide a technology that creates an element of surprise when a character created by a user while playing one piece of content appears in another piece of content without the user's knowledge. [Means for solving the problem]
[0008] The first invention for solving the above-mentioned problems is 1) configured to communicate with a management device that manages content users for each piece of content, or 2) a computer system equipped with such a management device, A target user selection means (for example, the target user selection unit 214 in Figure 11, the target user information 720 in Figure 16, and steps S36 to S38 in Figure 18) selects a target user from among the aforementioned content who is not a content user of the given target content but a content user of other content other than the target content, The computer system includes background character control means (for example, the background character control unit 216 in Figure 11, the background character control data 722 in Figure 16, and steps S76, S100 to S108 in Figure 19) that control the inclusion of a character relating to the target user as a background character in the image of the target content.
[0009] Furthermore, the second invention is a computer system in which, in the above-described computer system, the management device sets the content user's character based on the content user's setting operations (for example, steps S14 to S16 in Figure 18), and the background character control means controls the display of a character based on the target user's user character as the background character in the image of the target content.
[0010] "Background characters" are characters other than the main characters in the content in question. In terms of their roles, they are equivalent to extras.
[0011] The computer system of the first or second invention can project a character relating to a user selected from among the users of other content onto the image of the target content, as a background character. The character relating to the target user will appear in various other content, transcending the boundaries of the content itself.
[0012] For the target user, there is a great sense of surprise when their character unexpectedly appears in content that they were not originally playing with that character. This technology can realize the creation of a surprise where a character that a user was involved in setting up while playing one piece of content appears in another piece of content without the user's knowledge.
[0013] The third invention is a computer system in which, in the above-described computer system, the background character control means controls the background character, which has a modified appearance compared to the user character of the target user, to be reflected in the image of the target content (for example, steps S72 and S74 in Figure 19).
[0014] The computer system of the third invention can display a modified version of the user character of a target user as a background character in the image of the target content. Therefore, it becomes possible to appropriately change the appearance of the user character when it appears as a background character in other content. Such changes in appearance enhance the element of surprise for the user.
[0015] The fourth invention is a computer system further comprising background character appearance setting means (for example, background character appearance setting unit 208 in Figure 11, background character appearance setting data 630 in Figure 15, and step S38 in Figure 18) that sets the appearance control of the character relating to the target user as a background character based on the setting operation of the target user.
[0016] Furthermore, the fifth invention is a computer system in which the background character appearance setting means sets at least one of the following based on the setting operation of the target user: 1) whether or not the character can appear as the background character, 2) the appearance when the character appears as the background character, and 3) the size of the character that appears in the image of the target content as the background character.
[0017] According to the fourth or fifth invention, the target user will be able to set the appearance control when a character related to themselves appears as a background character.
[0018] The sixth invention is a computer system further comprising the above-described computer system, a notification control means (for example, the appearance notification 50 in Figure 10, the notification control unit 226 in Figure 11, and step S170 in Figure 20) for notifying the target user that the appearance control has been performed by the background character control means.
[0019] According to the sixth invention, the computer system can notify the target user that their character has appeared as a background character.
[0020] The seventh invention is a computer system in which the notification control means notifies the target user of information on the target content (for example, appearance destination content information 52 in FIG. 10).
[0021] According to the seventh invention, the computer system can notify the target user of which content the target user's character appeared as a background character in.
[0022] The eighth invention is a computer system in which the management device manages the content usage history of each content user (for example, content usage history data 610 in FIG. 15, step S162 in FIG. 20), and the target user selection means selects, as the target user, a user who has never used the target content in the past (for example, step S36 in FIG. 18).
[0023] According to the eighth invention, the computer system can enhance the surprise when the target user later learns that the character related to the target user has appeared as a background character. In addition, it becomes possible to use the appearance of the target user in the content as a background character as an opportunity to invite the target user to the content.
[0024] The ninth invention is a computer system in which the management device sets the character of the content user based on the setting operation of the content user, and the target user selection means selects, as the target user, a user who satisfies a given selection condition based on the character setting and / or the usage information of the other content (for example, variables such as the character setting point Pc for calculating the index value in FIG. 7, steps S60 to S62 in FIG. 19).
[0025] According to the ninth invention, a computer system can select a target user based on the settings of characters to be background characters and usage information of other content. For example, by appropriately setting selection conditions, a character with a characteristic appearance can be selected as the background character. Also, if the content of the usage information of other content and the selection conditions are appropriately set, a user who frequently uses other content or a user who has achieved excellent results in other content can be selected with the character of the target user as the background character. Depending on how the character for the background character is selected, it is possible to arouse the interest of the users who play the target content or watch the play in the background character, and provide an interest different from playing or watching the play.
[0026] <L The tenth invention is a computer system further comprising target content determination means (for example, the target content determination unit 228 in FIG. 21, the target content setting data 650 in FIG. 22, the target content determination process in FIG. 23) that extracts candidate content for which the target user is not a content user from the above-mentioned content and determines the target content from the extracted candidate content.
[0027] Also, the eleventh invention is a computer system in which the target content determination means determines the target content based on the user information of the target user (for example, the user information 601 in FIG. 15, step S204 in FIG. 23) in the above computer system.
[0028] According to the tenth or eleventh invention, it is possible to enhance the surprise when the target user later learns that the character related to himself / herself appears as the background character. Also, it can be a trigger to induce the target user to the content that appears as the background character.
[0029] The twelfth invention is a computer system in which, in the above-described computer system, the management device sets the character of the content user based on the setting operation of the content user, and the target content determination means determines the target content based on the setting of the target user's user character and / or the usage information of other content relating to the target user (for example, usage information 612 in Figure 15, content user character setting data 620, step S206 in Figure 23).
[0030] According to the twelfth invention, a computer system can be realized that can select target users based on the settings of background characters and information on the use of other content.
[0031] The 13th invention is a computer system further comprising the above-described computer system, which includes an index value setting means (for example, the index value setting unit 212 in Figure 11, the target user character index value 724 in Figure 16, and step S60 in Figure 19) for setting an index value indicating how easily a character relating to the target user is reflected in the image of the target content when the character is reflected in the image of the target content as a background character, and the background character control means having reflection control means (for example, the reflection control unit 218 in Figure 11, the applicable camera work data 726 in Figure 16, steps S102 to S108 in Figure 19, and step S142 in Figure 20) for controlling the reflection of the character relating to the target user in the image of the target content based on the index value.
[0032] According to the 13th invention, a computer system can be realized that can set an index value for a character related to a target user and control its reflection based on the set index value. For example, by appropriately setting and changing the index value, it is possible to flexibly change which character related to which target user is reflected and to what extent.
[0033] The fourteenth invention is a computer system in which, in the above-described computer system, the management device sets the character of a content user based on the setting operations of the content user, and the index value setting means sets the index value based on the setting of the user character of the target user and / or the usage information of other content relating to the target user (for example, the configuration of variables such as the character setting point Pc for calculating the index value in Figure 7).
[0034] According to the 14th invention, by appropriately setting the content of the usage information of other content and the method of setting the indicator values, it is possible to target users who frequently use other content or users who have achieved excellent results in other content, and use the characters of those target users as background characters. For example, depending on how the characters to be used as background characters are selected, it is possible to attract the interest of users who play the target content or users who watch them play, and provide an entertainment separate from playing or watching the game.
[0035] The fifteenth invention is a computer system further comprising the above-described computer system, which includes reflection result evaluation means for evaluating the result of the background character appearing in the image of the target content (for example, the reflection evaluation unit 220 in Figure 11, the reflection evaluation result data 728 in Figure 16, and step S144 in Figure 20).
[0036] According to the 15th invention, the result of the reflection of background characters will be evaluated.
[0037] Furthermore, the sixteenth invention is a computer system in which the reflection result evaluation means further comprises a ranking generation means (for example, the ranking generation unit 222 in Figure 11, the ranking data 744 in Figure 16, and step S168 in Figure 20) which evaluates the results for each target user or for each character related to the target user and generates a ranking based on the evaluation results.
[0038] According to the 16th invention, a ranking is generated by an evaluation based on the results of the reflection of background characters.
[0039] The 17th invention is a computer system further comprising appearance information presentation control means (for example, appearance information 40 in Figure 9, appearance information presentation control unit 224 in Figure 11, appearance information data 740 in Figure 16, step S122 in Figure 20) that presents information regarding the number of times a character relating to the target user appears as a background character in the target content, and / or the proportion of characters relating to the target user among the background characters in the target content.
[0040] According to the 17th invention, the computer system can provide users playing the target content or users watching the gameplay with information regarding the number and proportion of characters related to the target user that are designated as background characters. This information can increase the likelihood that users playing the target content or users watching the gameplay will become interested in the characters related to the target user, thereby enhancing their enjoyment.
[0041] The 18th invention is a computer system further comprising the above-described computer system, which includes a variable appearance count setting means (for example, the variable appearance count setting unit 210 in Figure 11, the appearance count 710 in Figure 16, and step S30 in Figure 18) for setting the number of target users and / or the number of times a character related to the target user appears as a background character in a variable manner.
[0042] According to the 18th invention, the computer system can change the number of target users and the number of characters related to those target users that appear as background characters.
[0043] The 19th invention is a computer system in which the variable occurrence number setting means performs the variable setting based on a setting operation by a predetermined user.
[0044] According to the 19th invention, the computer system can set the number of target users and the number of characters related to those target users that appear as background characters, based on the settings operations of a predetermined user.
[0045] The 20th invention is a computer system in which the variable occurrence number setting means automatically performs the variable setting based on predetermined automatic determination conditions.
[0046] According to the 20th invention, the computer system can automatically determine the number of target users and the number of characters related to those users that appear as background characters.
[0047] The 21st invention is a background character control method that is 1) configured to communicate with a management device that manages content users for each piece of content, or 2) executed by a computer system equipped with the management device, and includes a target user selection step of selecting a target user from among the contents who is not a content user of a given target content but a content user of other content other than the target content, and a background character control step of performing control to make the character relating to the target user appear as a background character in the image of the target content.
[0048] According to the 21st invention, a background character control method that provides the same effects as the above invention can be realized. [Brief explanation of the drawing]
[0049] [Figure 1] A diagram showing an example configuration of a content delivery system. [Figure 2] A diagram to explain virtual space. [Figure 3] A diagram illustrating an example of a virtual spot configuration. [Figure 4] A diagram illustrating the structure of background characters. [Figure 5]A diagram illustrating an example of virtual camera settings. [Figure 6] A diagram illustrating the settings for the target user character. [Figure 7] A diagram illustrating an example of reflection control. [Figure 8] A diagram to explain the evaluation of reflections. [Figure 9] A diagram illustrating the notification of appearance information. [Figure 10] A diagram to explain the appearance notification. [Figure 11] A block diagram showing an example of the functional configuration of a server-side system. [Figure 12] A diagram showing examples of programs and data stored in the memory of a server-side system. [Figure 13] A diagram showing an example of the data structure for initial content settings. [Figure 14] A diagram showing an example of the data structure of the benefit definition data. [Figure 15] A diagram showing an example of the data structure of user management data. [Figure 16] A diagram showing an example of the data structure of content control data. [Figure 17] A functional block diagram showing an example of the functional configuration of a user terminal. [Figure 18] A flowchart illustrating the processing flow related to content provision. [Figure 19] Flowchart continuing from Figure 18. [Figure 20] Flowchart continuing from Figure 19. [Figure 21] A block diagram showing an example of the functional configuration of the server-side system in the second embodiment. [Figure 22] A diagram showing an example of the data structure of the target content setting data. [Figure 23] A flowchart illustrating the process for determining the target content. [Figure 24] Flowchart illustrating the processing flow related to content provision in the second embodiment [Figure 25]Flowchart continuing from Figure 24. [Figure 26] Flowchart continuing from Figure 25. [Modes for carrying out the invention]
[0050] Examples of embodiments of the present invention will be described below, but it goes without saying that the embodiments to which the present invention can be applied are not limited to the following embodiments.
