Game system, method for controlling the game system, and computer program
The game system accurately calculates energy consumption by analyzing player imaging data to determine physical information and exercise load, addressing the limitations of requiring player input and improving gameplay enjoyment through real-time energy feedback.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- 株式会社コナミアーケードゲームス
- Filing Date
- 2022-10-17
- Publication Date
- 2026-06-16
AI Technical Summary
Existing game systems that utilize image data for player interaction lack accuracy in calculating energy expenditure, as they often require players to input personal information like weight, which is cumbersome and reduces motivation, and using partial body movement input devices limits calculation accuracy.
A game system that acquires and analyzes imaging data of players to calculate physical information and exercise load without requiring input from players, using an image data acquisition unit, analysis unit, and calculation unit to determine energy consumption based on body displacement and movement intensity.
Provides highly accurate energy consumption calculations during gameplay without interrupting the player's experience, enhancing enjoyment by offering real-time feedback on energy expenditure without the need for inputting personal data.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game system that provides a game using imaging data obtained by imaging a player, a control method for the game system, and a computer program.
Background Art
[0002] Patent Document 1 discloses a game device provided with a diet mode in which the cumulative energy consumption by game play is displayed on a game screen. In this diet mode, a player can set and input a weight value. A controller is connected to a home game machine that constitutes the game device. When the player steps on the controller, an operation signal representing the positions of both feet is sent to the home game machine. Thereby, the CPU of the home game machine determines whether the state of both feet of the player has changed based on the stored operation signal. And the energy consumption by the player shifting both feet is calculated.
[0003] Patent Document 2 discloses a game machine that measures the momentum of a game. Patent Document 2 also discloses a configuration in which a weight measurement sensor is attached to a treadle of the game machine and the weight is input by an output signal of the weight measurement sensor.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0005] Game systems sometimes provide games that utilize image data obtained by capturing images of the player. In this case, the game system acquires image data in order to provide the game. Therefore, if secondary elements can be provided using the image data, it can give the player a new kind of enjoyment. [Means for solving the problem]
[0006] A game system according to one embodiment is a game system that provides a game using image data obtained by imaging a player, comprising: an image data acquisition means for acquiring the image data; an analysis means for analyzing the image data to calculate at least one of physical information relating to the player's body and the exercise load the player exerts while playing the game; and a calculation means for calculating the amount of energy consumed by the player while playing the game.
[0007] Another control method relating to another embodiment is a control method for a game system that provides a game using image data obtained by imaging a player, comprising a computer, wherein the computer is caused to acquire the image data, analyze the image data, calculate at least one of the physical information relating to the player's body and the exercise load the player exerts while playing the game, and calculate the amount of energy consumed by the player while playing the game.
[0008] Another computer program according to a different embodiment is a computer program for a game system that provides a game using image data obtained by imaging a player, wherein the computer is caused to acquire the image data, to analyze the image data, to calculate at least one of the physical information relating to the player's body and the exercise load the player exerts while playing the game, and to calculate the amount of energy consumed by the player while playing the game. [Effects of the Invention]
[0009] This allows us to use the image data to calculate the amount of energy consumed by the player while playing the game, providing players with a new level of enjoyment. [Brief explanation of the drawing]
[0010] [Figure 1] A schematic diagram of the game system. [Figure 2] A schematic diagram of a game screen as an example. [Figure 3] A schematic block diagram of the game system. [Figure 4] A schematic diagram showing example guidance information. [Figure 5] A schematic flowchart of the calculation process. [Modes for carrying out the invention]
[0011] Hereinafter, exemplary embodiments for carrying out the present invention will be described in detail with reference to the drawings. However, the dimensions, materials, shapes, and relative positions of components described in the following embodiments can be arbitrarily set and modified according to the configuration of the apparatus or method to which the present invention is applied or various conditions. Furthermore, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below.
[0012] [First Embodiment] The game system 100 shown in Figure 1 provides a game that uses image data obtained by imaging a player. For example, this game is configured to require the player to perform dance movements, such as dancing to choreography corresponding to music. The game system 100 also includes a game server 10 and a game machine 60 that allows the player to play the game. The game machine 60 can connect to the game server 10 via a predetermined network 50. The game machine 60 may also function as the game system 100 on its own.
[0013] Network 50 is configured to connect the game server 10 and the game console 60. For example, network 50 is configured to achieve network communication using the TCP / IP protocol. Specifically, the local area network 52 connects the game server 10 and the internet 51. The internet 51, which acts as a WAN, and the local area network 52 are connected via a router 53. The game console 60 is also configured to connect to the internet 51.
[0014] Alternatively, a local server may be installed between the game machine 60 and the router 53 of the store or other location where the game machine 60 is installed. The game machine 60 is connected to the game server 10 in a communicative manner via this local server. The game server 10 and the game machine 60 may also be connected to each other by the Internet 51 instead of or in addition to the local area network 52. The network 50 may be a dedicated line, telephone line, corporate network, mobile communication network, other communication line, or a combination thereof, and may be wired or wireless.
[0015] The game server 10 is configured as a single logical server device by combining multiple server units, which are computers. However, the game server 10 may be configured as a single server unit. Alternatively, the game server 10 may be logically configured using cloud computing. Furthermore, the game server 10 may function in cooperation with external servers.
[0016] The game server 10 provides various services for game devices, including game services, to a game machine 60, which is an example of a game device. These game services include a game distribution service that distributes and updates game programs or data for the game machine 60 via the network 50. Through this distribution service, the game server 10 appropriately distributes various programs or data necessary for providing games to each game machine 60.
[0017] The game service may include a service in which the game server 10 receives player identification information (hereinafter also referred to as player ID) that uniquely identifies a player from the game machine 60 and authenticates the player. Further, the game service may include a service in which the game server 10 receives and stores play data including the play results of the authenticated player from the game machine 60. Furthermore, the game service may include a service in which the game server 10 provides the play data stored in the game server 10 to the game machine 60. In addition, the game service may include a service in which the game server 10 matches players when a plurality of players play a common game via the network 50.
[0018] Also, the game service may include a service in which the game server 10 collects fees from the players. Furthermore, the game server 10 may provide a web service to the players via the network 50. This web service may include other services such as an information providing service that provides various types of information related to the game, a community service that provides a place for communication such as information transmission, exchange, and sharing by the players, and a service that assigns a player ID to each player.
[0019] The game machine 60 is a commercial or business game device that allows players to play games within a range corresponding to the consideration in exchange for the payment of a fee, which is a predetermined consideration. This game machine 60 may be called an arcade game machine. Also, the game machine 60 is a computer device and is installed in a store or the like mainly for the purpose of increasing profits by repeatedly allowing a large number of players to play games. As an example of a game involving player operations, the game machine 60 allows players to play a music game in which they perform dance movements according to the music. Note that, as games other than music games, the game machine 60 may allow players to play other games involving player operations, such as, for example, fighting games, puzzle games, quiz games, or sports games. Hereinafter, an example in which the game system 100 provides a music game will be mainly described.
