Information processing device, information processing method, and program

WO2025047450A1PCT designated stage expired Publication Date: 2025-03-06SONY GROUP CORP
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Patent Information

Application Number
PCT/JP2024/029078
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-08-30
Filing Date
2024-08-15
Publication Date
2025-03-06

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  • Figure JP2024029078_06032025_PF_FP_ABST
    Figure JP2024029078_06032025_PF_FP_ABST
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Abstract

This information processing device is configured to include a calculation portion for performing movement setting of game contents by using tracking data on the movement in an actual game and for providing the game contents to a user.
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Description

Information processing device, information processing method, and program

[0001] The present technology relates to an information processing device, an information processing method, and a program, and in particular to a service that provides game content related to an actual match.

[0002] In recent years, there have been services that provide various information during sports matches such as baseball, soccer, and basketball. For example, Patent Document 1 describes a system that acquires information on the progress of a match and the details of plays at the match venue in real time, centrally manages it at a center, and provides it to third parties. Also, Patent Document 2 describes a communication processing system that can report match information for multiple matches held at multiple stadiums in real time.

[0003] JP 2002-268806 JP 8-299525

[0004] Many fans visit stadiums to watch baseball, soccer, basketball, and other sports. Many also watch live broadcasts on television. In order to develop sports culture, it is desirable to increase spectator satisfaction and broaden the enjoyment of these games.

[0005] Therefore, the present disclosure proposes a technology for providing services that can enhance the enjoyment of users who are spectators while watching a game.

[0006] The information processing device according to the present technology includes a calculation unit that performs processing to set motions in game content using tracking data of motions in a real game and to provide the game content to a user. A real game is a sports or competitive game that is actually played. For example, the motions of a certain play in the real game are reflected in the motions in the game content.

[0007] 1 is an explanatory diagram of an information providing system according to an embodiment of the present technology; FIG. 2 is a block diagram of an information providing system according to an embodiment; FIG. 3 is an explanatory diagram of a functional configuration of the information providing system according to an embodiment; FIG. 4 is a block diagram of an information processing device according to an embodiment; FIG. 5 is an explanatory diagram of an example screen by a match linkage service according to an embodiment; FIG. 6 is an explanatory diagram of a game screen according to an embodiment; FIG. 7 is an explanatory diagram of a game content selection screen according to an embodiment; FIG. 8 is an explanatory diagram of a game play screen according to an embodiment; FIG. 9 is an explanatory diagram of a locker room screen according to an embodiment; FIG. 10 is a flowchart of a first game processing example according to an embodiment; FIG. 11 is a flowchart of a second game processing example according to an embodiment; and FIG. 12 is a flowchart of a third game processing example according to an embodiment.

[0008] The following describes the embodiment in the following order: <1. System configuration> <2. Screen and content example of match-linked service> <3. Processing example> <4. Summary and modified examples>

[0009] In this disclosure, "image" refers to both video and still images. For example, the imaging device 10 shown in FIG. 1 is expected to primarily capture video, but the images displayed on the terminal device 5 may be video or still images. Furthermore, "image" refers to the image actually displayed on the screen, but "image" in the signal processing process and transmission path leading up to display on the screen refers to image data. In the services of the embodiments, content and digital items are primarily provided as images, but may also include still images, video, and pseudo-videos made up of a small number of still images. These images may or may not include audio.

[0010] In addition, in this disclosure, an actual competition or game is referred to as a "real game," while a game played by a user on a terminal device is referred to as "game content."

[0011] 1 shows an overview of an information provision system 1 according to an embodiment. The information provision system 1 in Fig. 1 includes an imaging device 10, a main server 2, a score data server 3, a sensor 4, and a terminal device 5. These are connected to each other via wired or wireless communication, network communication, or the like.

[0012] This information provision system 1 is a system that realizes a service (hereinafter referred to as a "match-linked service") that provides virtual spaces, digital items, and game content linked to real matches to users with terminal devices 5. In this match-linked service, users are assumed to be fans of teams or players, and, for example, when these users watch a match, virtual spaces, game content, digital items, etc. that are generated or updated in accordance with the real match or in accordance with the real match and the user are provided to the terminal devices 5. This allows users to enjoy the fun provided by the match-linked service in addition to the enjoyment of watching the real match itself.