[0051] [First Embodiment] Figure 1 shows an example configuration of the content delivery system 1000. The content provision system 1000 is a computer system that allows multiple users to simultaneously participate in a virtual space constructed with 3DCG (3-Dimensional Computer Graphics) using their respective user character avatars, move freely within the virtual space with their avatars, and receive various content provided within the virtual space through their avatars.
[0052] The content delivery system 1000 is a computer system that includes a server-side system 1010 connected via network 9 for data communication and user-specific user terminals 1500 (1500a, 1500b, ...), with the user terminals 1500 serving as the Man-Machine Interface (MMIF).
[0053] Network 9 refers to a communication path capable of data communication. In other words, Network 9 includes not only LANs (Local Area Networks) using dedicated lines (dedicated cables) or Ethernet (registered trademark) for direct connections, but also telephone communication networks, cable networks, and the Internet.
[0054] The server-side system 1010 is a computer system operated by the operator of the content provision system 1000, and comprises a portal server system 1100P and a plurality of content server systems 1100G (1100Ga, 1100Gb, ...).
[0055] The portal server system 1100P is a computer system that provides the basic mechanism of the virtual space and is the front-end server system that the user terminal 1500 of a user participating in the virtual space first accesses. The portal server system 1100P performs, for example, user registration control, avatar customization control, avatar control within the virtual space, control of the virtual world within the virtual space, and control related to the provision of various content according to the position and movement of the avatar. It also stores and manages information related to user registration and avatar settings. Of course, the portal server system 1100P may also perform other controls depending on the content provided in the virtual space. Furthermore, one or more of these controls may be implemented by a back-end server.
[0056] The content server system 1100G (1100Ga, 1100Gb, ...) is a backend server for providing one or more types of content to user terminals 1500 as clients. The content provided can be configured as needed. For example, it could include shopping, gameplay, museum / art gallery visits, movie screenings, events, etc. These can also be collectively referred to as "events."
[0057] An "event" is a temporary occurrence in a virtual space that involves an audience. For example, an event could be a performance such as singing, playing a musical instrument, dancing, magic tricks, acting, or creating artwork or crafts, or it could be a game or sports competition. It could also be the public filming of a movie or a video for online posting.
[0058] In the following sections, we will use live gameplay events as an example of the content offered. In other words, we will explain using an event where users, acting as players, watch other users, acting as spectators.
[0059] The portal server system 1100P and the content server system 1100G each consist of a main unit, keyboard, touch panel, and storage 1140, with a control board 1150 mounted on the main unit. The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories such as VRAM, RAM, and ROM 1152, and a communication device 1153. Note that part or all of the control board 1150 may be implemented using an ASIC (Application Specific Integrated Circuit), FPGA (Field-Programmable Gate Array), or SoC (System on a Chip).
[0060] The portal server system 1100P and the content server system 1100G each realize separate functions through calculation processing performed by the control board 1150 based on predetermined programs and data.
[0061] In Figure 1, the portal server system 1100P and the content server system 1100G are depicted as if they were each a single server device, but they may also be implemented using multiple devices. For example, the portal server system 1100P may be configured with multiple blade servers, each handling different functions, and connected to each other via an internal bus for data communication. The same applies to the content server system 1100G. The portal server system 1100P and the content server system 1100G may also include a database and online storage.
[0062] The user terminal 1500 is a computer system used by users to participate in the virtual space and serves as the human-machine interface in the content provision system 1000. The user terminal 1500 can be used not only for participating in the virtual space, but also for browsing websites and accessing online content such as online games operated outside of the content provision system 1000.
[0063] User terminals 1500 (1500a, 1500b, ...) are computer systems that can connect to the network 9, such as personal computers, smartphones, wearable computers, portable game consoles, home game consoles, and tablet computers.
[0064] When the main computer and various devices connected to it perform a single function as a whole, the main computer and the various devices can be considered as a single user terminal 1500. For example, in Figure 1, user terminal 1500a shows an example where a VR (Virtual Reality) MMIF set 1580 is connected to a desktop PC. The VR MMIF set 1580 includes VR goggles 1581, a VR headset 1583, a VR controller 1585, etc. User terminal 1500b in Figure 1 is exemplified as a smartphone alone, but user terminal 1500b may also be configured to include the VR MMIF set 1580, similar to user terminal 1500a.
[0065] The user terminal 1500 includes an operation input device (e.g., touch panel 1506, keyboard, game controller, mouse, etc.), an image display device (e.g., touch panel 1506, head-mounted display, glasses-type display, etc.), and a control board 1550.
[0066] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and DSP, various IC memories 1552 such as VRAM, RAM, and ROM, and a communication module 1553 that connects to the network 9. These elements mounted on the control board 1550 are electrically connected via bus circuits and the like, enabling data reading and writing, and signal transmission and reception. Part or all of the control board 1550 may be configured with an ASIC, FPGA, or SoC. The control board 1550 stores programs and various data necessary to realize the functions of the user terminal 1500 in the IC memory 1552. By executing a predetermined application program, the user terminal 1500 realizes the functions of a man-machine interface for the content provision system 1000 and a client when a user receives various content.
[0067] The user terminal 1500 is configured to download application programs and various data necessary for their execution from the portal server system 1100P, but it may also be configured to read them from a storage medium such as a memory card obtained separately by the user.
[0068] Figure 2 is a diagram illustrating the virtual space 3 provided by the content delivery system 1000. For ease of understanding, only one avatar 4 is depicted; however, in actual operation, multiple avatars 4 may exist simultaneously within the virtual space 3. Furthermore, the number of virtual spots 6 prepared for each piece of content provided in the virtual space 3 is not limited to the example in Figure 2; many more can be set in actual operation.
[0069] Virtual Space 3 is a digital data space constructed with 3DCG, where multiple users can participate simultaneously using their respective avatars 4, and where each user can act freely with their avatar 4. Virtual Space 3 is a parallel world that has the same flow of time as reality. Even without participating users, Virtual Space 3 continues to exist as data on the server-side system 1010, and time progresses in Virtual Space 3 along with the passage of time in the real world, causing the world represented in Virtual Space 3 to constantly change. On the user terminal 1500, an image of Virtual Space 3 is basically displayed from a first-person perspective, as seen from the viewpoint of avatar 4. However, the image of Virtual Space 3 may also be a third-person perspective image.
[0070] Virtual spots 6 (6a, 6b, ...) are set up within virtual space 3 for each piece of content. In the example in Figure 2, virtual spot 6 is depicted as a shop, but it could also be set up as an open area like a plaza. Users who have joined virtual space 3 after logging in can use the content provided at virtual spot 6 by moving their avatar 4 to that virtual spot 6.
[0071] In the example shown in Figure 2, moving avatar 4 to virtual spot 6a makes it possible to purchase electronic books and magazines as content A at the virtual bookstore, which is virtual spot 6a.
[0072] By moving Avatar 4 to Virtual Spot 6b, the game will be offered as Content B in the game center, which is Virtual Spot 6b, and gameplay will become possible. The game in Content B is an action RPG (Role Playing Game) in which the user becomes a player, sets up a player character 10 (the user character in Content B), and uses this character to progress while surviving encounters with enemy NPCs 12.
[0073] By moving Avatar 4 to Virtual Spot 6c, it becomes possible to purchase electronic goods as Content C at the virtual general store located in Virtual Spot 6c.
[0074] By moving Avatar 4 to Virtual Spot 6d, the game will be offered as Content D in the game center, which is Virtual Spot 6d, and gameplay will become possible. The game in Content D is an online competitive fighting game in which users become players, set up player characters 20 (20a, 20b; content user characters in Content D), and players using these characters battle each other. It is also possible to watch other people play the game without playing it oneself.
[0075] Note that while Figure 2 shows only two virtual spots 6 providing games as content, in actual operation, it is possible to offer different types of games at even more virtual spots 6.
[0076] The following describes an example in which a character based on player character 10, whose home content is content B provided in virtual spot 6b, appears as a background character in content D (away content for player character 10) provided in virtual spot 6d. "Home content" and "away content" are relative terms used to distinguish content from the perspective of the user (player) or from the perspective of the user's (player's) player character. "Home content" refers to the content to which a player character registered and used by the user (player) is registered and used. "Away content" refers to other content other than home content for the player character of the home content. In this embodiment, "away content" is further defined as other content other than home content that the player character has not yet registered and used.
[0077] Figure 3 is a diagram illustrating an example of the configuration of the virtual space of virtual spot 6d, which provides content D. Virtual spot 6d is designed to resemble an event venue for providing a fighting game as a live event, and includes facility objects such as a stage 22, a large screen 24, and seating 26. The large screen 24 is an example of a virtual display unit.
[0078] Users who wish to participate in the event can choose to participate as players or as spectators. Users who wish to participate as players move their avatar 4 to virtual spot 6d and complete the given player registration procedure to customize their player character 20 (20a, 20b), and then use this to engage in fighting battles on stage 22.
[0079] Users who wish to participate as audience members move their avatar 4 to virtual spot 6d, complete the given audience registration procedure, and then move to seat 26. The audience registration procedure is a procedure in the virtual space 3 that is equivalent to purchasing a live concert ticket or entering the venue in the real world. Users who have completed the audience registration procedure become audience members in the content (live event), and their avatar 4 becomes a background character 5 representing the audience.
[0080] Background Character 5 refers to characters who play roles other than the main characters in the content. Focusing on their roles, they correspond to extras (minor roles in film and other visual media) or mob characters (nameless crowds in visual media).
[0081] In Stage 22, player characters 20 appear and a battle takes place. In the example in Figure 3, it is a 1-on-1 battle format, but it can also be a multi-on-multi or 1-on-multi battle format. Some of the player characters 20 may be pre-prepared NPCs (Non-Player Characters).
[0082] The large screen 24 displays the shared viewing video 34. As will be described later, the shared viewing video 34 is a video created from images taken by a separately configured shared viewpoint camera. The shared viewing video 34 is live footage edited in real time, switching between the battle gameplay taking place on stage 22 and the background characters 5 watching from the audience seats 26.
