Method and apparatus for providing user interface

The user interface method and device improve target selection in mobile games by determining and highlighting candidate objects, allowing viewpoint adjustments and zooming to ensure visibility, thus simplifying the process on small screens.

WO2025005311A1PCT designated stage expired Publication Date: 2025-01-02NCSOFT CORP
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Patent Information

Application Number
PCT/KR2023/008869
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-26
Publication Date
2025-01-02

AI Technical Summary

Technical Problem

The small screen size of mobile devices makes it difficult for users to target specific game objects in mobile games, as multiple game objects are displayed on a limited space, hindering the user's ability to search and select the correct target object.

Method used

A user interface method and device that determines target candidate objects based on user input, displays graphic effects to highlight these objects, and allows for viewpoint changes and zooming to ensure all relevant objects are visible, enabling users to easily select the target object with simple inputs.

Benefits of technology

Enhances user experience by simplifying the target selection process, allowing users to easily identify and select target objects through intuitive inputs and visual cues, even when objects are not initially visible on the screen.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A method and an apparatus for providing a user interface are disclosed. The method for providing a user interface, according to one embodiment, comprises the operations of: determining one or more target candidate objects in a game on the basis of a first input of a user for a user character displayed on a game play screen; controlling that preset graphics effect is displayed in the one or more target candidate objects on the game play screen; and determining a target object from among the one or more target candidate objects on the basis of a second input of the user.
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Description

Method and device for providing a user interface

[0001] The disclosed embodiments relate to techniques for providing a user interface for determining a target within a game.

[0002] Recently, with the advancement of performance of mobile devices such as smartphones and tablets, the popularity of mobile games running on these devices is increasing. Generally, gameplay in mobile games is performed through manipulation (e.g., touching, dragging, etc.) on the display screen of the mobile device implemented as a touch screen. However, the display screen of a mobile device is relatively smaller than the display screen of a device such as a personal computer (PC) or a game console. Therefore, when a plurality of game objects are displayed on the game play screen displayed on the display screen of a mobile device, it is difficult for the user to target a specific game object within the game or to search for a target by manipulating the display screen.

[0003] The disclosed embodiments are intended to provide a method and device for providing a user interface.

[0004] A method for providing a user interface according to one embodiment includes: determining one or more target candidate objects within a game based on a first input of a user for a user character displayed on a game play screen; controlling a preset graphic effect to be displayed on the one or more target candidate objects on the game play screen; and determining a target object from among the one or more target candidate objects based on a second input of the user.

[0005] The operation of determining one or more target candidate objects may determine the target candidate objects among one or more game objects within a preset distance from the location of the user character in the game or one or more game objects displayed on the game play screen.

[0006] The operation of determining one or more target candidate objects may determine one or more game objects within the preset distance or one or more game objects of a preset type displayed on the game play screen as the target candidate objects.

[0007] The above controlling action may perform at least one of changing the point of view of the game play screen and zooming out so that the entirety of the one or more target candidate objects and the user character are displayed on the game play screen, if the one or more target candidate objects include a target candidate object that is not displayed on the game play screen.

[0008] The above controlling action may perform at least one of changing the viewpoint of the game play screen and zooming out so that the entirety of the one or more target candidate objects and the user character are displayed on the game play screen when at least one of the one or more target candidate objects moves outside the area displayed on the game play screen within the game.

[0009] The above controlling action may display a line connecting each of the one or more target candidate objects and the user character on the game play screen.

[0010] The first input may include a touch and hold or click and hold on the user character, and the second input may include a drag from an area on the game play screen where the user character is displayed toward an area where one of the one or more target candidate objects is displayed.

[0011] The operation of determining the target object may determine one of the plurality of target candidate objects as the target object based on preset criteria, if there are multiple target candidate objects that are overlapped in the drag direction of the second input or have different distances from the user character.

[0012] The method for providing the user interface may further include an operation of changing the target object to another one of the plurality of target candidate objects when a third input from the user is received after one of the plurality of target candidate objects is determined as the target object.

[0013] A user interface providing device according to one embodiment comprises: one or more processors; and a memory storing one or more programs executed by the one or more processors, wherein the one or more processors determine one or more target candidate objects in a game based on a first input of a user for a user character displayed on a game play screen, control a preset graphic effect to be displayed on the one or more target candidate objects on the game play screen, and determine a target object from among the one or more target candidate objects based on a second input of the user.