[0020] Alternatively, the game machine 60 may be a stationary or book-type personal computer, a mobile terminal device such as a mobile phone (including a smartphone). In addition, various computer devices such as a stationary home game device, a portable game device, and a portable tablet terminal device are included in the game machine 60. By implementing various computer software, such a game machine 60 can allow players to enjoy various services provided by the game server 10.
[0021] [Overview of the Game] Next, referring to FIGS. 2 and 3, an overview of the music game provided by the game machine 60 will be described. FIG. 2 is a schematic diagram showing the game screen GS, and FIG. 3 is a schematic block diagram of the game system 100. As shown in FIG. 3, the game machine 60 includes a display device 64. This display device 64 is, for example, a display such as a liquid crystal display, an organic EL display, and an inorganic EL display, or a touch panel. Further, the display device 64 may be a light-emitting device (for example, a light-emitting diode) arranged in a matrix, or a projector that projects a game screen on a part of the housing.
[0022] The game console 60 also includes an audio output device 65 that outputs game music and sound effects played during gameplay. This audio output device 65 is, for example, a speaker. Both the display device 64 and the audio output device 65 are located on the casing of the game console 60, but they may be separate components from the casing.
[0023] As shown in Figure 2, the display device 64 displays instruction signs and dance objects DO. The instruction signs instruct the player to perform a play action and are generated based on dance data D1, which is information describing a standard dance action synchronized with the music. This dance data D1 is stored in the server storage unit 12. As an example, the standard dance action is a dance action that the player should reproduce as a reference, and may be a dance action performed by a professional dancer synchronized with the music, or a dance action performed by another player playing the game in time with the music.
[0024] The game provided by the game machine 60 displays multiple types of instruction signs. For example, the instruction signs include pose markers MP1 and MP2, and touch markers MT1 and MT2. The pose markers MP1 and MP2 are shaped to resemble the silhouette of a dancer. The pose markers MP1 and MP2 represent the dancer's pose or dance movement as a play action that the player should perform. The touch markers MT1 and MT2 indicate the positions where the dancer's limbs have moved, indicating where the player should move their limbs. Furthermore, the instruction signs include trace markers (not shown) that represent the trajectory of the dancer's limb movements, indicating the trajectory that the player should move their limbs along.
[0025] Additionally, a timeline TL is displayed at the top of the game screen GS. The pose marker MP1 is displayed on the timeline TL. This pose marker MP1 moves along the timeline TL, repeating predetermined actions to instruct the player on how to move their body. In the example in Figure 2, the pose marker MP1 moves from the right edge of the game screen GS to the left. The player then performs the dance action instructed by the pose marker MP1 when the pose marker MP1 reaches the area enclosed by the judgment frame FL on the timeline TL.
[0026] Additionally, the pose marker MP2 is displayed at the bottom of the timeline TL. This pose marker MP2 is represented as an image that mimics a fixed pose to instruct the player to strike a signature pose. Here, a signature pose is a pose performed at a timing corresponding to a characteristic part of the music, and one example is an action that temporarily stops body movement. One of the two pose marker MP2s moves from the right edge of the game screen GS towards the center of the game screen GS, and the other moves from the left edge of the game screen GS towards the center of the game screen GS. The player takes the pose indicated by the pose marker MP2 when the pose marker MP2 reaches the center of the game screen GS.
[0027] Note that there may be one or more pause marker MP2s. Furthermore, the initial display position and movement direction of the pause marker MP2s are arbitrary. For example, a pause marker MP2 may move from the top or bottom edge of the game screen GS toward the center of the game screen GS. Alternatively, a pause marker MP2 may be displayed in the center of the game screen GS and move toward the top or bottom edge of the game screen GS. Or, a pause marker MP2 may be displayed in the center of the game screen GS and move toward the right or left edge of the game screen GS.
[0028] Below the timeline TL, the dance object DO is displayed. Touch markers MT1 and MT2 are displayed around the dance object DO. Specifically, touch marker MT2 instructs the player on where to move their hands and is displayed near the hands of the dance object DO. Touch marker MT1 instructs the player on where to move their feet and is displayed near the feet (especially at the feet) of the dance object DO. In Figure 2, the main dancer is displayed as a single dance object DO. However, the dance object DO may include backup dancers in addition to the main dancer. Furthermore, the dance object DO may include moving items or objects such as animals that move in time with the music.
[0029] In the music game provided by the game system 100, play actions are instructed by instruction indicators at predetermined timings (hereinafter also referred to as "instruction timings") based on instruction data D2 stored in the server memory unit 12. For example, instruction timings correspond to the timing of each beat in each measure of the music (for example, the downbeat for the first beat). Then, the instruction timing and the timing of the action performed by the player are compared.
[0030] As a result, if the discrepancy between the timing of the instruction and the timing of the play action is small, the player will be evaluated as having performed an appropriate play action and will receive a high score. Conversely, if the discrepancy between the timing of the instruction and the timing of the play action is large, the player will be evaluated as having failed to perform the play action and will receive a low score or no score at all. In addition to large discrepancies, a low score will also be given if the player does not perform the play action at the time of the instruction. Furthermore, the play actions that are evaluated are not limited to those instructed by instruction signs.
[0031] In Figure 2, the viewer gauge VG is displayed above the timeline TL. The viewer gauge VG increases when the player performs the appropriate play action at the timing indicated by the instruction signs. On the other hand, if the player fails to perform the play action, the viewer gauge VG will not change or will shrink. When the viewer gauge VG reaches the passing line, the game stage is cleared. Furthermore, above the timeline TL and to the right of the viewer gauge VG, the score SC is displayed. The score SC represents the player's score and increases when the player performs the appropriate play action at the timing indicated by the instruction signs. On the other hand, if the player fails to perform the play action, the score SC will not increase or will decrease.
[0032] Additionally, the combo count CN is displayed at the bottom of the game screen GS. The combo count CN increases when the player performs appropriate dance moves consecutively. If the player fails a dance move, the combo count CN is reset to zero or decreases. The indicator signs may change in various ways over time. For example, changes in the indicator signs may include a gradual decrease in area, a gradual change in color, a gradual increase or decrease in density, a gradual increase or decrease in brightness, and a gradual increase or decrease in the number of objects. Furthermore, the indicator signs may include letters, figures, patterns, numbers, symbols, and combinations thereof.
[0033] [Game System Configuration] Referring to Figure 3, the control system of the game system 100 will be described. The game server 10 comprises a server control unit 11 that controls the game server 10, and a server storage unit 12, which is an example of a storage means that stores the control program PG1 of the game server 10. The server control unit 11 is configured as a computer that combines a processor that performs various calculations and operation controls according to a predetermined program with other peripheral devices.