[0083] Audience users watch the gameplay through the view of their respective avatars 4 (images taken by the user-viewpoint camera set on the head of each avatar 4), just as they would when watching a live event in the real world. Depending on the direction the avatar 4's head is facing (the direction the avatar 4 is looking), the shared viewing video 34 on the large screen 24 may also be included in its field of view. Audience users can enjoy the live event by looking at the stage 22 to see what is happening on stage 22, or by looking at the large screen 24 to watch the shared viewing video 34.
[0084] Figure 4 is a diagram illustrating the composition of background character 5 in content D. The background character 5 of content D includes background character 5(5a, 5b, 5c, 5d), which is the avatar 4 of the audience user, and background character 5(5e, 5f, 5g), which is the target user character 7(7a, 7b, 7c) with an appearance count of N (where N is 0 or a positive integer).
[0085] Target user character 7 is a character registered and used by target users 8 (8a, 8b, 8c), selected from users who have used content other than content D, in order to use that other content. In the example in Figure 4, target users 8 are content users who have played content B (see Figure 2) but have not played content D (users 2a, 2b, 2c). Each of the target users 8 creates a target user character 7 based on the player character 10 (see Figure 2) that they were involved in setting up in content B.
[0086] Figure 5 illustrates an example of virtual camera settings in Content D. The virtual spot 6d that provides content D is configured with a player-view camera 30 and a common-view camera 31 (31a, 31b).
[0087] The player-view camera 30 is a virtual camera used to capture game images for playing a fighting game displayed on the player's user terminal 1500. In the example in Figure 5, only one player-view camera 30 is depicted, but in practice, multiple cameras may be set up depending on the game content. For example, it may be a first-person view camera for the player character 20. In this case, the number of player-view cameras 30 will be the same as the number of player characters 20.
[0088] The common viewpoint camera 31 is a virtual camera used to capture images to be used as a common viewing video 34 that the audience will see in common. In the example in Figure 5, two common viewpoint cameras 31 are depicted, but in practice, multiple cameras may be set up depending on the game content.
[0089] Each of the common viewpoint cameras 31 has its own pre-configured camera work (from where and how to film the subject). The images 33 (33a, 33b) captured by each of the common viewpoint cameras 31 (31a, 31b) are automatically edited in real time according to a pre-configured "cut division" to form a common viewing video 34.
[0090] The common viewing video 34 may include background character 5. In Figure 5, the player character 20, background character 5, and target user character 7 shown in the common viewing video 34 are enclosed in single quotes ('). This practice will continue in subsequent figures.
[0091] Figure 6 is a diagram illustrating the settings for the target user character 7. The target user character 7 for target user 8 is set by copying the player character 10 of target user 8 in another content (content B in the example in Figure 6), and then modifying its appearance as needed.
[0092] Specifically, the copy character 70 is subjected to a primary appearance modification process that adapts to the TPO of content D to create a primary appearance modified character 71, and then a secondary appearance modification process based on the target user 8's wishes is applied to create a secondary appearance modified character 72, which is designated as the target user character 7.
[0093] The first appearance change is implemented by changing the appearance of copy character 70 if its appearance is deemed unsuitable as background character 5 for content D.
[0094] For example, in the example in Figure 6, since Content B is an action RPG, the character possesses weapon 13 to fight enemy NPC 12. However, in Content D, it is considered bad manners in the real world for an audience member to bring weapon 13, which is unrelated to the event. Therefore, as a primary appearance change, weapon 13, which constitutes part of the appearance of copy character 70, is omitted, and the result is primary appearance change character 71. This primary appearance change can be achieved by pre-setting details regarding appearances that are considered inappropriate in Content D.
[0095] For example, suppose content D is a team sports game, with seating 26 divided into sections for each team being supported, and each team having its own set of team colors. In this case, the main color of the items equipped by the copy character 70 (items that make up its appearance) should be the same as or similar to the team color of the team in the seating section where it is sitting. However, it may be deemed inappropriate if the main appearance color is the same as or similar to the team color of the opposing team. In this case, the primary appearance change can be achieved by recognizing the main color of the copy character 70 and, if it is the same as or similar to the team color of the opposing team, by omitting the item or changing its color.
[0096] In addition, initial appearance changes should be appropriately adjusted to suit the TPO (Time, Place, and Occasion) of Content D, taking into account religious perspectives, socially accepted manners, and other factors.
[0097] The secondary appearance change is performed according to the settings that have been pre-configured for when the target user 8 controls the appearance of their player character 10 as a background character 5 in other content (away content; content other than content B of the home content in which player character 10 is normally used). In the example in Figure 6, the appearance specification 635 at the time of appearance is pre-configured to change the scarf 73, one of the items that make up the appearance, to a bow tie 74 in order to enhance the impression of a more formal look (the impression of being dressed for going out), and this is applied.
[0098] Furthermore, the secondary appearance change can include elements other than the equipment items of Player Character 10. For example, it can also include Player Character 10's hairstyle, makeup, skin, etc.
[0099] Figure 7 is a diagram illustrating an example of reflection control for the target user character 7. Reflection control is a control mechanism to improve the likelihood that the character targeted for reflection control will appear in the common viewing video 34.
[0100] For reflection control, an index value is set for each target user character 7. The "metric value" is a value that indicates how easily an object is likely to appear in the common viewing video 34. The metric value is determined using the following variables: character setting point Pc, game play result point Pg, reflection size setting point Ps, and content usage point Pu. Of course, these are not the only variables that can be set as appropriate.
[0101] The character setting points Pc are determined based on the settings of the content user character (in the example in Figure 6, player character 10 in content B) that served as the basis for the target user character 7. For example, the character setting points Pc may be determined to increase as the rarity of the character's base body and the rarity of the equipped items increase. Alternatively, they may be determined to increase as the variety and number of items equipped by the content user character increase.
[0102] The gameplay result points Pg are determined based on the gameplay results of the target user 8. The gameplay results can be those from the content (Content B in the example in Figure 6) of the content user character that the target user character 7 is based on. For example, a higher score may result in a higher value. If the target user has a "title," "rank," or "level" assigned to them based on their play performance, the higher these ranks represent, the higher the gameplay result points Pg may be determined.
[0103] The reflection size setting point Ps is determined to be a larger value the larger the "reflection size" that the target user 8 has set in advance. The reflection size indicates the target user 8's preference regarding the size of their content user character that appears in the common viewing video 34 when their character is controlled to appear as a background character 5. The type of size can be set as appropriate. For example, it can be large, medium, or small, or it can be the ratio of the area of the reflected character to the total screen area of the common viewing video 34.
[0104] Content usage points (Pu) are determined based on parameters representing the usage status of content (Content B in the example in Figure 6) by the content user character that served as the basis for the target user character 7, as determined by these parameters. These parameters may include the number of times the content has been used, the cumulative usage time, the frequency of use, and the cumulative amount charged for the content (e.g., the amount spent on items, the amount spent on lottery tickets, etc.). Furthermore, a higher parameter value may result in a higher content usage point value (Pu).
[0105] In addition to the variables and functions used to calculate the index value, other settings can be configured as appropriate. For example, the index could be calculated so that the more eye-catching the appearance of the target user character 7, the higher the index, or the more famous the target user 8 is in the virtual world, the higher the index.
[0106] Reflection control is performed with a higher probability the higher the index value of the target user character 7. Specifically, an execution probability is set such that a higher index value results in a higher probability of execution, and a random drawing process is performed to select the target user character 7 with that execution probability. If selected, that user character 7 is targeted for reflection control.
[0107] Reflection control is achieved by specifying the seat of the target user character 7 and changing the camera work of the common viewpoint camera 31.
[0108] By assigning seats, the target user character 7 is placed in a seat that is relatively likely to be reflected in the image. For example, in the seating arrangement 26 shown in Figures 5 and 7, the closer to the stage 22, the more likely the character is to be reflected. It can even be said that the probability of reflection is high. Therefore, if reflection control for the target user character 7 is not performed, seats are assigned randomly, but if reflection control is performed, the target user character 7's seat is set to the front row.
[0109] The common viewpoint camera 31 has its shooting parameters, such as shooting position, shooting posture, and shooting angle, set as the initial camera work, specifying when, where, in what direction, and at what angle the camera will shoot. Reflection control is achieved by creating an applied camera work by modifying the shooting parameters of this initial camera work so that the target user character 7 is more likely to be reflected, and then applying this when creating the common viewing video 34.
[0110] Specifically, for example, in the initial camera work, the position of the target user character 7 within the screen may be changed to be closer to the center of the screen. Alternatively, the shooting position and shooting posture may be changed to be closer to the player character 20 within the screen. Changing the shooting posture can also be said to be changing the shooting direction. In the initial camera work where the shooting position moves, the movement speed may be changed so that the target user character 7 remains in the shooting range for a longer period of time. Alternatively, the shooting position and shooting angle of view may be changed so that the size of the target user character 7 within the screen is larger.
[0111] The elements of the initial camera work's shooting specifications to be changed may be determined by random selection. Alternatively, for each common viewpoint camera 31, the types of shooting specifications that may be changed and the amount of change may be predetermined and prepared in advance, so as not to disrupt the screen composition or directorial intent given to the initial camera work.
[0112] Figure 8 is a diagram used to explain the evaluation of reflections. The reflection evaluation is an assessment of the result of the target user character 7 appearing in the common viewing video 34, and is expressed as a reflection evaluation value for each target user character 7. The reflection evaluation is performed for each cut of the common viewing video 34, and the reflection evaluation value for that cut is calculated and accumulated for each target user character 7.
[0113] The reflection evaluation value is calculated using a predetermined function with the reflection count point Pn, size point Pa, time point Pt, and in-image position point Pp as variables. The reflection count point Pn is determined to be a larger value the more shots in which the subject appears among the shots that make up the common viewing video 34. The size point Pa is determined to be a larger value the larger the area that is reflected. The time point Pt is determined to be a larger value the longer the reflection time. The image position point Pp is determined to have a larger value the closer the object is to the center of the screen.
[0114] The reflection evaluation value accumulated for each of the 7 target user characters will be used as the basis for generating rankings when Content D is discontinued.
[0115] Figure 9 is a diagram illustrating the notification of the appearance information of the target user character 7. Appearance information 40 indicates that the background character 5 includes the target user character 7. Specifically, appearance information 40 includes one or more of the following: the name of the referencing content 41, the number of target user characters 42 (or the percentage of the total number of background characters 5), and the character image 43.
[0116] The source content name 41 indicates the content (source content; content B) used as the source when creating the target user character 7. This indicates which content the target user character 7 originated from.
[0117] The appearance information 40 is then displayed on the large screen 24 so that it is visible to the avatar 4 of the audience user. For example, as shown in Figure 9, text is displayed as a scrolling display from one end of the screen of the common viewing video 34 to the other.
[0118] In Content D, the target user character 7 is a guest audience member invited from a different content world. By displaying appearance information 40 so that it is visible to the audience user's avatar 4, the audience user will know that the target user character 7 is among the audience and will search for the target user character 7. This will create an enjoyable experience similar to searching for a celebrity among an audience in the real world.
[0119] Furthermore, the appearance information 40 may also be displayed on the user terminal 1500 of the player of content D.