[0014] The one or more processors may determine the target candidate object among one or more game objects within a preset distance from the location of the user character in the game or one or more game objects displayed on the game play screen.

[0015] The one or more processors may determine a game object of a preset type among one or more game objects within the preset distance or one or more game objects displayed on the game play screen as the target candidate object.

[0016] The one or more processors may perform at least one of changing the point of view of the game play screen and zooming out so that the entire one or more target candidate objects and the user character are displayed on the game play screen, if the one or more target candidate objects include a target candidate object that is not displayed on the game play screen.

[0017] The one or more processors may perform at least one of changing the viewpoint of the game play screen and zooming out so that the entire one or more target candidate objects and the user character are displayed on the game play screen when at least one of the one or more target candidate objects moves outside an area displayed on the game play screen within the game.

[0018] The one or more processors may display a line connecting each of the one or more target candidate objects and the user character on the game play screen.

[0019] The first input may include a touch and hold or click and hold on the user character, and the second input may include a drag from an area on the game play screen where the user character is displayed toward an area where one of the one or more target candidate objects is displayed.

[0020] The one or more processors may determine one of the plurality of target candidate objects as the target object based on preset criteria, when there are multiple target candidate objects that overlap each other in the drag direction of the second input or have different distances from the user character.

[0021] The one or more processors may, after one of the plurality of target candidate objects is determined as the target object, change the target object to another one of the plurality of target candidate objects when a third input from the user is received.

[0022] According to the disclosed embodiments, a preset graphic effect is displayed on target candidate objects that can be set as targets by the user based on the user's input on the game play screen, thereby allowing the user to easily search and identify target candidate objects, and the user's ease of operation for target setting is improved by allowing the user to set a target among target candidate objects with only a simple input.

[0023] FIG. 1 is a diagram showing the configuration of a user interface providing device according to one embodiment.

[0024] FIGS. 2 to 5 are diagrams illustrating target candidate objects displayed on a game play screen according to one embodiment.

[0025] FIGS. 6 to 10 are diagrams for exemplarily explaining target candidate object determination according to one embodiment.

[0026] Figure 11 is a flowchart of a method for providing a user interface according to one embodiment.

[0027] FIG. 12 is a block diagram illustrating a computing environment including a computing device according to one embodiment.

[0028] Hereinafter, specific embodiments will be described with reference to the drawings. The following detailed description is provided to facilitate a comprehensive understanding of the methods, devices, and / or systems described herein. However, this is merely an example and the present invention is not limited thereto.

[0029] In describing the embodiments, if a detailed description of a related known technology is judged to unnecessarily obscure the main point, the detailed description will be omitted. In addition, the terms described below are terms defined in consideration of function, and this may vary depending on the intention or custom of the user or operator. Therefore, the definitions should be made based on the contents throughout this specification. The terminology used in the detailed description is only for the purpose of describing the embodiments and should not be limited in any way. Unless clearly used otherwise, the singular form includes the plural form. In this description, expressions such as “comprises” or “comprising” are intended to indicate certain features, numbers, steps, operations, elements, parts or combinations thereof, and should not be construed to exclude the presence or possibility of one or more other features, numbers, steps, operations, elements, parts or combinations thereof other than those described.

[0030] Hereinafter, "game" refers to software that can be enjoyed by one or more gamers using an input device installed or connected to a gaming device. It is usually played by directly controlling a player character or controlling the movement of objects in the game, and is sometimes categorized into genres such as role-playing games (RPGs), massively multiplayer online role-playing games (MMORPGs), adventure games, and arcade games.

[0031] Hereinafter, "gaming device" refers to hardware that runs game software, performs calculations based on user input via an input device, and outputs results via an output device. For example, it may take the form of a personal computer, laptop computer, game console, smart phone, tablet PC, or wearable device such as a smart band or smart watch. In addition, any hardware that satisfies the above definition is interpreted as belonging to the category of gaming device.

[0032] Hereinafter, "online game" refers to a game that requires a network to be played. Typically, it refers to a game played by two or more remote gaming devices connected to each other via a network or synchronized via a server. As long as it satisfies the above definition, there are no restrictions on the type of gaming device that runs the game. Not only games played on personal computers or game consoles, but also games played on mobile devices such as smartphones, or games played by multiple different gaming devices (including different types of gaming devices) linked together or in the cloud are also interpreted as online games if they satisfy the above definition.