[0034] For example, the processor in the server control unit 11 is a CPU (Central Processing Unit) or an MPU (Micro-Processing Unit), and it controls the entire game server 10 and comprehensively controls various processes based on the control program PG1 stored in the server memory unit 12. The server memory unit 12 also includes RAM (Random Access Memory), which is the system work memory for the processor to operate, as well as storage devices such as ROM (Read Only Memory), HDD (Hard Disk Drive), and SSD (Solid State Drive) for storing programs and system software. For example, the CPU performs various calculations, control, and discrimination operations according to the control program PG1 stored in the ROM or HDD.
[0035] The server control unit 11 is connected via wired or wireless connection to an interface (not shown) including a keyboard or various switches for inputting predetermined commands and data. The server control unit 11 is also connected via wired or wireless connection to a monitor (not shown) that displays the device's input status, settings, measurement results, and various other information. Furthermore, the server control unit 11 can perform control according to programs stored on portable recording media such as CDs (Compact Discs), DVDs (Digital Versatile Discs), CF (Compact Flash) cards, and USB (Universal Serial Bus) memory, or external storage media such as servers on the Internet.
[0036] The server storage unit 12 is a storage device such as a hard disk or semiconductor storage device, which includes a non-volatile storage medium, an example of a computer-readable non-temporary storage medium. The server storage unit 12 may store all data on a single storage unit, or it may distribute and store data across multiple storage units. The server storage unit 12 stores a control program PG1 as an example of a computer program that causes the server control unit 11 to execute various necessary processes. The server control unit 11 then provides game services to a player playing the game machine 60 by executing the control program PG1. For example, the server control unit 11 generates instruction data D2 for displaying an instruction indicator by executing the control program PG1.
[0037] Furthermore, the server storage unit 12 stores dance data D1 of reference dance movements synchronized with music. For example, dance data D1 is generated based on a dance video captured of a dancer's or player's reference dance movements. As an example, dance data D1 of the dancer or player is obtained from the analysis results of the dance video. This dance data D1 is information describing the movements from the start to the end of the dance. As an example, dance data D1 is bone data obtained by bone analysis. Alternatively, dance data D1 may be data showing the position, orientation, and displacement of each part of the dancer's or player's body. In the following explanation, we will mainly describe an example in which dance data D1 of a dancer's reference dance movements is used.
[0038] Here, bone data refers to information indicating bones that connect points representing the position coordinates of parts of the dancer's body, and in bone data, bones are connected to each other by connection points. Based on the position, orientation, and displacement of the dancer's bones in the dance video, the dancer's reference dance movements can be recorded as dance data D1. The bone data represents the dancer's bones at each point in time as time progresses from the start of the dance. However, the bone data may include some information that predicts the position, orientation, and displacement of the bones. The server control unit 11 may also obtain dance data D1 by analyzing a video captured by the imaging device 63 of the game machine 60 or a video acquired from an external recording device. Alternatively, bone data may be created by analyzing a dance video obtained by capturing dance movements in advance, and the operator may store this bone data in the server storage unit 12.
[0039] Furthermore, the server memory unit 12 stores game data GD for the music game. The game data GD includes instruction data D2 and music data D3. The music data D3 is the music played during the game, but may also include data such as sound effects and sound effects. The instruction data D2 is data that defines the operation procedure of the game, and includes data such as the display timing, display position and movement speed of instruction signs, and the type of instruction sign. In addition, the game data GD stores image data (not shown). The image data includes data such as images of instruction signs, effect images, icons, various objects, and backgrounds.
[0040] Furthermore, the server control unit 11 transmits instruction data D2 and game data necessary for providing the game, such as game data, to the game machine 60. The server control unit 11 also obtains player data from the game machine 60, including the player's personal information (e.g., player ID), operation data D4 received from the game machine 60, and information related to game play, such as game scores. The server control unit 11 then stores the player data in the server storage unit 12. The server control unit 11 may also perform player authentication, etc.
[0041] Furthermore, the server control unit 11 generates instruction data D2 used in the game, which is used to display instruction indicators at the instruction timings when play actions should be performed. That is, the server control unit 11 generates at least a portion of the instruction data D2 based on the dance data D1. Alternatively, the instruction data D2 may be generated in another computer device such as an external server. Furthermore, the other computer device may be a stationary or book-type personal computer, or a mobile terminal device such as a mobile phone (including a smartphone). In this case, the server control unit 11 obtains the instruction data D2 from the other computer device and stores it in the server storage unit 12. The storage unit of the other computer device stores the dance data D1, music data D3, and control program PG1.
[0042] [Game device configuration] The game console 60 comprises a game console control unit 61 that controls the game console 60, and a game console memory unit 62 that stores the game console program PG2. The game console control unit 61 is a computer that combines a processor that performs various calculations and operation controls according to a predetermined program with other peripheral devices. The processor is, for example, a CPU or MPU, and controls the entire game console 60 based on the game console program PG2, as well as comprehensively controlling various processes. The game console memory unit 62 includes RAM, which is a system work memory for the processor to operate, and storage devices such as ROM, HDD, and SSD that store programs and system software. The game console control unit 61 can also be controlled according to a program stored on a portable recording medium such as a CD, DVD, CF card, and USB memory, or an external storage medium such as a server on the Internet.
[0043] The game machine storage unit 62 is a storage device such as a hard disk and a semiconductor storage device, which includes a non-volatile storage medium, an example of a computer-readable non-temporary storage medium. The game machine storage unit 62 also records game data acquired from the game server 10, along with a game machine program PG2, which is an example of a computer program. The game data is used to allow the player to play a predetermined game according to the game machine program PG2. The game data may also include image data, music data D3, and instruction data D2, similar to the game data stored in the server storage unit 12. Furthermore, the game data may also include data for dance objects DO.
[0044] The game machine 60 also has an imaging device 63 for imaging the player. The imaging device 63 is, for example, a camera, and may consist of multiple cameras (for example, two cameras). The cameras are positioned so that the entire body of the player is included in the imaging range. The imaging device 63 also stores the imaging data (for example, images or videos) obtained by imaging the player in the game machine's storage unit 62. Alternatively, the imaging device 63 may be an external imaging device separate from the game machine 60. Such an external imaging device is connected to the game machine 60 wirelessly or by wire and transmits the imaging data to the game machine 60. The external imaging device may also be a smartphone or a digital camera. Furthermore, the game machine 60 is equipped with a display device 64 on which the game screen is displayed. The game machine 60 is also equipped with an audio output device 65 that outputs sounds such as music, judgment sounds, evaluation sounds, and sound effects that are output during gameplay.
[0045] [Energy consumption] Providing players with information about the energy they expend while playing a music game can offer them a new level of enjoyment. For example, energy expenditure could be calculated as the calories burned during gameplay, or the amount of fat burned by multiplying the calorie expenditure by a fat burning rate (e.g., 0.6). One method for calculating energy expenditure could be using a foot-operated or hand-held input device. However, using such input devices limits the calculation to the movement of only a part of the body (e.g., feet or hands). Therefore, the accuracy of the energy expenditure calculation may be low.