[0013] The multiple imaging devices 10 in the information provision system 1 capture images of a subject area of ​​a sports field such as a baseball stadium, for example, an actual game scene, from various positions. Although multiple imaging devices 10 are shown, it is sufficient to provide at least one imaging device 10. In the case of baseball, for example, the imaging device 10 is used to capture images for analyzing the movements of the pitcher, fielders, batters, and runners, and for determining the trajectory, type of pitch, speed, spin, etc. of the ball.

[0014] The information provision system 1 extracts skeletal capture data of the subject player from the image captured by the imaging device 10, and determines the player's movements, such as pitching, batting, and base running, based on the skeletal capture data. In addition to players, the movements of other playing objects such as a ball or bat may also be determined.

[0015] In recent years, a technology known as EPTS (Electronic Performance and Tracking Systems) has become known for use in sports such as soccer and basketball. This technology estimates the posture and position of players and referees, as well as the position and rotation of the ball, from a specified field based on images taken by specially installed cameras and information from sensors (acceleration sensors and GPS sensors) attached to people (players) and objects (balls) involved in the sport.

[0016] Specifically, the imaging device 10 captures images for obtaining such EPTS data as skeletal capture data. The images captured by the imaging device 10 can also be used as actual images of an actual game.

[0017] The EPTS data generated based on images captured by the imaging device 10 is transmitted to the main server 2. For example, if an information processing device (not shown) that records images captured by multiple imaging devices 10 and generates EPTS data is installed at a sports stadium such as a baseball stadium, the EPTS data generated by the information processing device is transmitted to the main server 2. Alternatively, the images captured by the imaging device 10 may be transmitted to the main server 2, and the EPTS data may be generated on the main server 2 side.

[0018] Sensor 4 is a sensor that detects the movements of players, the ball, etc. Specifically, sensors attached to the players or the ball, such as an acceleration sensor, gyro sensor, GPS (Global Positioning System) sensor, altitude sensor, or impact sensor, are envisioned. For example, the sensor may be a wearable sensor attached to the player's uniform or body, or a sensor built into the ball. Radar, etc. may also be used.

[0019] Information on player movements can also be obtained from the sensing data SS obtained by these sensors 4. Alternatively, the sensing data SS can be used as an auxiliary data when obtaining skeletal capture data from images or when estimating posture, etc. The sensing data SS obtained by the sensors 4 can also be used to determine the speed, number of rotations, and trajectory of the ball, as well as the swing speed and trajectory of the bat. The sensing data SS may be transmitted to the main server 2, or may be input to an information processing device (not shown) that generates EPTS data at a sports venue such as a baseball stadium.

[0020] The score data server 3 is an information processing device of an organization that generates and distributes, for example, baseball score data SD. Here, the score data server 3 is a server device that can transmit the score data SD of a real game to the main server 2. The score data server 3 may transmit the score data SD to the main server 2 sequentially during the real game, or may transmit all of the score data SD of the real game all at once after the real game, for example.

[0021] In the case of baseball, score data SD includes various types of information about an actual game, such as the score for each inning of the game and information about the players participating, as well as information about each pitch thrown by the pitcher. For example, for each pitch, information such as the time of the pitch, the pitcher's name, the batter's name, whether the batter is left-handed or right-handed, whether there are runners on first, second, or third base, the runners' names, the strike / ball count, whether the ball is a ball or a strike, the out count, the batting result (hit, strikeout, missed, foul, groundout, flyout, foul fly, etc.), the ball's speed, the type of ball, the number of spins, the axis of spin, the course of the ball, and other information may be included.

[0022] The terminal device 5 is an information processing device such as a smartphone, tablet device, or personal computer, but as described above, it is assumed that this terminal device 5 is a device owned by a general user. The display unit 5a of the terminal device 5 displays game content, which will be described later, a virtual space such as the locker room screen 140, and images including digital items through the match linkage service.

[0023] The main server 2 performs various processes as a match-linked service for presenting information on the terminal device 5. For example, the main server 2 determines the status of the actual match and the players based on skeletal capture data of the subject generated from the image captured by the imaging device 10, and provides the terminal device 5 with game content, digital items, and images of the virtual space according to the determined status.

[0024] The main server 2 can be assumed to be an information processing device that performs cloud computing, that is, a cloud server.