[0033] Hereinafter, "Input Device" refers to a device for inputting data into a gaming device. Examples include input devices specifically for game operation manufactured in the form of a joystick, mouse, keyboard, touchscreen, hardware button or steering wheel, musical instrument, gun, glove, footrest, etc. In addition, various sensors (temperature sensor, infrared sensor, motion sensor, gyro sensor, acceleration sensor, gravity sensor, etc.) installed in or linked to a gaming device, or position confirmation means such as a global positioning system (GPS) or indoor positioning system can also be examples of input devices.

[0034] FIG. 1 is a diagram showing the configuration of a user interface providing device according to one embodiment.

[0035] The user interface providing device (100) illustrated in FIG. 1 can be implemented as a component of, for example, a gaming device.

[0036] Referring to FIG. 1, a user interface providing device (100) according to one embodiment includes a target candidate object determination unit (110), a control unit (120), and a target object determination unit (130).

[0037] According to one embodiment, the target candidate object determination unit (110), the control unit (120), and the target object determination unit (130) may be implemented using one or more physically separate devices, or may be implemented by one or more hardware processors or a combination of one or more hardware processors and software, and may not be clearly distinguished in specific operations, unlike the illustrated example.

[0038] The target candidate object determination unit (110) determines one or more target candidate objects within the game based on the user's first input for the user character displayed on the game play screen.

[0039] Here, according to one embodiment, the target candidate object may refer to a game object that can be expressed on the game play screen and can be the target of a game action performed by a user character. Here, the game action may include, for example, attacking, obtaining an item, using an item, using a skill, etc. In addition, the in-game object may include, for example, another user's user character, a monster, an item, a non-player character (NPC), etc. However, the game action and the game object are not necessarily limited to the above-described examples and may vary depending on the embodiment.

[0040] According to one embodiment, when a first input from a user is received, the target candidate object determination unit (110) can determine one or more target candidate objects from among one or more game objects within a preset distance from the location of the user character in the game or one or more game objects displayed on the game play screen.

[0041] For example, when a first input from a user is received, the target candidate object determination unit (110) may determine one or more game objects within a preset distance from the location of the user character in the game or one or more game objects displayed on the game play screen as target candidate objects.

[0042] As another example, when a first input from the user is received, the target candidate object determination unit (110) may determine a game object of a preset type among one or more game objects within a preset distance from the location of the user character in the game or one or more game objects displayed on the game play screen as a target candidate object. At this time, the preset type of game object may be, for example, a specific type of monster, a monster above a specific level, a unique monster, a user character of another user belonging to a specific user group (for example, a clan, a party, a blood alliance, etc.) in the game, a specific type of item (for example, armor, a weapon, a recovery item, a unique item, etc.), etc., but is not necessarily limited thereto and may vary depending on the embodiment. In addition, the preset type of game object may be, for example, preset by the user.

[0043] As another example, when a first input from the user is received, the target candidate object determination unit (110) may determine a preset number of game objects in order of proximity to the user character's location among one or more game objects within a preset distance from the user character's location within the game or one or more game objects displayed on the game play screen as target candidate objects. In this case, the number of game objects selected as target candidate objects may be preset by the user, for example.

[0044] Meanwhile, according to one embodiment, the first input may include a touch and hold or a click and hold on an area where a user character is displayed on a game play screen. Specifically, if a user touches or clicks an area where a user character is displayed on a game play screen and then maintains the touch or click for a certain period of time, the target candidate object determination unit (110) recognizes this as a first input and determines a target candidate object among game objects within a certain distance from the user character or displayed on the game play screen.

[0045] When one or more target candidate objects are determined, the control unit (120) controls the display of preset graphic effects for each of one or more target candidate objects on the game play screen.

[0046] According to one embodiment, the control unit (120) may display a line connecting each of the determined one or more target candidate objects and the user character on the game play screen. In addition, according to one embodiment, the control unit (120) may control the outline of each target candidate object to be displayed in a specific color, each target candidate object to be highlighted, or a specific image, shape (e.g., a triangle, an arrow, a dot, etc.) or icon to be displayed around each target candidate object. Meanwhile, the graphic effects displayed on the target candidate objects are not necessarily limited to the examples described above, and may include various graphic effects that allow the user to visually distinguish and recognize the target candidate objects from other game objects that are not the target candidate objects on the game play screen.