[0046] Therefore, one way to improve the accuracy of the calculation is to consider the player's weight. For example, the player could input their weight in advance, and the amount of energy consumed could be calculated by multiplying the input weight by the metabolic rate during exercise and the duration of exercise. However, for players, the main purpose of playing the game is to play the game itself. Therefore, calculating the amount of energy consumed is a secondary enjoyment. Consequently, requiring players to input physical information such as their weight in order to calculate the amount of energy consumed would be cumbersome for them and would reduce their motivation to play the game.
[0047] Furthermore, players may play games in public, for example, on game machines 60 installed in stores. In this case, personal information such as weight may be seen by others. Therefore, requiring players to input physical information would reduce their motivation to play the game. Moreover, since weight changes daily, players need to know their own weight accurately in order to improve calculation accuracy. However, requiring players to measure their weight and other information in order to calculate energy expenditure would result in players finding it cumbersome.
[0048] Thus, in order to improve calculation accuracy, it is desirable to acquire physical information from the player without causing the player any inconvenience, while using the player's physical information. Therefore, the game system 100 acquires the player's physical information by analyzing the image data obtained by imaging the player while they are playing the game. For this reason, the game machine 60 of the game system 100 has a game machine control unit 61 which includes an image data acquisition unit 61A, an analysis unit 61B, a calculation unit 61C, an action data acquisition unit 61D, and a game control unit 61E.
[0049] [Method for acquiring imaging data] An example of an imaging data acquisition means, the imaging data acquisition unit 61A, acquires imaging data of the player captured by the imaging device 63. For example, the imaging data acquisition unit 61A acquires imaging data (e.g., images or video) from the imaging device 63. The imaging data acquisition unit 61A then temporarily stores the imaging data in the game machine storage unit 62. Alternatively, the imaging data acquisition unit 61A may acquire imaging data stored in the game machine storage unit 62 or the server storage unit 12. For example, the imaging data acquisition unit 61A acquires imaging data obtained by capturing the player's dance movements during the game. Alternatively, the imaging data acquisition unit 61A acquires imaging data obtained by capturing the player in a stationary position before or immediately after the start of the game. Alternatively, the imaging data acquisition unit 61A may acquire imaging data from an external imaging device.
[0050] [Analysis means] An example of an analysis means, the analysis unit 61B, analyzes the imaging data acquired by the imaging data acquisition unit 61A. The analysis unit 61B then calculates at least one of the following: physical information about the player's body and the exercise load the player experiences while playing the game. For example, the analysis unit 61B calculates the player's height and weight as physical information, and the displacement of at least a part of the body as exercise load. As an example, the physical information may include at least one of height, weight, body mass index, body type, sex, age, and body surface area. As an example, the exercise load may include at least one of displacement, exercise volume, exercise time, and exercise intensity.
[0051] For example, the analysis unit 61B extracts two feature points from the player's body, specifically the toes and the top of the head, from an image containing the player's body as imaging data. The analysis unit 61B then calculates the coordinates of these feature points in three-dimensional space. Furthermore, the analysis unit 61B detects a plane within the image and calculates the distance from the camera to a predetermined plane within the image (e.g., the play area). Alternatively, the distance to the predetermined plane may be stored in advance by the game machine memory unit 62. The analysis unit 61B then calculates the length of the two feature points within the predetermined plane as the player's height. However, the analysis unit 61B may calculate the player's height from the imaging data using other known methods.
[0052] Furthermore, the analysis unit 61B calculates the player's weight using the calculated height. For example, the analysis unit 61B calculates the weight as physical information by multiplying the value obtained by squaring the height by a predetermined body mass index (e.g., 23). The predetermined body mass index may be any value selected from the range of 18.5 or more and 24.9 or less. Alternatively, the analysis unit 61B may calculate the player's weight using the body mass index calculated by the method described later. If only the exercise load is calculated, the analysis unit 61B may obtain the weight from the scale provided in the game machine 60, or it may obtain the weight entered by the player.
[0053] Furthermore, the analysis unit 61B calculates the exercise load during gameplay. Specifically, the analysis unit 61B calculates the amount of exercise as the exercise load by multiplying the exercise intensity by the exercise time (h). For example, the exercise intensity is a predetermined value according to the movements in the game (for example, the content of the movements or the amount of displacement of each part of the body). Specifically, the analysis unit 61B analyzes the video obtained as image data by capturing the player's movements. The analysis unit 61B then acquires data such as the position, orientation, and amount of displacement of each part of the player's body. Note that the analysis unit 61B may also function as a motion data acquisition unit 61D. In this case, the analysis unit 61B generates motion data D4.
[0054] Furthermore, the analysis unit 61B identifies the exercise intensity corresponding to the player's movements during the game (e.g., the amount of displacement of each part) based on data such as displacement. For example, if the dance movement is gentle with a small amount of displacement, the analysis unit 61B identifies the exercise intensity as "4". If the dance movement is vigorous with a large amount of displacement, the analysis unit 61B identifies the exercise intensity as "7". Furthermore, the analysis unit 61B calculates the amount of exercise by multiplying the identified exercise intensity by the duration of the dance movement (e.g., 1 / 3600 of an hour = 1 second). This improves the accuracy of the calculation of energy consumption. Alternatively, the analysis unit 61B may calculate the exercise intensity using the player's heart rate.
[0055] Furthermore, the analysis unit 61B may calculate a body mass index according to the player's body type. For example, the analysis unit 61B analyzes images obtained by imaging the player's entire body as imaging data. The analysis unit 61B then identifies the player's body size. Furthermore, based on the identified body size, the analysis unit 61B classifies the player's body type into one of several categories (underweight, normal, obese, obese grade 1, obese grade 2, obese grade 3, or obese grade 4, etc.). The analysis unit 61B then calculates a body mass index according to the body type. This can further improve the accuracy of calculating energy consumption.
[0056] As an example, the analysis unit 61B calculates a body mass index of 18 for underweight, 23 for normal weight, 27 for obese, 27 for obese grade 1, 32 for obese grade 2, 37 for obese grade 3, and 40 for obese grade 4. Furthermore, the analysis unit 61B may calculate a body mass index corresponding to the body type entered by the player into the game machine 60, or obtained by referring to the player's personal information. Alternatively, the analysis unit 61B may calculate the body mass index using the player's height and weight. As an example, the analysis unit 61B calculates the body mass index by dividing the weight by the value obtained by squaring the height.