[0120] Figure 10 is a diagram illustrating the appearance notification. Appearance notification 50 is a notification sent to the target user 8 informing them that the content user character (player character 10 in the example of Figure 6) from which the target user character 7 related to that user originated has appeared in another content (away content; content D in the example of Figure 3) that is different from the content that is normally used (home content; content B in the example of Figure 6), and that the player character 10 has appeared in the image of that other content. Appearance notification 50 is implemented, for example, by sending a notification to the email address or other address set by the target user 8 when they registered as a user with the content provision system 1000. The appearance notification 50 in Figure 10 notifies the target user 8a, who uses player character 10 in content B from which the target user character 7 originated, that player character 10 has appeared in content D.
[0121] The appearance notification 50 includes appearance destination content information 52, character viewpoint video information 54, reflection image 56, and ranking image 58 representing the ranking generated from the reflection evaluation results (see Figure 8).
[0122] The content information 52 (52a, 52b) indicates which content the image appeared in and which content's image it was reflected in. The content information 52 may include, for example, the content name 52a or virtual spot information 52b related to the virtual spot 6 providing the content (for example, the place name in the virtual space 3 of virtual spot 6d, the URL of the website displaying the map, etc.).
[0123] Character perspective video information 54 is a video file showing the virtual spot 6d from the perspective of the target user character 7, or the URL of a website where the video file is published.
[0124] The target user 8 learns, through the appearance notification 50 sent to the user terminal 1500, that their player character 10 has appeared in content they were unaware of and is captured in the images of that content. The unexpectedness of this is incomparable to conventional technology. The target user 8 can experience the same surprise and enjoyment as when they find out what their child or pet has been doing while they were out without their knowledge.
[0125] Furthermore, the target user 8 will unexpectedly learn about content D, which they have never used before, through the appearance notification 50. The appearance notification 50 has an advertising effect that encourages the target user 8 to use the content in question.
[0126] Next, I will explain the functional configuration. Figure 11 is a block diagram showing an example of the functional configuration of the server-side system 1010, and it is a diagram that shows the functions performed by the portal server system 1100P and the content server system 1100G together.
[0127] The server-side system 1010 can be functionally divided into the portal server system 1100P and the content server system 1100G, but when considered as a single server-side system 1010, it comprises an operation input unit 100s, a processing unit 200s, an audio output unit 390s, an image display unit 392s, a communication unit 394s, and a storage unit 500s.
[0128] The operation input unit 100s is a means for inputting various operations for managing the server-side system 1010 (such as the portal server system 1100P or the content server system 1100G). Examples of this include a keyboard, touch panel, and mouse.
[0129] The processing unit 200s is implemented by electronic components such as IC memory, as well as a processor that serves as an arithmetic circuit, such as a CPU, GPU, ASIC, or FPGA, and controls data input and output with each functional unit, including the operation input unit 100s and the storage unit 500s. It then executes various arithmetic processes based on predetermined programs and data, data received from operation input signals from the operation input unit 100s, etc., and comprehensively controls the operation of the server-side system 1010.
[0130] The processing unit 200s of the server-side system 1010 includes a user management unit 202, a content usage management unit 204, a content user character setting unit 206, a background character appearance setting unit 208, a variable appearance count setting unit 210, an index value setting unit 212, a target user selection unit 214, a background character control unit 216, a reflection evaluation unit 220, a ranking generation unit 222, an appearance information presentation control unit 224, a notification control unit 226, a timing unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units can also be included as appropriate.
[0131] User Management Unit 202 handles the processing related to user registration procedures for virtual space 3 and manages the storage of various information associated with user accounts.
[0132] The content usage management unit 204 stores and manages the content usage history of each content user.
[0133] The content user character setting unit 206 sets the character of a content user based on the setting operations of that content user. For example, for content B, the player character 10 is set based on the setting operations of the user who is the player of content B, and for content D, the player character 20 is set based on the setting operations of the user who is the player of content D.
[0134] The background character appearance setting unit 208 sets the appearance control applied when making the character related to the target user 8 appear in the target content as a background character 5, based on the setting operations of the target user 8.
[0135] Specifically, the background character appearance setting unit 208 sets at least one of the following based on the setting operation of the target user 8: 1) whether or not to appear as background character 5, 2) the appearance when appearing as background character 5, and 3) the size of the background character 5 that appears in the image of the target content. The setting of the appearance specification 635 when appearing in Figure 6 corresponds to 2) above.
[0136] The variable appearance count setting unit 210 variably sets the number of target users 8, and / or the number of times a character related to a target user 8 (target user character 7) appears as a background character 5, based on the user settings operation of the users appearing in the target content. The setting of the appearance count N in Figure 4 corresponds to this.
[0137] The index value setting unit 212 sets an index value that indicates how easily the character related to the target user 8 appears in the image of the target content as a background character 5. Specifically, the index value is set based on the user character settings of the target user 8, and / or the usage information of other content related to the target user 8. In the example in Figures 6 and 7, the variables used to calculate the index value include the character setting point Pc of the player character 10, the game play result point Pg in content B, and the content usage point Pu of content B.
[0138] The target user selection unit 214 selects as target users 8 users who are not content users of a given target content, but content users of other content other than the target content, and who have never used the target content in the past, from among the content provided in each of the multiple virtual spots 6 of the virtual space 3.
[0139] Specifically, the target user selection unit 214 selects a user as target user 8 who meets given selection criteria based on the character settings of target user 8 and / or information on the use of other content. In the example used in Figures 3 to 6, content D is the target content, and other content is content B. Target user 8 is a content B user who has never used content D in the past.
[0140] The background character control unit 216 controls the display of the character related to the target user 8 as a background character 5 in the image of the target content.
[0141] Specifically, the background character control unit 216 has a reflection control unit 218. The reflection control unit 218 performs reflection control based on the index value set by the index value setting unit 212. In the example used in Figures 3 to 6, the target user character 7 is a character related to the target user 8. As shown in Figure 7, this corresponds to the part where it is determined whether or not to perform the control to reflect the character related to the target user 8 using the execution probability based on the index value.
[0142] Furthermore, the background character control unit 216 creates the target user character 7 as a character based on the user character of the target user 8, and controls it to be included in the image of the target content as one of the background characters 5.
[0143] Specifically, the background character control unit 216 creates the target user character 7 by performing a primary appearance change, which changes the appearance of the target user 8's user character to an appearance appropriate for the target content, and a secondary appearance change, which changes the appearance based on a given setting that the target user 8 has set in advance (see Figure 6).
[0144] The reflection evaluation unit 220 evaluates the results of the background character 5 appearing in the image of the target content for each target user 8 (or each target user character 7). The calculation of the reflection evaluation value in Figure 8 corresponds to this.
[0145] The ranking generation unit 222 generates a ranking based on the evaluation results from the reflection evaluation unit 220 (see Figure 8).
[0146] The appearance information display control unit 224 displays information regarding the number of times the character related to the target user (target user character 7) appears as a background character 5 in the target content, and / or the ratio of the number of characters related to the target user 8 to the total number of background characters 5 in the target content. The display of appearance information 40 in Figure 9 corresponds to this.
[0147] The notification control unit 226 notifies the target user 8 that the background character control unit 216 has controlled the appearance of the background character. The appearance notification 50 in Figure 10 corresponds to this. Therefore, it can be said that the notification control unit 226 notifies the target user 8 of information about the target content (the content to which the character appears).
[0148] In the first embodiment, the user management unit 202 and the content usage management unit 204 are implemented in the portal server system 1100P of the server-side system 1010. Therefore, in the first embodiment, the portal server system 1100P that implements the user management unit 202 functions as a management device that manages content users for each piece of content.
[0149] In the first embodiment, the content user character setting unit 206, background character appearance setting unit 208, variable appearance number setting unit 210, index value setting unit 212, target user selection unit 214, background character control unit 216, reflection evaluation unit 220, ranking generation unit 222, appearance information presentation control unit 224, and notification control unit 226 are implemented in the content server system 1100G of the server-side system 1010.
[0150] Of course, the distribution of functions is not limited to this example, and functions may be distributed between the portal server system 1100P and the content server system 1100G as appropriate depending on the hardware configuration, etc. Even for a single function, a portion may be handled by one of the portal server system 1100P and the content server system 1100G, and the remainder by the other.
[0151] The timing unit 280s uses the system clock to perform various timing operations, such as determining the current date and time and the time limit.
[0152] The sound generation unit 290s is implemented by executing ICs and software that generate and decode audio data. The sound generation unit 290s outputs the generated audio signal to the sound output unit 390s. The sound output unit 390s is implemented by a speaker or the like and emits sound based on the audio signal.
[0153] The image generation unit 292s generates images for various management screens for system management of the server-side system 1010 and outputs the image data to the image display unit 392s. It also generates some or all of the images to be displayed on the user terminal 1500. The image display unit 392s is implemented by an image display device such as a flat panel display, head-mounted display, or projector.
[0154] The communication control unit 294s performs data processing related to data communication and enables data exchange with external devices via the communication unit 394s. The communication unit 394s connects to the network 9 to enable communication. This can be achieved by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack or control circuit for a wired communication cable, etc. In the example in Figure 1, the communication device 1153 corresponds to this.
[0155] Figure 12 shows examples of programs and data stored in the memory unit 500s. The storage unit 500s stores programs and various data for implementing functions that enable the processing unit 200s to comprehensively control the server-side system 1010. The storage unit 500s is also used as a workspace for the processing unit 200s, temporarily storing calculation results and other data executed by the processing unit 200s according to various programs. This function can be implemented using, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, or online storage. In the example shown in Figure 1, this corresponds to storage media such as the IC memory 1152 and hard disks installed in the main unit of the portal server system 1100P and the content server system 1100G. Online storage may also be included in the storage unit 500s.
[0156] The memory unit 500s stores the server program 501, the distribution client program 502, the avatar base definition data 510, the avatar customization data 512, the virtual space initial setup data 514, the content initial setup data 520, the user management data 600, the content control data 700, and the current date and time 900. The memory unit 500s also stores other programs and data (such as timers, counters, various flags, etc.) as appropriate.
[0157] The server program 501 includes a portal server program 501p for the portal server system 1100P and a content server program 501g for the content server system 1100G.
[0158] The distribution client program 502 is the original client program that is provided to and executed on the user terminal 1500.
[0159] The avatar base definition data 510 is prepared for each type of character that serves as the base for customizing avatar 4, and stores various initial setting data such as character model data. Avatar customization data 512 is provided for each item used to customize the appearance and abilities of Avatar 4, and stores various initial setting data related to that item. Users can select one of the base avatar models and customize it to give their Avatar 4 various appearance and ability features, thereby giving it individuality.
[0160] The virtual space initial setup data 514 stores various initial setup data for realizing the virtual space 3. This includes data that identifies the reference point or range of the virtual spot 6 in the coordinate system of the virtual space 3, the correspondence between the virtual spot 6 and the content ID, and so on.
[0161] Content initial setup data 520 is prepared for each type of content provided in virtual space 3 and stores various setting data necessary to provide that content.