[0047] Meanwhile, according to one embodiment, if a target candidate object that is not displayed on the game play screen is included among one or more determined target candidate objects, the control unit (120) may perform at least one of changing the point of view of the game play screen and zooming out so that the entire one or more target candidate objects and the user character are displayed on the game play screen.

[0048] FIGS. 2 to 5 are diagrams illustrating target candidate objects displayed on a game play screen according to one embodiment.

[0049] Referring to FIGS. 2 and 3, as in the example shown in FIG. 2, if a user touches an area where a character (210) is displayed on a game play screen (200) and maintains the touch for a preset period of time, the target candidate object determination unit (110) can determine a target candidate object.

[0050] Meanwhile, if four game objects (220, 230, 240, 250, 260, 270, 280) displayed on the game play screen (200) are determined as target candidate objects, the control unit (120) can display a line connecting each of the determined target candidate objects (220, 230, 240, 250) and the user character (210) on the game play screen (200), as in the example illustrated in FIG. 3.

[0051] Meanwhile, referring to FIGS. 2 and 4, unlike the example illustrated in FIG. 3, if a game object not displayed on the game play screen (200) other than the four game objects (220, 230, 240, 250) displayed on the game play screen (200) illustrated in FIG. 2 is included in the target candidate objects, the control unit (120) can change the viewpoint of the game play screen (200) and zoom out the game play screen (200) as illustrated in FIG. 4, thereby allowing all game objects (220, 230, 240, 250, 290) determined as target candidate objects and the user character (210) to be displayed on the game play screen (200), and at the same time, a line connecting each target candidate object (220, 230, 240, 250, 290) and the user character (210) to be displayed on the game play screen (200).

[0052] Meanwhile, according to one embodiment, after one or more target candidate objects are determined, if at least one of the determined one or more target candidate objects moves outside the area displayed on the game play screen within the game, the control unit (120) may perform at least one of changing the viewpoint of the game play screen and zooming out so that the one or more target candidate objects and the user character are displayed on the game play screen. That is, according to one embodiment, the target candidate object may be a movable game object, such as a monster, another user's user character, etc., and in this case, a target candidate object displayed on the game play screen may move outside the game play screen and not be displayed on the game play screen. Therefore, in this case, the control unit (120) may change the viewpoint of the game play screen or zoom out so that the entire target candidate object is continuously displayed on the game play screen even if a specific target candidate object moves.

[0053] Specifically, in the example illustrated in FIG. 3, when one of the target candidate objects (220, 230, 240, 250) moves out of the area displayed on the game play screen (200), the control unit (120) may perform at least one of changing the viewpoint and zooming out of the game play screen (200) as in the example illustrated in FIG. 5, so that all target candidate objects (220, 230, 240, 250) can be continuously displayed on the game play screen (200).

[0054] Referring again to FIG. 1, the target object determination unit (130) determines a target object from among one or more target candidate objects based on the user's second input.

[0055] At this time, the target object may mean a game object that is the target of a game action to be performed by the user character. At this time, the game action may be, for example, an attack, an item acquisition, an item use (e.g., a buff item that enhances the ability of another user's user character, a healing item that restores the health of another user's user character, a debuff item that reduces the ability of a monster or another user's character, etc.), a skill use (e.g., a buff skill that enhances the ability of another user's user character, a healing skill that restores the health of another user's user character, a debuff skill that reduces the ability of a monster or another user's character, an attack skill, etc.), but is not necessarily limited thereto and may vary depending on the embodiment.

[0056] In one embodiment, the second input may include a drag from an area on the gameplay screen where the user character is displayed toward an area where one or more target candidate objects are displayed.

[0057] In addition, according to one embodiment, the second input of the user may be an input performed continuously to the first input. As a specific example, if the first input is a touch and hold on an area where the user character is displayed, and the second input is a drag from the area where the user character is displayed toward an area where a specific target candidate object is displayed, the target object determination unit (130) may recognize as the second input if the user maintains a touch on the area where the user character is displayed for a certain period of time as the first input and then drags toward the area where the specific target candidate object is displayed.

[0058] Meanwhile, according to one embodiment, when there are multiple target candidate objects that overlap in the drag direction of the second input or have different distances from the user character, the target object determination unit (130) may determine one of the multiple target candidate objects as the target object according to preset criteria.

[0059] FIGS. 6 to 10 are diagrams for exemplarily explaining target candidate object determination according to one embodiment.