[0057] Furthermore, the analysis unit 61B calculates the displacement of multiple parts of the body as exercise load. For example, during gameplay, the analysis unit 61B calculates the distance traveled (i.e., displacement) of the coordinates of a representative part of the body (e.g., a bone representing the skeleton) in three-dimensional space. The representative part referenced for calculating the exercise load may be set in advance. The analysis unit 61B then calculates momentum based on the displacement of the set representative part. As an example, the representative part may be at least one of the following: arm, leg, head, waist, chest, neck, shoulder, knee, elbow, abdomen, fingertips, toes, thigh, lower leg, upper arm, and forearm. In addition to displacement, the analysis unit 61B may also use the acceleration of each part of the body as exercise load. In this case, the game machine 60 may further be equipped with an acceleration sensor.
[0058] The calculation unit 61C then calculates the amount of energy consumed by differentiating the weighting of at least one of the multiple parts of the player's body from the weighting of the other parts of the multiple parts. For example, the calculation unit 61C differentiates the weighting of the leg, which has more muscle, so that it is greater than the weight of the arm, which has less muscle. This improves the accuracy of the calculation of energy consumption. For example, the calculation unit 61C calculates the amount of energy consumed by multiplying the displacement or momentum calculated by the analysis unit 61B by a coefficient corresponding to the weight of each part. Note that the weighting of body parts is not limited to a configuration based on muscle mass. For example, the calculation unit 61C may calculate the consumption by weighting the upper body greater than the lower body.
[0059] Furthermore, the analysis unit 61B calculates the direction of movement of at least a part of the player's body. For example, the analysis unit 61B identifies the direction of movement of the coordinates in three-dimensional space of a representative part of the body (e.g., a bone representing the skeleton). Then, the calculation unit 61C calculates the amount of energy consumed based on the direction of movement. This improves the accuracy of the calculation of energy consumption. Specifically, when calculating the consumption, the calculation unit 61C assigns different weights to at least one direction of movement than to the other directions of movement. For example, the calculation unit 61C assigns different weights to the movement of raising the arm, which places a greater load on the player (i.e., upward displacement of the arm), and the movement of lowering the arm (i.e., downward displacement of the arm). Then, the calculation unit 61C calculates the amount of energy consumed by multiplying the displacement or momentum calculated by the analysis unit 61B by a coefficient corresponding to the weight of each direction of movement.
[0060] For example, the analysis unit 61B calculates physical information between the time of payment and the start of the operation guidance or the start of music playback. However, the analysis unit 61B may also calculate physical information after the start of the operation guidance or the start of music playback. Even in this case, the amount of energy consumed can be presented to the player after the game ends.
[0061] Furthermore, the analysis unit 61B may calculate body information by analyzing the image data obtained by imaging while the player is in the aforementioned stationary position. More specifically, the analysis unit 61B may calculate body information by analyzing the image data captured when the motion data acquisition unit 61D acquires the position coordinates of at least a part of the player's body. For example, the image data acquisition unit 61A acquires image data when the motion data acquisition unit 61D calculates the coordinates of characteristic points of the player's body in three-dimensional space as position coordinates. Then, the analysis unit 61B calculates body information at this time. This eliminates the need to set aside dedicated time to acquire the image data necessary to calculate body information. Therefore, the game is not interrupted, and the impact on the game's progress can be minimized.
[0062] However, if the motion data acquisition unit 61D uses the captured data when acquiring position coordinates, the timing at which the analysis unit 61B calculates the physical information may differ from the timing of the image acquisition. For example, the analysis unit 61B may use the captured data when acquiring position coordinates to calculate the physical information while the player is playing the game or after the game has been played. Furthermore, the analysis unit 61B may use the captured data acquired during the previous play session.
[0063] [Calculation method] As an example of a calculation method, the calculation unit 61C calculates the amount of energy consumed by the player while playing the game. For example, the calculation unit 61C calculates the amount of energy consumed based on the player's weight, which is physical information calculated by the analysis unit 61B. As an example, the calculation unit 61C calculates the amount of energy consumed based on the player's weight and energy expenditure, which are calculated by the analysis unit 61B. Specifically, the calculation unit 61C multiplies the weight calculated by the analysis unit 61B by the energy expenditure, which is also calculated by the analysis unit 61B. Furthermore, the calculation unit 61C multiplies the value obtained by multiplying the weight by the energy expenditure by a predetermined coefficient (for example, "1.05") to calculate the amount of calories consumed as energy consumption. Note that the calculation formula for the amount of energy consumed, various coefficients, and the weighting values mentioned above, as well as other data necessary for calculation, are stored in the game machine storage unit 62 on the calculation data CD.
[0064] This allows the game machine 60 to display the amount of energy consumed during the game on the display device 64. The game machine 60 can also transmit the amount of energy consumed to the game server 10. The server memory unit 12 of the game server 10 then stores the amount of energy consumed in association with the player ID. This allows the game system 100 to retrieve the amount of energy consumed and present it to the player at a desired timing (for example, at the end of a dance, when the game score is displayed, or when a request for retrieval is received from the player).
[0065] Therefore, players can obtain highly accurate information about their energy consumption simply by playing the game, without having to input their physical characteristics in front of others. As a result, players can be given a new form of enjoyment by learning about their energy consumption through playing the game. Furthermore, by using the imaging device 63 provided by the game machine 60 to image the player, the imaging device 63 used in the game can be used to generate imaging data. Therefore, there is no need to install a dedicated measuring device for measuring weight or height in the game machine 60.
[0066] [Means for acquiring operational data] As an example of a motion data acquisition means, the motion data acquisition unit 61D analyzes the image data to acquire motion data D4 that describes the player's movements (e.g., dance movements). For example, motion data D4 is bone data acquired by the motion data acquisition unit 61D through bone analysis during gameplay. The motion data acquisition unit 61D also acquires the position coordinates of at least a part of the body using image data obtained by imaging the player while they are in a stationary position. For example, the player is instructed to assume a stationary position when performing a process to identify connection points that indicate the position coordinates of a part of the body (hereinafter also referred to as calibration).
[0067] For example, calibration is performed after payment or at the start of the game, and before the player is guided to perform dance movements or the music starts playing. The imaging data for calibration may be captured and stored separately from the imaging data used for body information analysis by the analysis unit 61B. Alternatively, the player may be guided to assume a static posture for calibration after the music starts playing.
[0068] For example, the motion data acquisition unit 61D acquires position coordinates when the player is in a stationary position. To this end, the game control unit 61E may display guidance information on the display device 64 to guide the player to a stationary position. As an example, as shown in Figure 4, the game control unit 61E displays the string GI "Please stand still in the center of the play area" as guidance information on the display device 64. Alternatively, the game control unit 61E may display an image on the display device 64 as guidance information to guide the player to a stationary position. In the example in Figure 4, an image of a human-shaped object PO indicating a stationary position is displayed on the game screen GS as guidance information.