[0162] For example, as shown in Figure 13, the content initial setup data 520 includes a unique content ID 521, content classification 522, virtual spot initial setup data 523, content user character base definition data 526, appearance customization data 528, common viewpoint camera definition data 530, common viewing video cut division data 534, source content selection conditions 540, target user selection conditions 544, index value calculation criteria data 546, reflection evaluation criteria data 548, primary appearance change definition data 550, target user character automatic control pattern data 552, and bonus definition data 580. Of course, other data can also be included as appropriate.
[0163] Content classification 522 stores information classifying the content based on various characteristics. Content classification 522 includes, for example, content classifications such as shopping, games, and learning, as well as classifications based on whether or not a content user character is set, and classifications based on whether or not a background character is set. In the examples in Figures 3 to 6, Content B and Content D have the content classification "game," content user character setting "yes," and background character "yes."
[0164] The virtual spot initial setup data 523 stores various initial setup data for the various elements that make up the virtual spot 6 (for example, the stage 22, large screen 24, and seating area 26 in Figure 3). If the various elements that make up the virtual spot 6 include seating area 26, the virtual spot initial setup data 523 stores seat definition data 524.
[0165] The seat definition data 524 is prepared for each of the 26 seats in the audience, and associates the seat number, position coordinates, and reflection probability rank. The reflection probability rank represents how easily the seat will be visible in the common viewing video 34. For example, the closer the seat is to the stage 22, the higher the reflection probability rank, and the further away it is, the lower the reflection probability rank. Depending on the cut division shown in the common viewing video cut division data 534, a high rank may be set for a specific seat regardless of its distance from the stage 22.
[0166] The content user character base model definition data 526 is prepared for each type of base model (base) that the content user character will use. The content user character base model definition data 526 stores various setting data such as the character object model data, texture data, motion data, and voice data for the character's voice. In the example in Figure 2, the content user character base model definition data 526 for content B defines the base model for player character 10, and the content user character base model definition data 526 for content D defines the base model for player character 20.
[0167] Appearance customization data 528 is provided for each item used to customize the appearance and abilities of a content user character, and stores various initial setting data related to that item. Users can select one of the base content user character models and customize it to give their content user character various appearance and ability features, thereby giving it individuality.
[0168] The common viewpoint camera definition data 530 is prepared for each common viewpoint camera 31 (see Figure 5) and stores a unique camera ID 531 and an initial camera work 532.
[0169] The shared viewing video cut division data 534 is data that sets which images from the shared viewpoint camera 31 will be used as images to make up the shared viewing video 34 at what timing, in other words, the images that make up the shared viewing video 34 in a time-division manner, also known as cut division (pattern of virtual cameras to be used). The shared viewing video cut division data 534 stores the camera ID in correspondence with the elapsed time since the start of content provision, for example.
[0170] The source content selection condition 540 describes the conditions for selecting source content from among the various contents provided in the virtual space 3. The content users of the source content become the selection candidates for the target user 8. The source content selection condition 540 is described by conditions about various information stored in the content classification 522, such as conditions about the content classification, conditions about the number of content users, conditions about the content users' usage of the content, conditions about the content user character settings, and conditions about the background character settings.
[0171] For example, if the content classification condition is set to the same genre as the target content (Content D in the examples in Figures 3 to 6), target users 8 who like the same game genre will be selected, and the advertising effect of the target content through appearance notifications 50 (see Figure 10) will increase. The content classification condition can also be left unset.
[0172] For example, setting the user count condition to a large number allows you to select target users 8 from other content with a large number of users, i.e., popular content. In this case, the target user character 7 takes on a similar meaning to a famous celebrity or athlete, attracting the attention of audience users. Conversely, setting the user count condition to a small number allows you to select target users 8 from unpopular content or content that has just been released, so you can expect advertising effects for that content not only from the appearance of the target user character 7, but also from appearance information 40 (see Figure 9) and appearance notification 50 (see Figure 10). The user count condition can also be left unset.
[0173] For example, by setting appropriate usage conditions, it is possible to select target users 8 from content that content users actively play, or conversely, to select target users 8 from content that content users have stopped playing, and expect to promote the use of that content through advertising effects such as appearance information 40 and appearance notifications 50. Usage conditions can also be left unset.
[0174] In this embodiment, the background character setting condition is "Background character exists" because the target user character 7 is placed as the background character 5.
[0175] The target user selection condition 544 describes the conditions for selecting target users 8 from among the content users of the referencing content, using, for example, user information conditions and usage history conditions.
[0176] The user information conditions are the conditions that must be met for various types of information included in the user information 601 (see Figure 15) managed by the user management unit 202 regarding content users.
[0177] For example, by appropriately setting user information conditions, child content users can be prioritized as target user 8. Also, by appropriately setting user information conditions regarding content user character settings, users who use content user characters with distinctive appearances can be prioritized. If save data 614 contains levels or titles awarded to users based on their play performance, these can also be used as user information conditions. In that case, powerful players can be prioritized as target user 8.
[0178] Usage history conditions are criteria based on information that shows how content users are using candidate content (e.g., date and time of use, duration of use, amount spent on items, value of items owned). Furthermore, by appropriately setting usage history conditions, users who frequently use the content can be prioritized as target users.
[0179] A primary appearance change definition data 550 is prepared for each primary appearance change (see Figure 6). Each primary appearance change definition data 550 stores, for example, a unique change pattern ID, data for recognizing the change target, and the change details in association.
[0180] The data used to recognize the target of the change is data used to recognize the target of the primary appearance change, and may, for example, be an item ID from the appearance customization data 528 in other content that is deemed inappropriate from the perspective of the target content's time, place, and occasion. It may also be pattern data or color scheme data for recognizing the appearance's patterns, marks, or color schemes. For example, it may be pattern data for recognizing a skull mark. The change may be to hide equipped items, or it may be to change the color scheme pattern, specify a blur filter, etc. Copyright should be taken into consideration when setting the change content.
[0181] The target user character automatic control pattern data 552 is prepared for each pattern used to automatically control the actions of the target user character 7 that appears as background character 5 in the content, and stores various data necessary to execute the actions of that pattern. For example, the target user character automatic control pattern data 552 stores the control pattern ID, motion data, and item used data in association with each other.
[0182] In this embodiment, Avatar 4 and Player Characters 10 and 20 (see Figure 2) share a common humanoid form. Therefore, even if the designs of Player Characters 10 and 20 differ, the motion data of the target user character automatic control pattern data 552 can be applied to them in common. If there is content that uses content user characters other than humanoids, it is advisable to prepare motion data for that purpose.
[0183] A reward definition data 580 is prepared for each type of reward granted to the background character 5. One reward definition data 580 includes, for example, a unique reward ID 581, grant requirements 582 indicating the conditions that must be met for the reward to be granted, and reward content data 583, as shown in Figure 14.
[0184] The grant requirement 582 is described as a combination of AND or OR of one or more subconditions. Subconditions can be set as appropriate, but for example, indicator value condition 582b, reflection evaluation value condition 582c, ranking condition 582d, content usage status condition 582e, etc., may be used. Note that any subcondition can be set to "not set" or "unlimited".
[0185] The index value condition 582b indicates the conditions that the index value (see Figure 7) set for the background character 5 to which the benefit is granted must satisfy. For example, it may be described as a threshold or range for the index value.
[0186] The reflection evaluation value condition 582c indicates the conditions that the reflection evaluation value (see Figure 8) set for the background character 5 to which the reward is granted must satisfy. For example, it is described as a threshold or range for the reflection evaluation value related to the content in question, or the cumulative value of reflection evaluation values previously acquired by the user without distinguishing between content.
[0187] Ranking condition 582d indicates the ranking position based on the reflection evaluation value of background character 5 to which the reward is granted. For example, it describes the ranking position in terms of thresholds or ranges, such as a local reflection ranking based on the reflection evaluation value related to the content, or a total reflection ranking based on the cumulative reflection evaluation value obtained by users in the past.
[0188] Content usage condition 582e concerns conditions regarding the number of times the content is used, the number of times items used during content use are used, the amount of money spent on tips, etc.
[0189] Reward content data 583 is data indicating the content of the reward to be granted. The reward content can be set as appropriate. For example, it may include item data that can be used in the content, skin data for the avatar 4 to be granted, special custom data for avatar 4, icon data for avatar 4, virtual currency that can be used in virtual space 3, image data used for the standby screen of user terminal 1500, etc. Item data may also include the right to participate in content provided in virtual space 3, special bonus points added to the indicator value when calculating the indicator value, etc.
[0190] By appropriately setting the granting requirements 582 and the reward content data 583, it becomes possible to improve the visibility of the background character 5 after it is granted the reward.
[0191] Figure 15 shows an example of the data structure of user management data 600. User management data 600 is prepared for each registered user of the content provision system 1000 and stores various data related to that user. In the first embodiment, user management data 600 is stored in the portal server system 1100P.
[0192] One user management data 600 includes, for example, user information 601 and background character appearance setting data 630.
[0193] User information 601 includes a unique user account 603, personal information 605, and content usage history data 610, and is referenced when selecting a target user 8 based on the target user selection criteria 544 (see Figure 13).
[0194] Personal information 605 includes information such as age and gender, as well as notification recipient information for appearance notification 50 (e.g., email address).
[0195] Content usage history data 610 is created for each piece of content in the virtual spot 6 and stores various data related to the use of that content. One content usage history data 610 includes, for example, a content ID 611, usage information 612, and save data 614. The usage information 612 includes information such as the date and time of use, the result of use (for example, if the content is a game, the result of play; if the content is shopping, the purchased items), and billing history.
[0196] Save data 614 is saved data that is loaded the next time the content is used, allowing it to continue from where it left off last time. For example, it includes content user character setting data 620. Content user character setting data 620 is the data that forms the basis for the copy character 70 (see Figure 6) when creating the target user character 7.
[0197] The content user character setting data 620 is prepared for each character that the user has configured and includes a unique character ID 621, a character base type 622, and appearance customization data 624. The appearance customization data 624 includes information such as equipment items and the type of skin applied to the character base (content user character base). Referring to the example explained with reference to Figures 3 to 6, the content user character setting data 620 of the save data 614 for content B contains the setting data for player character 10 in content B. The content user character setting data 620 of the save data 614 for content D contains the setting data for player character 20 in content D.
[0198] The background character appearance setting data 630 is data that sets the user's preference for their character to appear as background character 5, and is prepared for each character. One background character appearance setting data 630 includes an applicable character ID 631 indicating the character to which the setting data applies, a background character appearance availability setting 633 indicating whether or not it can be used as background character 5, an appearance specification 635 indicating the content of the secondary appearance change (see Figure 6), and an appearance size setting 637 indicating the desired degree of reflection in the image of the content to which it appears. Of course, other data can also be included as appropriate.
[0199] Figure 16 shows an example of the data structure of content control data 700. Content control data 700 is created for each piece of content provided at the virtual spot 6 and stores various data related to the provision of that content.
[0200] The content control data 700 includes, for example, content ID 701, content user account 705, content user character control data 707, occurrence count 710, audience user information 712, candidate content ID list 714, referrer content ID 716, target user information 720, background character control data 722, target user character index value 724, applied camera work data 726, reflection evaluation result data 728, reflection image data 730, target user character viewpoint video data 732, appearance information data 740, common viewing video data 742, ranking data 744, and appearance notification data 746. Of course, other data can also be included as appropriate.