[0060] In FIGS. 6 to 10, it is assumed that four objects (620, 630, 640, 650) are determined as target candidate objects in the game play screen (600), and as a preset graphic effect displayed on each target candidate object (620, 630, 640, 650), it is assumed that each target candidate object (620, 630, 640, 650) is highlighted instead of a line connecting the user character (610) and each target candidate object (620, 630, 640, 650) as in the examples shown in FIGS. 3 to 5.

[0061] Referring to FIG. 6, when a user maintains a touch on an area where a user character (610) is displayed on a game play screen (600) as a first input for a certain period of time, and then drags (i.e., a second input) toward an area where two target candidate objects (620, 630) are displayed overlappingly as a second input, the target object determination unit (130) can determine one of the two target candidate objects (620, 630) as a target object.

[0062] For example, the target object determination unit (130) may determine the target candidate object (620) that is close to the user character (610) among two target candidate objects (620, 630) as the target object.

[0063] As another example, the target object determination unit (130) can randomly select one of two target candidate objects (620, 630) and then determine the selected target candidate object as the target object.

[0064] Referring to FIGS. 7 to 10, when a user maintains a touch on an area where a user character (610) is displayed on a game play screen (600) as a first input for a certain period of time, and then drags (i.e., second input) toward two target candidate objects (640, 650) in the same direction with respect to the user character (610) as a second input, the target object determination unit (130) can determine one of the two target candidate objects (640, 650) as a target object.

[0065] For example, the target object determination unit (130) may determine the target candidate object (640) at a close distance from the user character (610) as the target object when the drag is terminated before reaching the area where the target candidate object (640, 650) at a close distance from the user character (610) is displayed, as in the example illustrated in FIG. 7, or when the drag is terminated in the area where the target candidate object (640) at a close distance from the user character (610) is displayed, as in the example illustrated in FIG. 8.

[0066] As another example, the target object determination unit (130) may determine the target candidate object (650) that is far from the user character (610) as the target object when the drag is terminated between the areas where each of two target candidate objects (640, 650) is displayed, as in the example illustrated in FIG. 9, or when the drag is terminated in the area where the target candidate object (650) that is far from the user character (610) is displayed, as in the example illustrated in FIG. 10.

[0067] Meanwhile, the criteria for determining the target object are not limited to the examples described above with reference to FIGS. 6 to 10, and may be varied in various ways depending on the embodiment.

[0068] Meanwhile, according to one embodiment, if a third input from the user is received after one of a plurality of target candidate objects that are overlapped or have different distances from the user character is determined as the target object based on the second input, the target object determination unit (130) may change the target object to another one of the plurality of candidate objects. At this time, the third input may include a touch on a specific area within the game play screen, such as, for example, a point where the second input ended, an area where the target object determined based on the second input is displayed, an area where the target object to be changed is displayed, etc.

[0069] For example, in the example illustrated in FIG. 6, if a third input from the user is received while one of the two overlapping target candidate objects (620, 630) is selected as the target object based on the second input from the user, the target object determination unit (130) can change the other of the two overlapping target candidate objects (620, 630) to the target object.

[0070] As another example, in the example illustrated in FIGS. 7 and 8, if a third input from the user is received while the target candidate object (640, 650) having a closer distance from the user character (610) among two target candidate objects (640, 650) having different distances from the user character (610) is selected as the target object based on the user's second input, the target object determination unit (130) can change the other target candidate object (650) among the two target candidate objects (640, 650) to the target object.

[0071] As another example, in the example illustrated in FIGS. 9 and 10, when a third input from the user is received while the target candidate object (650) having a greater distance from the user character (610) among two target candidate objects (640, 650) having different distances from the user character (610) is selected as the target object based on the user's second input, the target object determination unit (130) can change the other target candidate object (640) among the two target candidate objects (640, 650) to the target object.

[0072] Figure 11 is a flowchart of a method for providing a user interface according to one embodiment.

[0073] The method illustrated in FIG. 11 can be performed, for example, by the user interface providing device (100) illustrated in FIG. 1.

[0074] Referring to FIG. 11, a user interface providing device (100) determines one or more target candidate objects within the game based on a user's first input for a user character displayed on a game play screen (1110).

[0075] In one embodiment, the first input may include a touch and hold or click and hold on the user character.