[0069] For example, the game control unit 61E displays a human-shaped object PO indicating a stationary posture on the display device 64 after the music output starts but before the dance begins. By displaying the guidance information after the music output starts, calibration is performed without interrupting the flow of the game. This helps to minimize any sense of unease for the player. However, the game control unit 61E does not necessarily have to display guidance information for maintaining a stationary posture on the display device 64 during calibration. In this case, if imaging data obtained by capturing images while the player is in a stationary posture is used, the motion data acquisition unit 61D may perform calibration while the player is moving. Furthermore, the game control unit 61E may output guidance audio for maintaining a stationary posture to the audio output device 65.
[0070] Furthermore, the analysis unit 61B may analyze the image data captured when guidance information is displayed to calculate body information. In addition, the analysis unit 61B may analyze body information when guidance information is displayed. For example, guidance information is displayed when performing calibration, when instructing a waiting pose before starting a dance, or when instructing a final dance pose. The analysis unit 61B then analyzes the image data captured at this time to calculate body information. This eliminates the need to set aside dedicated time to acquire the image data necessary to calculate body information. Therefore, the game is not interrupted, and the impact on the game's progress can be minimized.
[0071] Furthermore, once the motion data acquisition unit 61D acquires motion data D4, the game control unit 61E may display game objects on the display device 64 so as to operate based on the motion data D4. Specifically, the game control unit 61E displays game objects on the game screen GS so as to move in sync with the player's movements. For example, a game object is an image that mimics a part of the body, such as a foot or hand, and moves in sync with the player's movements. That is, when the player moves their foot or hand, the game object also moves in sync with the player's foot or hand movement. For example, when the player moves their arm up and down, the arm game object also moves up and down, and when the player moves their foot from side to side, the foot game object also moves from side to side. This allows the player to compare the movement of the game object with the movement of the dance object DO. As a result, the player can recognize the correct dance movements.
[0072] Furthermore, the motion data acquisition unit 61D acquires the player's motion data D4 from the analysis results and stores it in the game machine storage unit 62. The motion data D4 is information describing the player's actions from the start to the end of the game selected by the player. For example, the game starts when the player performs the start operation and ends when the game time set by the sequence data has elapsed. Furthermore, the game machine control unit 61 transmits the motion data D4 to the game server 10. The server storage unit 12 then stores the motion data D4 in play data (not shown). This motion data D4 can be used to generate game objects that move in a way that reflects the dance movements of the player. Alternatively, the motion data D4 may be data indicating the position, orientation, and displacement of each part of the player's body.
[0073] In addition to the imaging device 63, other detection devices may be provided to detect the player's movements. For example, the other detection device may be a camera that images a marker worn on the player's body. In this case, the motion data acquisition unit 61D analyzes the video showing the marker and acquires motion data D4. The detection device may also include a sensor that detects the player's body movements. In this case, the detection device may consist of an inertial sensor such as a gyro sensor and an acceleration sensor that detects the player's body movements, and a recording device that records the detected movements. Furthermore, the detection device may consist of a magnetic or mechanical sensor that detects the player's body movements, and a recording device that records the detected movements.
[0074] [Game control means] As an example of a game control means, the game control unit 61E controls the progress of the game based on the game machine program PG2. The game control unit 61E also causes the display device 64 to display information indicating energy consumption. For example, the game control unit 61E displays on the display device 64 a number, character, or image representing the calories consumed as information indicating consumption. Alternatively, the game control unit 61E may display on the display device 64 a bar that gets longer as the consumption increases as information indicating consumption.
[0075] Furthermore, the game control unit 61E performs various calculations and controls necessary for the progress of the game in order to control the game's progression. For example, the game control unit 61E displays the instruction timing and dance movements on the display device 64 based on the position and movement speed of the pause marker MP1 as it moves toward the judgment frame FL. In addition, the game control unit 61E displays instruction signs that are generated based on the dance data D1 and instruct the player to perform play actions.
[0076] Specifically, the game control unit 61E displays a dance object DO that operates in time with the music based on the dance data D1. Furthermore, the game control unit 61E displays an instruction indicator at a predetermined instruction timing based on the instruction data D2. In this way, the game control unit 61E instructs the player on when to perform a play action. The player may dance by mimicking the movements of the dance object DO, or they may dance according to the instructions of the instruction indicator.
[0077] As an example, the game control unit 61E generates a game screen GS in which the dance object DO moves according to the dance data D1, using image data of the dance object DO that has been previously obtained from the game server 10. At this time, the game control unit 61E may generate a game screen GS in which the dance object DO moves, as well as dance object DOs that act as backup dancers. The game screen GS also includes images or videos such as instruction signs, backgrounds, and performance images. Alternatively, the game control unit 61E may have previously obtained video data of the dance object DO that moves to mimic the movements of a dancer performing a standard dance from the game server 10.
[0078] As an example of how the dance object DO is displayed, the dance object DO has bones set up, and the game control unit 61E changes the relative position and orientation of adjacent bones of the dance object DO according to the dancer's dance data D1 that has been previously obtained from the game server 10. As a result, the external shape of the dance object DO also changes. The appearance of the dance object DO is then represented by a texture that changes in accordance with the changes in the position and orientation of the bones. On the game screen GS, the dancer's reference dance movements are reflected in the movement of the dance object DO. For example, if the arms move up and down in the reference dance movement, the arms of the dance object DO also move up and down. The player moves their body to perform the dance movements indicated by the instruction signs while looking at the dance object DO displayed on the display device 64.
[0079] As an example of how instruction markers are displayed, the game control unit 61E displays pause markers MP1 and MP2 as shown in Figure 2. Specifically, the game control unit 61E reads the instruction timings included in the instruction data D2 that has been previously acquired from the game server 10 and stored in the game machine storage unit 62. The game control unit 61E then displays and moves pause marker MP1 so that it reaches the judgment frame FL and is displayed at the instruction timing. The game control unit 61E also displays and moves pause marker MP2 so that it reaches the center of the screen or the dance object DO and is displayed at the instruction timing.
[0080] Furthermore, as an example of how instruction signs are displayed, the game control unit 61E causes touch markers MT1 and MT2 to be displayed on the display device 64. Specifically, the game control unit 61E reads the instruction timing included in the instruction data D2. Then, at or immediately before the instruction timing, it displays the touch markers MT1 and MT2 at the positions indicated in the instruction data D2. In addition, the game control unit 61E may output a sound indicating the instruction timing from the sound output device 65. The game control unit 61E may also indicate the instruction timing by turning on or off a light-emitting device provided on the game machine 60. Furthermore, the game control unit 61E may also indicate the instruction timing by vibrating a vibration device provided on the game machine 60.
[0081] Furthermore, the game control unit 61E also functions as an evaluation means, evaluating the timing of play actions in relation to the instruction timing. Specifically, the game control unit 61E evaluates the timing of the player's play actions based on the analysis results of the player's action data D4. For example, the game control unit 61E compares the timing at which the player's hand reaches the touch marker MT2, or the timing at which it is predicted to reach it, with the instruction timing. Then, the game control unit 61E evaluates the play action based on the comparison result. Similarly, the game control unit 61E evaluates the timing at which the player's foot reaches the touch marker MT1.