[0201] If the content in question is Content D (see Figure 2), then the content user account 705 is a player account, and the content user character control data 707 is created for each player character 20 and stores various data related to its control.
[0202] The audience user information 712 is prepared for each user who moves their avatar 4 to the virtual spot 6 of the content and completes the prescribed audience registration procedure. The audience user information 712 stores the user account, access information to the user terminal 1500, the character ID of the avatar 4, etc. Of course, other data may also be stored as appropriate.
[0203] Candidate content ID list 714 is a list of content from among the various content provided in virtual space 3 that meets the source content selection criteria 540.
[0204] The referencing content ID 716 indicates the content (Content B in the explanations of Figures 3 to 6) that serves as the source of data for selecting the target user 8 from among the candidate content.
[0205] The target user information 720 is prepared for each target user 8, and stores the user account and the character ID of the target user character 7 in association.
[0206] Background character control data 722 is created for each background character 5 (audience user avatar 4, target user character 7), and stores various data necessary to control that character (e.g., character ID, character setting data, position coordinates, motion control data, etc.). The character setting data in the background character control data 722 for target user character 7 is the setting data for the secondary appearance change character 72 (see Figure 6).
[0207] A target user character index value 724 is prepared for each target user character 7, and that index value is stored (see Figure 7).
[0208] The applied camera work data 726 stores various shooting parameters that define the camera work created to control the reflection of the target user character 7. Specifically, the applied camera work data 726 stores the applied camera ID indicating the common viewpoint camera 31 to which the data is applied, and the modified camera work shooting parameters. The modified camera work shooting parameters are data obtained by copying the initial camera work 532 (see Figure 13) of the common viewpoint camera 31 indicated by the applied camera ID and modifying it so that the target user character 7 is captured more clearly (see Figure 7).
[0209] The reflection evaluation result data 728 is created for each target user character 7 and stores the character ID and the cumulative value of the reflection evaluation value.
[0210] The reflected image data 730 stores the image data of the cuts in the common viewing video 34 in which the target user character 7 is reflected, in association with the character ID of the target user character 7 that is reflected.
[0211] The target user character's point-of-view video data 732 stores the character ID of the target user character 7 in association with the video data of the target content captured by the character's point-of-view camera.
[0212] Figure 17 is a functional block diagram showing an example of the functional configuration of the user terminal 1500. The user terminal 1500 comprises an operation input unit 100, a terminal processing unit 200, an audio output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.
[0213] The operation input unit 100 outputs operation input signals to the terminal processing unit 200 in response to various operation inputs made by the user. This can be achieved, for example, by push switches, joysticks, touchpads, trackballs, accelerometers, gyroscopes, etc.
[0214] The terminal processing unit 200 is implemented by, for example, a microprocessor such as a CPU or GPU, and electronic components such as IC memory, and controls data input and output with each functional unit, including the operation input unit 100 and the terminal storage unit 500. It then controls the operation of the user terminal 1500 by executing various calculation processes based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the server-side system 1010.
[0215] The terminal processing unit 200 includes a client control unit 260, a timing unit 280, a sound generation unit 290, an image generation unit 292, and a communication control unit 294.
[0216] The client control unit 260 performs various controls to enable the user terminal 1500 to function as a Man-Machine Interface (MMIF) as a game client in the content provision system 1000. Specifically, the client control unit 260 includes an operation input information provision unit 261 and a display control unit 262.
[0217] The operation input information provision unit 261 controls the transmission of operation input information to the server-side system 1010 in response to input from the operation input unit 100.
[0218] The display control unit 262 performs control to display various images based on data received from the server-side system 1010.
[0219] The timing unit 280 uses the system clock to determine the current date and time, the time limit, and other time information.
[0220] The sound generation unit 290 is implemented by, for example, a digital signal processor (DSP), a processor such as a speech synthesis IC, and an audio codec capable of playing audio files. It generates sound signals for music, sound effects, and various operation sounds and outputs them to the sound output unit 390. The sound output unit 390 is implemented by a device such as a speaker that outputs sound (emits sound) based on the sound signals input from the sound generation unit 290.
[0221] The image generation unit 292 generates and outputs an image signal that displays an image to the image display unit 392 based on the control of the client control unit 260. In the example in Figure 1, this corresponds to a GPU (Graphics Processing Unit), graphics controller, graphics board, etc., mounted on the control board 1550. The image display unit 392 is implemented by a device that displays images, such as a flat panel display, head-mounted display, or projector.
[0222] The communication control unit 294 performs data processing related to data communication and enables data exchange with external devices via the communication unit 394.
[0223] The communication unit 394 connects to the network 9 to enable communication. This is achieved, for example, by a wireless communication device, modem, TA (terminal adapter), jacks and control circuits for wired communication cables, etc. In the example in Figure 1, the communication module 1553 corresponds to this.
[0224] The terminal memory unit 500 stores programs and various data necessary for the terminal processing unit 200 to implement a given function. It is also used as a workspace for the terminal processing unit 200, and temporarily stores calculation results performed by the terminal processing unit 200 according to various programs, as well as input data received from the operation input unit 100. These functions are realized by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, and optical disks such as CD-ROMs or DVDs. In the example in Figure 1, the IC memory 1552 mounted on the control board 1550 corresponds to this.
[0225] Specifically, the terminal storage unit 500 stores a client program 800 (application program) for causing the user terminal 1500 to function as a client control unit 260, a user account 802 and login password 804 stored in connection with the user registration procedure for the virtual space 3, and the current date and time 900. Of course, other data can also be stored as appropriate.
[0226] Figures 18 to 20 are flowcharts illustrating the processing flow related to content delivery at virtual spot 6, as performed by the server-side system 1010.
[0227] As shown in Figure 18, the server-side system 1010 receives content users (players of content D in the examples of Figures 3 to 6) (step S10), and executes loop A for each received content user (steps S12 to S28).
[0228] In Loop A, when the server-side system 1010 detects a setting start operation on the user terminal 1500 of the content user character (player character 20 in the examples of Figures 3 to 6) (YES in step S14), it executes the content user character setting process (step S16). The data set in this process is saved as content user character setting data 620 in the user management data 600 of the content user being processed (see Figure 15).
[0229] Furthermore, when the user terminal 1500 of the content to be processed detects an operation to start the appearance setting (YES in step S20), the server-side system 1010 accepts the setting operation for whether or not background characters should appear and registers it as background character appearance setting 633 (see Figure 15) (step S22). It also accepts the setting operation for specifying the appearance when the character appears and registers it as appearance specification 635 (see Figure 15) (step S24). It also accepts the setting operation for the reflection size and registers it as reflection size setting 637 (see Figure 15) (step S26).
[0230] If loop A is executed for each content user who has been accepted (step S28), the server-side system 1010 then accepts a setting operation for the number of occurrences N (see Figure 4) and sets and registers it as 710 (step S30). Furthermore, this step may be performed only if the ratio of the background character 5 created by the audience user's avatar 4 to the total number of seats in the audience seats 26 satisfies the predetermined setting permission conditions, and not performed if it does not.
[0231] Next, the server-side system 1010 starts processing related to the selection of the target user 8. Specifically, the server-side system 1010 searches for candidate content that matches the source content selection criteria 540 (see Figure 13) from among the content provided in the virtual spot 6 of the virtual space 3 (step S32). Specifically, it searches for content that, by referring to each content classification 522 (see Figure 13), has a content content classification of "game", has a content user character setting, and has a background character. Then, the server-side system 1010 selects one source content from among the candidate content (step S34).
[0232] Next, the server-side system 1010 searches for users of the referring content who do not have content usage history data 610 (see Figure 15) for the target content (content D in the examples of Figures 3 to 6), that is, users who are not content users of content D and have never played content D in the past, as candidates for target user 8 (step S36). If there are "0" users who do not have content usage history data 610 for the target content, then all content users of the referring content are considered candidates for target user 8.
[0233] Furthermore, the server-side system 1010 narrows down the searched candidates to users who meet the target user selection criteria 544 (see Figure 13) and whose background character appearance permission setting 633 is set to "Yes" (step S38).
[0234] Moving on to Figure 19, index values are calculated for the content user characters of the narrowed-down target user candidates (Step S60), and the target user candidates with the highest index values and the highest number of occurrences (N) are officially determined as target users 8 (Step S62).
[0235] Next, the server-side system 1010 executes loop B for each target user 8 to create a target user character 7 related to that user (steps S70 to S78). In loop B, the server-side system 1010 copies the content user character data of the target user 8, which is the processing target of loop B, to create a copy character 70 (see Figure 6), and then performs a primary appearance change process on the copy character 70 according to the primary appearance change definition data 550 (see Figure 13) to create a primary appearance change character 71 (step S72).
[0236] Next, the server-side system 1010 refers to the appearance specification 635 (see Figure 15) of the target user 8, which is the target of processing in Loop B, and performs a secondary appearance change process on the primary appearance change character 71 to make it a secondary appearance change character 72, which is then made the target user character 7 of the target user 8, which is the target of processing in Loop B (step S74).
[0237] Next, the server-side system 1010 refers to the reflection size setting 637 (see Figure 15) and seat definition data 524 (see Figure 13) of the target user 8, which is the target of processing in Loop B, and sets the seat with the reflection probability rank corresponding to the reflection size setting 637 to the placement position (step S76), and then terminates Loop B. The character setting data and the seat to be placed for the target user character 7 determined in Loop B are saved as background character control data 722 (see Figure 16).
[0238] If loop B has been executed for all target users 8, the server-side system 1010 then determines whether to execute reflection control for each target user character 7 based on the respective index values calculated in step S60, and determines which characters are subject to reflection control (step S100; see Figure 7). Then, loop C is executed for each character subject to reflection control (steps S102 to S108).
[0239] In loop C, the server-side system 1010 refers to the common viewing video cut division data 534 (see Figure 13) to search for cuts in which the target character can be filmed (specifically, cuts that are within the filming range, or cuts that are just outside the filming range but can be filmed if the filming parameters are slightly changed), searches for the common viewpoint cameras 31 of the found cuts, and determines one of them to be the camera to be controlled for reflection (step S104).
[0240] Then, the server-side system 1010 modifies one or more of the shooting parameters of the initial camera work 532 (see Figure 13) of the camera subject to reflection control so that the reflection of the character subject to reflection is improved (see Figure 7), and creates applied camera work data 726 (see Figure 16) which uses the camera subject to reflection control as the applied camera (step S106), and ends loop C (step S108).
[0241] Once loop C has been executed for all characters subject to reflection control, the server-side system 1010 begins accepting the audience user's avatar 4 into the audience seats 26 (step S120). At this time, the seat where the target user character 7 determined in step S76 will be placed is treated as a reserved seat, and the audience user's avatar 4 cannot use it.
[0242] Moving on to Figure 20, the server-side system 1010 then creates appearance information 40 and displays it on the large screen 24 (step S122; see Figure 9), and automatically controls the target user character 7 to appear at the virtual spot 6 and move to and sit in the seat determined in step S76 (step S126).