[0076] In addition, according to one embodiment, the user interface providing device (100) may determine one or more target candidate objects from among one or more game objects within a preset distance from the position of the user character in the game or one or more game objects displayed on the game play screen. Specifically, the user interface providing device (100) may determine a preset type of game object from among one or more game objects within a preset distance from the position of the user character in the game or one or more game objects displayed on the game play screen as the target candidate object.

[0077] Thereafter, the user interface providing device (100) controls a preset graphic effect to be displayed on one or more target candidate objects on the game play screen (1120).

[0078] At this time, according to one embodiment, the user interface providing device (100) may perform at least one of changing the viewpoint of the game play screen and zooming out so that the entire one or more target candidate objects and the user character are displayed on the game play screen when one or more target candidate objects include a target candidate object that is not displayed on the game play screen.

[0079] Additionally, according to one embodiment, the user interface providing device (100) may perform at least one of changing the viewpoint of the game play screen and zooming out so that the entire one or more target candidate objects and the user character are displayed on the game play screen when at least one of the one or more target candidate objects moves outside an area displayed on the game play screen within the game.

[0080] Additionally, according to one embodiment, the user interface providing device (100) may display a line connecting the user character to each of one or more target candidate objects on the game play screen.

[0081] Thereafter, the user interface providing device (100) determines a target object from among one or more target candidate objects based on the user's second input (1130).

[0082] At this time, according to one embodiment, the second input may include a drag from an area where the user character is displayed on the gameplay screen toward an area where one or more target candidate objects are displayed.

[0083] In addition, according to one embodiment, if there are multiple target candidate objects that overlap in the drag direction of the second input or have different distances from the user character, the user interface providing device (100) may determine one of the multiple target candidate objects as the target object based on preset criteria. In this case, according to one embodiment, if a third input from the user is received after one of the multiple target candidate objects is determined as the target object, the user interface providing device (100) may change the target object to another one of the multiple target candidate objects.

[0084] Meanwhile, in the flowchart illustrated in FIG. 11, at least some of the steps may be performed together with other steps, may be performed by dividing them into substeps, or may be performed with one or more steps not illustrated added.

[0085] FIG. 12 is a block diagram illustrating a computing environment including a computing device according to one embodiment.

[0086] In the embodiment illustrated in FIG. 12, each component may have different functions and capabilities other than those described below, and may include additional components other than those described below.

[0087] The illustrated computing environment (10) includes a computing device (12). The computing device (12) may be one or more components included in a user interface providing device (100) according to one embodiment.

[0088] A computing device (12) includes at least one processor (14), a computer-readable storage medium (16), and a communication bus (18). The processor (14) may cause the computing device (12) to operate according to the exemplary embodiments mentioned above. For example, the processor (14) may execute one or more programs stored in the computer-readable storage medium (16). The one or more programs may include one or more computer-executable instructions, which, when executed by the processor (14), may be configured to cause the computing device (12) to perform operations according to the exemplary embodiments.

[0089] A computer-readable storage medium (16) is configured to store computer-executable instructions or program code, program data, and / or other suitable forms of information. A program (20) stored in the computer-readable storage medium (16) includes a set of instructions executable by the processor (14). In one embodiment, the computer-readable storage medium (16) may be a memory (volatile memory such as random access memory, non-volatile memory, or a suitable combination thereof), one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, any other form of storage medium that can be accessed by the computing device (12) and store desired information, or a suitable combination thereof.

[0090] A communication bus (18) interconnects various other components of the computing device (12), including the processor (14) and computer-readable storage media (16).

[0091] The computing device (12) may also include one or more input / output interfaces (22) that provide interfaces for one or more input / output devices (24) and one or more network communication interfaces (26). The input / output interfaces (22) and the network communication interfaces (26) are connected to the communication bus (18). The input / output devices (24) may be connected to other components of the computing device (12) via the input / output interfaces (22). Exemplary input / output devices (24) may include input devices such as pointing devices (such as a mouse or a trackpad), a keyboard, a touch input device (such as a touchpad or a touchscreen), a voice or sound input device, various types of sensor devices and / or photographing devices, and / or output devices such as display devices, printers, speakers and / or network cards. The exemplary input / output devices (24) may be included within the computing device (12) as a component constituting the computing device (12), or may be connected to the computing device (12) as a separate device distinct from the computing device (12).

[0092] While the present invention has been described in detail above through representative examples, those skilled in the art will appreciate that various modifications to the above-described embodiments are possible without departing from the scope of the present invention. Therefore, the scope of the present invention should not be limited to the described embodiments, but should be defined not only by the claims set forth below but also by equivalents thereof.