[0082] Furthermore, the game control unit 61E compares the timing of the player's actions with the timing of the pause marker MP1 reaching the judgment frame FL. Based on the comparison result, the game control unit 61E evaluates the actions. Alternatively, the game control unit 61E evaluates the actions by comparing the timing of the actions performed with the timing of the pause marker MP2. The game control unit 61E can also evaluate whether the player's actions are appropriate by comparing the player's action data D4 with the dance data D1.
[0083] The game control unit 61E then stores a high evaluation in the game machine memory unit 62 if the operation timing is close to the instructed timing. On the other hand, the game control unit 61E stores a low evaluation in the game machine memory unit 62 if the operation timing is far from the instructed timing. Furthermore, the game control unit 61E may display an image or text (for example, the words "Perfect," "Good," or "Bad") indicating the evaluation result on the display device 64. The game control unit 61E may also output audio indicating the evaluation result from the audio output device 65. Furthermore, the game control unit 61E may indicate the evaluation result by turning on or off a light-emitting device provided on the game machine 60. The game control unit 61E may also indicate the evaluation result by vibrating a vibration device provided on the game machine 60.
[0084] Furthermore, if the game control unit 61E evaluates the player's actions highly, it evaluates them in a way that improves the player's score and adds a high score to the player's score. If the game control unit 61E evaluates the player's actions poorly, it either does not add any points to the player's score or adds a low score. In addition, if the game control unit 61E evaluates the player's actions poorly, it may deduct points from the player's score. Finally, the game control unit 61E displays the score SC as the game score on the display device 64.
[0085] [Calculation Process Flow] Next, the process for calculating energy consumption will be explained with reference to the flowchart shown in Figure 5. When the player starts the game, the game control unit 61E displays guidance information on the display device 64 to guide the player to a stationary position (S101). Then, the imaging device 63 takes a picture of the player in a stationary position, and the imaging data acquisition unit 61A acquires the imaging data from the imaging device 63 (S102). In addition, the motion data acquisition unit 61D acquires the position coordinates of at least a part of the player's body and performs calibration processing (S103).
[0086] The analysis unit 61B analyzes the image data obtained by imaging the player in a stationary position and calculates body information (S104). Then, the game control unit 61E controls the progress of the game by prompting the player to perform dance movements corresponding to the music (S105). The imaging device 63 then photographs the dancing player, and the image data acquisition unit 61A acquires the image data from the imaging device 63. Furthermore, the motion data acquisition unit 61D analyzes the image data and obtains motion data D4 that describes the player's dance movements (S106).
[0087] In parallel, the analysis unit 61B analyzes the imaging data to calculate the exercise load while the player is playing the game (S107). Then, the calculation unit 61C calculates the amount of energy consumed by the player while playing the game (S108). The game control unit 61E displays information indicating the amount of energy consumed on the display device 64 (S109). After that, if the game ends (YES in S110), the calculation process ends, and if the game does not end (NO in S110), the calculation and display of the amount of energy consumed continues.
[0088] According to the game system 100 described above, the amount of energy consumed by the player while playing the game can be calculated using image data, providing the player with a new level of enjoyment. Furthermore, the accuracy of the energy consumption calculation can be improved by using the player's physical information, while acquiring this information without causing the player any inconvenience.
[0089] Although the present invention has been described above with reference to the embodiments, the present invention is not limited to the embodiments described above. Inventions modified within the scope that does not contradict the present invention, and inventions equivalent to the present invention are also included in the present invention. Furthermore, each embodiment and each variation, as well as the technical means included in each embodiment or each variation, can be appropriately combined within the scope that does not contradict the present invention.
[0090] For example, the analysis unit 61B may calculate only physical information without calculating the exercise load. In this case, the calculation unit 61C obtains the predetermined exercise load for each dance choreography or song from the game machine memory unit 62, etc., and calculates the amount of energy consumed. Alternatively, the calculation unit 61C obtains the exercise load detected by another detection device and calculates the amount of energy consumed. Furthermore, the analysis unit 61B may calculate only the exercise load without calculating the physical information. In this case, the calculation unit 61C obtains the physical information entered by the user and calculates the amount of energy consumed.
[0091] Furthermore, at least a portion of the logical devices provided in the game server 10 can be provided in the game machine 60 or other computer device. In addition, at least a portion of the logical devices provided in the game machine 60 can be provided in the game server 10 or other computer device. In these cases, at least two devices—the game machine 60, the game server 10, and the other computer device—work together to function as the game system 100.
[0092] Some or all of the above embodiments may also be described as follows, but are not limited thereto. Reference numerals are included in the accompanying drawings to facilitate understanding of each embodiment. However, these reference numerals are not intended to limit the present invention to the illustrated forms.
[0093] (Note 1) A game system 100 that provides a game using image data obtained by imaging a player, The imaging data acquisition means 61A acquires the aforementioned imaging data, Analysis means 61B analyzes the aforementioned imaging data to calculate at least one of the physical information relating to the player's body and the exercise load the player experiences while playing the game. A game system comprising a calculation means 61C for calculating the amount of energy consumed by the player while playing the game.
[0094] (Note 2) The system further includes an operation data acquisition means 61D that analyzes the aforementioned imaging data to acquire operation data D4 describing the operation of the player, The motion data acquisition means 61D acquires the position coordinates of at least a part of the body using the image data obtained by imaging the player while he is in a stationary position. The analysis means 61B analyzes the image data obtained by imaging in the static posture and calculates the body information, as described in Appendix 1 of the game system.
[0095] (Note 3) Display device 64 and The game further comprises a game control means 61E for controlling the progress of the game, The game is configured to require the player to perform dance movements corresponding to the music as an action of the player. The game control means 61E causes the display device 64 to display game objects so that it operates based on the motion data D4 which describes the dance movements, as described in Appendix 2 of the game system.
[0096] (Note 4) Display device 64 and The game further comprises a game control means 61E for controlling the progress of the game, The game control means 61E causes the display device 64 to display guidance information GI that guides the player to a stationary position. The game system according to Appendix 1 or 2, wherein the analysis means 61B analyzes the image data captured when the guidance information GI is displayed and calculates the body information.
[0097] (Note 5) The game control means 61E causes the information indicating the amount of consumption to be displayed on the display device 64, as described in Appendix 4.
[0098] (Note 6) The analysis means 61B calculates the player's height and weight as physical information, and calculates the displacement of at least a part of the body as exercise load. The calculation means 61C calculates the consumption amount based on the weight and the displacement amount, according to the game system described in any one of the appendices 1 to 5.
[0099] (Note 7) The analysis means 61B is a game system according to any one of the appendices 1 to 6, which calculates a body mass index according to the player's physique.