[0243] Next, the server-side system 1010 allows the content user character to enter stage 22 (step S126) and starts the game, which is the main content (step S128). For the target user character 7, automatic control is started to make it act as a spectator by referring to the target user character automatic control pattern data 552 (see Figure 13) (step S130).
[0244] When the game starts, the server-side system 1010 begins generating images captured by the player's viewpoint camera 30 and begins controlling the display of these images on the player's user terminal 1500 (step S140). It is also possible to configure the player's viewpoint camera 30 to be the viewpoint camera of the player character 20, in which case the generation of images from that viewpoint camera and the display of the player character 20 on the user terminal 1500 will have started before step S140.
[0245] Furthermore, once the game starts, the server-side system 1010 begins generating the common viewing video 34 and displaying it on the large screen 24 according to the common viewing video cut division data 534 (see Figure 13) (step S142). At this time, if applicable camera work data 726 is available, the system applies that data to improve the visibility of the target user character 7 in the common viewing video 34.
[0246] Furthermore, upon the start of generation and display of the common viewing video 34, the server-side system 1010 begins reflection evaluation (step S144; see Figure 8) and begins saving images in which the target user character 7 is reflected (step S146). It also begins generating and saving character viewpoint videos captured by the target user character 7's viewpoint camera (step S148).
[0247] If the game ends (step S160), the server-side system 1010 updates the player's content usage history data 610 (see Figure 15) (step S162).
[0248] Next, the server-side system 1010 grants a reward to the background character 5 and notifies the background character of the grant (step S163). Specifically, for each background character 5, the server-side system 1010 searches the reward definition data 580 (see Figure 14) for data that satisfies the grant requirement 582, and grants the reward indicated by the reward content data 583 of the corresponding data to the background character 5. Then, a notification is displayed on the user terminal 1500 of the background character 5 indicating that the reward has been granted.
[0249] Next, the server-side system 1010 notifies the spectator users that the game has ended (step S164) and automatically controls the system to remove the target user character 7 (step S166). Then, it generates a ranking based on the reflection evaluation value (step S168), executes notification control for the appearance notification 50 to the target user 8 (step S170), and ends the series of processes.
[0250] According to this embodiment, when playing certain content, users can enjoy the surprise of discovering later that a character they were involved in setting up has gone out and appeared in other content without their knowledge.
[0251] In this embodiment, the character associated with the target user will appear in various other content (away content), transcending the boundaries of content. For the target user, the surprise of later discovering that their character had appeared in other content without their knowledge will be far greater and richer than that of conventional technology.
[0252] [Second Embodiment] Next, a second embodiment to which the present invention is applied will be described. This embodiment is basically implemented in the same way as the first embodiment, but (1) the timing and procedure for selecting the target user 8 are different, and (2) it has a function to present information about the audience. For components that are the same as in the first embodiment, the same reference numerals as in the first embodiment will be used, and redundant explanations will be omitted. The differences from the first embodiment will be described mainly.
[0253] In the first embodiment, when executing the target content, other content is selected as candidate content from the perspective of the target content, and one of the candidate contents is designated as the source content. Then, the target user 8 is selected from among the content users of the source content. In other words, the target content is determined from the beginning as the content to be executed in the flowcharts from Figures 18 to 20. In contrast, in the second embodiment, conversely, the target content is selected from the perspective of the user in virtual space 3 so that the user becomes the target user 8.
[0254] Figure 21 is a functional block diagram showing an example of the functional configuration of the server-side system 1010B of this embodiment. The server-side system 1010B basically has the same functional configuration as the first embodiment, but includes a target content determination unit 228 and an audience information provision control unit 230.
[0255] The target content determination unit 228 extracts candidate content from among multiple content provided in the virtual space 3 for which the target user is not a content user, and determines the target content from among the extracted candidate content based on one or more of the target user's user information, the target user's user character settings, and the target user's usage information of the candidate content.
[0256] Accordingly, the server-side system 1010B of the second embodiment stores target content setting data 650 as shown in Figure 22. The target content setting data 650 includes an applicable user ID 651 indicating which virtual space 3 registered user the setting data is for, a target content ID 653, and a referrer content ID 655. The target content setting data 650 may be included, for example, in user management data 600.
[0257] The audience information provision control unit 230 generates information (audience information) related to the background character 5, who is acting as an audience member, and controls the system to present this information to a given user. "Audience information" may include the number of background characters 5 that are avatars 4 of audience users, the number of background characters 5 that are target user characters 7, the proportion of avatars 4 that make up background characters 5, the proportion of target user characters 7 that make up background characters 5, and the results of user information analysis such as the age distribution and gender distribution of audience users. Audience information may also be appropriately stored in content control data 700 (see Figure 16).
[0258] The audience information may be displayed to a user terminal 1500 of a user other than the player or audience in the virtual spot 6d (for example, an operator equivalent to the owner of a live music venue if the virtual spot 6d is considered a live music venue). In this case, the content initial setup data 520 (see Figure 13) should include information to identify and access the display destination, such as access information and email address of the user terminal 1500 of the operator.
[0259] Of course, the audience information may be presented to the user terminal 1500 of the content user, who is the player of content D. In this case, some functions of the audience information provision control unit 230 may be shared with the appearance information presentation control unit 224.
[0260] Figure 23 is a flowchart illustrating the process for determining the target content. In the target content determination process, the server-side system 1010B first searches for users 2 in the virtual space 3 whose background character appearance permission setting 633 is set to "allowed" (step S200).
[0261] Next, the server-side system 1010B executes loop D for each user found (steps S202 to S216).
[0262] In loop D, the server - side system 1010B refers to the content usage history data 610 of user 2 (see FIG. 15), which is the processing target in loop D, and performs a primary search for content that the user 2 has not used in the past among all the content provided in the virtual space 3, that is, content for which user 2 is not a content user, as candidate content (step S204).
[0263] Next, the server - side system 1010B performs a secondary search for content that satisfies the target user selection condition 544 (see FIG. 13) of the user who is the processing target in loop D among the candidate content obtained from the primary search (step S206).
[0264] Next, the server - side system 1010B performs a tertiary search for content that has a usage history that satisfies the reference - content selection condition in the content usage history data 610 of the user who is the processing target in loop D among the candidate content obtained from the secondary search (step S208). That is, it is required that the user who is the processing target in loop D is a content user of other appropriate content for the candidate content obtained from the secondary search.
[0265] And if the number of content remaining as a result of the tertiary search is not "0", that is, if there is candidate content obtained from the tertiary search (YES in step S210), the server - side system 1010B determines the candidate content obtained from the tertiary search as target content for the user who is the processing target in loop D (step S212), and creates target - content setting data 650 for each of them (step S214).
[0266] Specifically, the applicable user ID 651 is set to the ID of the user who is the processing target in loop D. The target - content ID 653 is set to the ID of the content determined in step S212. The reference - content ID 655 is set to the ID of the content that satisfies the reference - content selection condition 540 in the tertiary search of step S208.
[0267] If loop D is executed for all the users searched in step S200, the target content determination process ends.
[0268] Figures 24 to 26 are flowcharts for explaining the flow of processing related to content provision in virtual spot 6 executed by the server - side system 1010B. The flow of processing in the flowchart is basically the same as that in the first embodiment. However, as shown in FIG. 24, instead of steps S32 to S62 (see FIGS. 18 and 19), steps S64 and S66 are executed.
[0269] That is, the server - side system 1010B searches the target content setting data 650 for the setting data in which the target content ID 653 matches the content ID of the content provided in the processing flow (content D in the examples of FIGS. 3 to 6) (step S64), selects only the number N of appearances set in step S30 from the searched target content setting data 650, and sets the users of the applicable user ID 651 of the selected target content setting data 650 as the target users 8 (step S66).
[0270] Also, as shown in FIG. 25, in the second embodiment, instead of omitting step S60, an index value is calculated for each target user character 7 before step S100 (step S98).
[0271] Also, before the game starts, the process of generating and presenting spectator information is started (step S118).
[0272] According to the second embodiment, the same effect as the first embodiment can be obtained. As a result of the target content determination process, the reference source content of the target users 8 is not necessarily the same. Therefore, the target user characters 7 in the second embodiment will include characters with different world views, and the background characters 5 will be more lively.
[0273] Furthermore, a configuration in which the audience information provision control unit 230 is added to the first embodiment is also possible. In this case, some functions of the audience information provision control unit 230 may be shared with the appearance information presentation control unit 224.
[0274] [Variation] Although examples of embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above forms, and components can be added, omitted, or modified as appropriate.
[0275] (Variation 1) For example, in the above embodiment, the user management data 600 is stored and managed by the portal server system 1100P. In other words, the portal server system 1100P can be said to function as a management device that manages content users for each piece of content. And since the portal server system 1100P constitutes part of the server-side system 1010, the server-side system 1010 can be said to be a computer system equipped with a management device that manages content users for each piece of content.
[0276] However, it is also possible to configure the system so that the user management data 600 is stored in an external device other than the server-side system 1010. In other words, the server-side system 1010 may be a computer system configured to communicate with a management device that manages content users for each piece of content. Specifically, for example, if there is a virtual space platform larger than the server-side system 1010, and a content provision system 1000 is added for users of that platform, then data equivalent to the user management data 600 relating to platform users will already exist. In this case, the server-side system 1010 does not store and manage the user management data 600 in its own system, but communicates with the platform's external storage device as needed to retrieve or update the data contained in the user management data 600.
[0277] (Variation 2) In the above embodiment, the content in which the target user character 7 appears was exemplified as a fighting game, but the content and play format of the game can be set as appropriate. For example, the game content may be sports, puzzle games, simulation games, action RPGs, breeding games, and so on. The play format may be multiplayer or single-player.
[0278] (Modification Example 3) The content in which the target user character 7 appears is not limited to games. For example, in a format with an audience similar to the above embodiment, even in different genres such as singing and dancing performances, art creation performances, plays, talk shows, etc., as long as it is a public format, the target user character 7 can appear as an audience, so the present invention can be applied in the same way.
[0279] (Modification Example 4) Also, the role of the target user character 7 at the appearance location is not limited to "audience". For example, it may be an extra or a mob itself. If the content is a FPS game where terrorists are suppressed in the city, the target user character 7 may be a fleeing citizen. If it is a racing game, the target user character 7 may be mixed in the pit crew. In the case of a singing or dancing performance, etc., the target user character 7 may appear as a member of the staff. In the content at the appearance location, the target user character 7 may appear as a background character.
[0280] (Modification Example 5) Also, in the above embodiment, an example where the content user character is created separately for each content was shown, but there may be content that uses the avatar 4 as the content user character as it is.
[0281] (Modification Example 6) Also, the setting of the appearance number N may be changed. For example, the setting of the number of appearances N may be set not by the content user who is a player of content D in virtual spot 6d, but by a designated user who operates virtual spot 6d (operating user). In this case, the destination for receiving the setting operation in step S30 (see Figure 18) is the operating user's user terminal 1500.