Claims

1. A method performed by a computing device including one or more processors, An action of determining one or more target candidate objects within the game based on a first user input for a user character displayed on a game play screen; An action for controlling the display of preset graphic effects on the one or more target candidate objects on the above game play screen; and A method for providing a user interface, comprising an operation of determining a target object from among the one or more target candidate objects based on a second input of the user.

2. In claim 1, A method for providing a user interface, wherein the operation of determining one or more target candidate objects determines the target candidate objects among one or more game objects within a preset distance from the position of the user character in the game or one or more game objects displayed on the game play screen.

3. In claim 2, A method for providing a user interface, wherein the operation of determining one or more target candidate objects determines a game object of a preset type among one or more game objects within the preset distance or one or more game objects displayed on the game play screen as the target candidate object.

4. In claim 1, A method for providing a user interface, wherein the controlling action performs at least one of changing the point of view of the game play screen and zooming out so that the entirety of the one or more target candidate objects and the user character are displayed on the game play screen when the one or more target candidate objects include a target candidate object that is not displayed on the game play screen.

5. In claim 1, A method for providing a user interface, wherein the controlling action performs at least one of changing the viewpoint of the game play screen and zooming out so that the entirety of the one or more target candidate objects and the user character are displayed on the game play screen when at least one of the one or more target candidate objects moves outside the area displayed on the game play screen within the game.

6. In claim 1, A method for providing a user interface, wherein the above controlling action displays a line connecting each of the one or more target candidate objects and the user character on the game play screen.

7. In claim 1, The first input includes a touch and hold or click and hold on the user character, A method for providing a user interface, wherein the second input comprises a drag from an area where the user character is displayed on the game play screen toward an area where one of the one or more target candidate objects is displayed.

8. In claim 7, A method for providing a user interface, wherein the operation of determining the target object is such that, if there are multiple target candidate objects that overlap in the drag direction of the second input or have different distances from the user character, one of the multiple target candidate objects is determined as the target object according to a preset criterion.

9. In claim 8, A method for providing a user interface, further comprising an action of changing the target object to another one of the plurality of target candidate objects when a third input from the user is received after one of the plurality of target candidate objects is determined as the target object.

10. One or more processors; and A memory storing one or more programs executed by the one or more processors, One or more of the above processors, Determine one or more target candidate objects within the game based on a user's first input for the user character displayed on the game play screen; Controlling the display of preset graphic effects on one or more target candidate objects on the above game play screen, A user interface providing device that determines a target object from among the one or more target candidate objects based on the second input of the user.

11. In claim 10, A user interface providing device, wherein the one or more processors determine the target candidate object among one or more game objects within a preset distance from the location of the user character in the game or one or more game objects displayed on the game play screen.

12. In claim 11, A user interface providing device, wherein the one or more processors determine a game object of a preset type among one or more game objects within the preset distance or one or more game objects displayed on the game play screen as the target candidate object.

13. In claim 10, A user interface providing device, wherein the one or more processors, when the one or more target candidate objects include a target candidate object that is not displayed on the game play screen, perform at least one of changing the point of view of the game play screen and zooming out so that the one or more target candidate objects and the user character are displayed on the game play screen.

14. In claim 10, A user interface providing device, wherein the one or more processors perform at least one of changing the viewpoint of the game play screen and zooming out so that the entire one or more target candidate objects and the user character are displayed on the game play screen when at least one of the one or more target candidate objects moves outside the area displayed on the game play screen within the game.

15. In claim 10, A user interface providing device, wherein the one or more processors display a line connecting each of the one or more target candidate objects and the user character on the game play screen.

16. In claim 10, The first input includes a touch and hold or click and hold on the user character, A user interface providing device, wherein the second input comprises a drag from an area where the user character is displayed on the game play screen toward an area where one of the one or more target candidate objects is displayed.

17. In claim 16, A user interface providing device, wherein the one or more processors determine one of the plurality of target candidate objects as the target object according to preset criteria when there are a plurality of target candidate objects that are overlapped in the drag direction of the second input or have different distances from the user character.

18. In claim 17, A user interface providing device, wherein the one or more processors change the target object to another one of the plurality of target candidate objects when a third input from the user is received after one of the plurality of target candidate objects is determined as the target object.

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