[0100] (Note 8) The analysis means 61B calculates the displacement of multiple parts of the body as the exercise load, The calculation means 61C, when calculating the consumption amount, gives different weighting to at least one of the plurality of parts than the weighting to the other parts of the plurality of parts, according to the game system described in any one of Appendix 1 to 7.
[0101] (Note 9) The analysis means 61B calculates the direction of movement of at least a part of the body, The calculation means 61C calculates the consumption amount based on the direction of movement, according to the game system described in any one of the appendices 1 to 8.
[0102] (Note 10) The calculation means 61C, when calculating the consumption amount, gives different weighting to at least one direction of movement than to the weighting to the other directions of movement, as described in Appendix 9 of the game system.
[0103] (Note 11) A control method for a game system 100 that includes a computer 61 and provides a game using image data obtained by imaging a player, The computer 61, The aforementioned imaging data is acquired, The aforementioned imaging data is analyzed to calculate at least one of the physical information relating to the player's body and the exercise load the player experiences while playing the game. A control method for calculating the amount of energy consumed by the player while playing the game.
[0104] (Note 12) A computer program PG2 for a game system 100 that includes a computer 61 and provides a game using image data obtained by imaging a player, The computer 61, The aforementioned imaging data is acquired, The aforementioned imaging data is analyzed to calculate at least one of the physical information relating to the player's body and the exercise load the player experiences while playing the game. A computer program that calculates the amount of energy consumed by the player while playing the game.
[0105] According to the game system 100 described in Appendix 1, the control method described in Appendix 11, and the computer program PG2 described in Appendix 12, the amount of energy consumed by the player while playing the game can be calculated using the image data, providing the player with a new level of enjoyment. Furthermore, the accuracy of the energy consumption calculation can be improved by using the player's physical information, while acquiring physical information without causing the player any inconvenience. Moreover, by using the imaging device 63 provided in the game machine 60 to image the player, the imaging device 63 used in the game can be used to generate the image data. Therefore, there is no need to provide the game machine 60 with a dedicated measuring device for measuring weight or height.
[0106] Furthermore, according to the game system 100 described in appendices 2 to 4, there is no need to set aside dedicated time to acquire imaging data necessary for calculating physical information, and the game is not interrupted, thus minimizing the impact on the game's progress. Also, according to the game system 100 described in appendice 5, the amount of energy consumed during the game can be presented to the player at a desired timing. Furthermore, according to the game system 100 described in appendices 6 to 10, the accuracy of calculating energy consumption can be further improved. [Explanation of Symbols]
[0107] 61: Game console control unit (computer) 61A: Means for acquiring imaging data 61B: Analysis means 61C: Calculation method 61D: Means for acquiring operation data 61E: Game control means 64:Display device 100: Game System D4: Operation data GI: String (Information) PG2: Game console program (computer program)
Claims
1. A game system that provides a game using image data obtained by capturing images of the player, The imaging data acquisition means for acquiring the aforementioned imaging data, Analysis means for analyzing the aforementioned imaging data to calculate at least one of the physical information relating to the player's body and the exercise load the player experiences while playing the game, The system includes a calculation means that substitutes the aforementioned physical information and the aforementioned exercise load into a predetermined calculation formula to calculate the amount of energy consumed by the player while playing the game, The calculation means is a game system that, when the analysis means does not calculate the physical information, obtains the physical information from a storage means in which the input or detected physical information is stored, and when the analysis means does not calculate the exercise load, obtains the exercise load from a storage means in which the input or detected exercise load is stored.
2. The system further includes an operation data acquisition means that analyzes the aforementioned imaging data and acquires operation data describing the operation of the player, The motion data acquisition means acquires the position coordinates of at least a part of the body using the image data obtained by imaging the player while he is in a stationary position. The game system according to claim 1, wherein the analysis means analyzes the image data obtained by imaging in the static posture and calculates the body information.
3. Display device and The game further comprises game control means for controlling the progress of the game, The game is configured to require the player to perform dance movements corresponding to the music as an action of the player. The game system according to claim 2, wherein the game control means causes the display device to display game objects so as to operate based on the motion data describing the dance movements.
4. Display device and The game further comprises game control means for controlling the progress of the game, The game control means causes the display device to display guidance information that guides the player to a stationary posture. The game system according to claim 1, wherein the analysis means analyzes the image data captured when the guidance information is displayed and calculates the body information.
5. The game control means causes the display device to show the amount of consumption, as described in claim 4.
6. The analysis means calculates the player's weight as physical information and calculates the displacement of at least a part of the body as exercise load. The calculation means calculates the consumption amount based on the weight and the displacement amount, according to any one of claims 1 to 5.
7. A game system that provides a game using image data obtained by imaging a player, The imaging data acquisition means for acquiring the aforementioned imaging data, The system includes an analysis means for analyzing the aforementioned imaging data and calculating physical information relating to the player's body, The analysis means is a game system that calculates a body mass index according to the player's body type and calculates the weight, which is the physical information, based on the body mass index.
8. The analysis means calculates the displacement of multiple parts of the body as the exercise load, The game system according to any one of claims 1 to 5, wherein the calculation means, when calculating the amount of consumption, gives different weighting to at least one of the plurality of parts than the weighting to the other parts of the plurality of parts.
9. The analysis means calculates the direction of movement of at least a part of the body, The calculation means calculates the consumption amount based on the direction of movement, according to any one of claims 1 to 5.
10. The analysis means calculates a plurality of movement directions of at least a part of the body, The game system according to any one of claims 1 to 5, wherein the calculation means calculates the amount of consumption based on a plurality of directions of movement, and when calculating the amount of consumption, the weighting of at least one of the plurality of directions of movement is different from the weighting of the other directions of movement.
11. A control method for a game system that provides a game using image data obtained by capturing images of a player, which is equipped with a computer, To the aforementioned computer, The aforementioned imaging data is acquired, The aforementioned imaging data is analyzed to calculate at least one of the physical information relating to the player's body and the exercise load the player experiences while playing the game. The physical information and the exercise load are substituted into a predetermined calculation formula to calculate the amount of energy consumed by the player while playing the game. A control method for calculating the consumption amount, wherein if the calculation of physical information is not performed, the control method is to obtain the physical information from a storage means in which the input or detected physical information is stored, and if the calculation of the exercise load is not performed, the control method is to obtain the exercise load from a storage means in which the input or detected exercise load is stored.
12. A computer program for a game system that includes a computer and provides a game using image data obtained by capturing images of the player, To the aforementioned computer, The aforementioned imaging data is acquired, The aforementioned imaging data is analyzed to calculate at least one of the physical information relating to the player's body and the exercise load the player experiences while playing the game. The physical information and the exercise load are substituted into a predetermined calculation formula to calculate the amount of energy consumed by the player while playing the game. A computer program that, when calculating the consumption amount, retrieves the physical information from a storage means where the input or detected physical information is stored if the physical information is not available for calculation, and retrieves the exercise load from a storage means where the input or detected exercise load is stored if the exercise load is not available for calculation.