[0282] An "operating user" could be, for example, a game streamer who broadcasts their gameplay, including their own voice while playing, or a content provider who rents out virtual spot 6d and broadcasts gameplay. In the latter case, virtual spot 6d in the above embodiment can be said to be equivalent to a live music venue where the content being broadcast changes, so the operating user could be equivalent to the owner of the live music venue and could be someone other than a player user or audience user.
[0283] If the operating user is a game streamer who lacks the name recognition and popularity to actually attract audience users, they can set the number of appearances N to be higher, so that even if there are no actual audience users, they can fill the 26 seats and create the illusion of excitement for the content. If the operating user is a content provider, they can set an appropriate number of appearances N according to the content being released. For example, if the content is popular, they can set the number of appearances N to be lower to maximize the number of audience user avatars that can be accommodated. If the content is expected to be unpopular, they can set the number of appearances N to be higher, so that at least the content images will make it appear as if there are many excited audience users, even if there are no actual audience users.
[0284] Alternatively, the setting of the number of occurrences N may be left to the user, and the server-side system 1010 may automatically set it based on predetermined automatic determination conditions. In this case, step S30 (see Figure 18) is read as the step in which the server system 1100P automatically determines the number of occurrences N.
[0285] As an example of automatic determination, for instance, as a condition for automatic determination, a preset value of the appearance number N is determined in advance according to the number of seats in seat 26 or the number of spectator users, and is automatically determined. Specifically, when the number of seats in seat 26 or the number of spectator users who have completed the spectator registration procedure meets a given determination condition (for example, 100 or more), the appearance number N is automatically determined as the first predetermined number, and when the condition is not met, the appearance number N is set as the second predetermined number (a number less than the first predetermined number). Note that the determination condition, the first predetermined value, and the second predetermined value mentioned here are determined in advance for each type of content, and the information is included in the content initial setting data 520 (see FIG. 13). The determination condition may be determined in advance according to the genre of the content (for example, games, singing, talk shows, etc.).
[0286] Also, as another example of automatic determination, for instance, in a configuration where the avatar 4 of the spectator user is determined as the background character 5 before determining the appearance number N, for all spectator users, based on the action results of the spectator users who have performed the content related to the virtual spot 6d in the past (for example, the total amount of money thrown, the number and types of items used in the past, the types and numbers of action types such as cheering actions performed during the execution of the content, etc.), the appearance number N may be automatically determined in a predetermined relationship (defining the condition for automatic determination).
[0287] Also, for example, an upper limit number may be set for the appearance number N. The upper limit may be determined from a predetermined ratio to the total number of seats in the virtual spot 6d's audience seats 26 (see Figure 3). Alternatively, if the content provision system 1000 is configured to count the number of viewers and followers who have viewed the content images of the virtual spot 6d for each operating user of the virtual spot 6d, the upper limit may be determined based on these counts. If the counts satisfy a given popularity condition, the upper limit can be set to a relatively low value, and if the popularity condition is not met, the upper limit can be set to a relatively high value. This allows for a larger number of appearances N in content from novice or unpopular operating users, enabling more background characters 5 by the target user character 7. This helps to create excitement for the content and enhance its visual appeal even with a small number of actual audience users. Of course, conversely, the upper limit may be set lower when the popularity condition is met, and the upper limit may be set lower when the popularity condition is not met.
[0288] Furthermore, the maximum number may be increased when setting the number of appearances N by using a predetermined item (for example, a limit-up item purchased online in advance) or by making an in-app purchase.
[0289] (Variation 7) Furthermore, the method for determining the character to be controlled for reflections may be made variable. For example, if the number of seats in the audience (26) or the number of audience users satisfies a given audience size condition (e.g., 100 or more), the character to be controlled for reflection may be determined as in the above embodiment, such that a higher index value makes it easier to select. If the audience size condition is not met, the character to be controlled for reflection may be determined by random processing using random numbers regardless of the index value, or the character to be controlled for reflection may be determined so that a lower index value makes it easier to select. [Explanation of Symbols]
[0290] 2…User 5…Background Character 7…Target User Character 8…Target Users 40…Appearance information 50…Appearance notification 52…Content information where it appears 56…Reflections 58…Ranking Image 200s... Processing Unit 202...User Management Department 204... Content Usage Management Department 206...Content User Character Setting Section 208... Background character appearance settings section 210... Variable appearance count setting section 212... Indicator value setting section 214...Target User Selection Section 216... Background Character Control Unit 218... Reflection Control Unit 220... Reflection evaluation section 222... Ranking generation unit 224... Appearance Information Presentation Control Unit 226...Notification Control Unit 228...Target Content Determination Section 500s…Storage part 501…Server program 514…Virtual space initial setup data 520...Content Initial Setup Data 540...Selection criteria for source content 544...Target user selection criteria 546…Data for calculating indicator values 548…Reflection evaluation criteria data 550... Primary appearance change definition data 600...User management data 601...User Information 610…Content usage history data 620...Content User Character Setting Data 630... Background character appearance settings data 633...Setting to enable / disable background character appearance. 650…Target content setting data 700…Content control data 705…Content User Account 707...Content User Character Control Data 710…Number of occurrences 720...Target user information 721...Target user character information 722... Background character control data 724...Target user character index value 726...Applicable camera work data 728…Reflection evaluation result data 730...Reflection image data 740…Appearance Information Data 744… Ranking data 746... Appearance notification data 1000... Content delivery system 1010…Server-side system 1500... User terminal
Claims
1. 1) A computer system configured to communicate with a management device that manages content users who have registered to participate in a particular content, or 2) a computer system equipped with such a management device, A target user selection means for selecting a target user who, among the aforementioned contents, has not registered to participate in a given target content but has registered to participate in other content besides the said target content, A background character automatic control means that includes a character relating to the target user as a background character and automatically controls the background character, A computer system equipped with the following features.
2. 1) A computer system configured to communicate with a management device that manages content users for each piece of content, or 2) a computer system equipped with such a management device, A target user selection means for selecting a target user from the aforementioned content who is not a content user of a given target content, but a content user of other content other than the said target content, A background character automatic control means that includes a character relating to the target user as a background character and automatically controls the background character, A notification control means for notifying the target user that the appearance control of the target content has been performed by the background character automatic control means, A computer system equipped with the following features.
3. The notification control means notifies the target user of information about the target content. The computer system according to claim 2.
4. 1) A computer system configured to communicate with a management device that manages content users for each piece of content, or 2) a computer system equipped with such a management device, A target user selection means for selecting a target user from the aforementioned content who is not a content user of a given target content, but a content user of other content other than the said target content, A background character automatic control means that includes a character relating to the target user as a background character and automatically controls the background character, An index value setting means for setting an index value that indicates how easily a character relating to the target user appears in the image of the target content as a background character in the target content, Equipped with, The background character automatic control means includes reflection control means that controls the reflection of a character relating to the target user onto the image of the target content based on the index value. A computer system.
5. The management device sets the content user's character based on the content user's settings operation. The indicator value setting means sets the indicator value based on the user character settings of the target user and / or the usage information of other content related to the target user. The computer system according to claim 4.
6. The management device sets the content user's character based on the content user's settings operation. The background character automatic control means automatically controls the background character by reflecting a character based on the user character of the target user onto the image of the target content. The computer system according to any one of claims 1 to 5.
7. The background character automatic control means automatically controls the background character, which has a modified appearance compared to the user character of the target user, by reflecting it onto the image of the target content. The computer system according to claim 6.
8. Background character appearance setting means for setting the appearance control of the character relating to the target user as a background character based on the setting operation of the target user, A computer system according to any one of claims 1 to 5, further comprising:
9. The background character appearance setting means sets at least one of the following based on the setting operation of the target user: 1) whether or not the character can appear as a background character, 2) the appearance when the character appears as a background character, and 3) the size of the character that appears in the image of the target content as a background character. The computer system according to claim 8.
10. The aforementioned management device manages the content usage history of each content user, The aforementioned target user selection means selects users who have never used the target content in the past as the target users. The computer system according to any one of claims 1 to 5.
11. The management device sets the content user's character based on the content user's settings operation. The aforementioned target user selection means selects users who meet given selection criteria based on character settings and / or usage information of other content as target users. The computer system according to any one of claims 1 to 5.
12. A target content determination means that extracts candidate content from the aforementioned content for which the target user is not a content user, and determines the target content from the extracted candidate content. A computer system according to any one of claims 1 to 5, further comprising:
13. The target content determination means determines the target content based on the user information of the target user. The computer system according to claim 12.
14. The management device sets the content user's character based on the content user's settings operation. The target content determination means determines the target content based on the user character settings of the target user and / or the usage information of other content relating to the target user. The computer system according to claim 12.
15. A reflection result evaluation means for evaluating the result of the background character appearing in the image of the target content, A computer system according to any one of claims 1 to 5, further comprising:
16. The reflection result evaluation means evaluates the result for each target user or for each character related to the target user. Ranking generation means for generating a ranking based on the results of the aforementioned evaluation, The computer system according to claim 15, further comprising:
17. Appearance information presentation control means that presents information regarding the number of characters relating to the target user appearing as background characters in the target content, and / or the proportion of characters relating to the target user among the background characters in the target content. A computer system according to any one of claims 1 to 5, further comprising:
18. A variable appearance count setting means for setting the number of target users and / or the number of times a character related to the target user appears as a background character, A computer system according to any one of claims 1 to 5, further comprising:
19. The variable occurrence setting means performs the variable setting based on a setting operation by a predetermined user. The computer system according to claim 18.
20. The variable occurrence setting means automatically performs the variable setting based on predetermined automatic determination conditions. The computer system according to claim 18.
21. 1) A background character control method that is configured to communicate with a management device that manages content users who have registered to participate in the content for each piece of content, or 2) a method that is executed by a computer system equipped with the management device, A target user selection step involves selecting target users who, among the aforementioned content, have not registered to participate in a given target content but have registered to participate in other content besides that target content. A background character automatic control step in which the character relating to the target user is reflected in the image of the target content as a background character and the background character is automatically controlled, A method for controlling background characters, including the background text.
22. 1) A background character control method that is configured to communicate with a management device that manages content users for each piece of content, or 2) a method that is executed by a computer system equipped with the management device, A target user selection step of selecting target users from the aforementioned content who are not content users of a given target content, but content users of other content other than the target content, A background character automatic control step in which the character relating to the target user is reflected in the image of the target content as a background character and the background character is automatically controlled, A notification control step that notifies the target user that the appearance control of the target content has been performed in the background character automatic control step, A method for controlling background characters, including the background text.
23. 1) A background character control method that is configured to communicate with a management device that manages content users for each piece of content, or 2) a method that is executed by a computer system equipped with the management device, A target user selection step of selecting target users from the aforementioned content who are not content users of a given target content, but content users of other content other than the target content, A background character automatic control step in which the character relating to the target user is reflected in the image of the target content as a background character and the background character is automatically controlled, An index value setting step, which sets an index value indicating the likelihood of a character relating to the target user appearing in the image of the target content as a background character in the target content; Includes, The background character automatic control step includes a step of controlling the appearance of a character relating to the target user in the image of the target content based on the index value. Background character control method.