[0025] However, the processing for displaying images of the match linkage service on the terminal device 5 may be performed by an information processing device other than the cloud server. For example, it is conceivable that an information processing device such as a personal computer installed at the actual match venue has the function of the main server 2 and performs processing such as acquiring skeletal capture data and generating images to be provided. Furthermore, it is also conceivable that the terminal device 5 also has the function of the main server 2 and performs processing such as acquiring skeletal capture data and generating images.

[0026] 2 shows the configuration of the main server 2 and an example of input and output related to the main server 2 in the information providing system 1 shown in FIG. 1. A part that supplies data to the main server 2 is also shown as a data server 30.

[0027] 2 is shown as a conceptual configuration, and collectively represents the configuration that the main server 2 uses as an information source for executing the match linkage service. For example, the data server 30 collectively refers to the imaging device 10, score data server 3, sensor 4, recording unit 11, and EPTS data generation unit 12.

[0028] The imaging device 10 and the sensor 4 are placed on the stadium, athletes, and sports objects as shown in Fig. 1. There are no restrictions on the installation location of the score data server 3. Either or both of the recording unit 11 and the EPTS data generation unit 12 may be realized by an information processing device placed on the stadium, or either or both may be provided on the main server 2 side.

[0029] The imaging devices 10 are configured as digital cameras having imaging elements such as charge-coupled devices (CCD) sensors or complementary metal-oxide-semiconductor (CMOS) sensors, and capture images as digital data. In this example, each imaging device 10 captures a moving image.

[0030] For example, at a baseball stadium, each imaging device 10 is placed at a predetermined position to capture images of the pitcher, fielders, batters, runners, etc. The number of imaging devices 10 is not particularly specified and is one or more, but in order to generate highly accurate EPTS data, it is advantageous to have as many as possible. Each imaging device 10 captures video in a synchronized state and outputs the captured images.

[0031] The recording unit 11 records the images (image data VD) captured by the multiple imaging devices 10 , and supplies each captured image to the EPTS data generation unit 12 .

[0032] The EPTS data generator 12 analyzes one or more captured images, generates EPTS data individually, and then integrates all of the individual EPTS data to generate overall EPTS data. The EPTS data includes, for example, the positions of players (pitcher, fielder, batter, and runner) and the ball at each frame timing, player skeletal capture data and the resulting player posture, and information on the ball's rotation speed and rotation direction (rotation axis). The EPTS data generator 12 may generate EPTS data not only from the captured images but also from sensing data SS obtained by the sensor 4, such as information from an acceleration sensor embedded in the ball or a GPS sensor attached to the player's uniform.

[0033] The EPTS data generator 12 can generate, as EPTS data for the entire game, information that can be used to determine, for example, the pitching motion, ball speed, trajectory, batter's behavior in response to the pitch, batting results, base running results, batter's speed, trajectory, etc. for each of all pitches by the pitcher during a real game. Therefore, the EPTS data is an example of behavior information about either people (pitcher, batter, runner, etc.) or playing objects (ball, bat, etc.) related to the real game.

[0034] The EPTS data generation unit 12 can generate EPTS data from a plurality of captured images obtained by a plurality of imaging devices 10, and can also generate EPTS data from a plurality of captured images obtained by a single imaging device 10. Furthermore, the EPTS data generation unit 12 can generate EPTS data from a plurality of images and sensing data SS from one or a plurality of sensors, and can also generate EPTS data from a single captured image and sensing data SS from a single sensor.

[0035] The EPTS data (skeleton capture data) generated by the EPTS data generator 12 is transmitted to the main server 2. Image data VD captured by the imaging device 10 is also transmitted to the main server 2, for example, via the EPTS data generator 12. In addition, the sensing data SS may be transmitted to the main server 2 and used directly for processing by the main server 2.

[0036] In addition, the EPTS data generation unit 12 may be provided in the main server 2, in which case, for example, the image captured by the imaging device 10 (image data VD) and the sensing data SS of the sensor 4 may be transmitted to the EPTS data generation unit 12 in the main server 2 via network communication, etc.

[0037] As explained in FIG. 1, the score data server 3 successively transmits the score data SD to the main server 2 .

[0038] The main server 2 is configured by an information processing device such as a computer device, and is provided with a calculation unit 21 using a microprocessor or the like, a function as a presentation control unit 22, and a storage 23 using a storage medium accessible by the microprocessor or the like.

[0039] The calculation unit 21 acquires information from the data server 30 and performs various processes for executing the match-linked service using the acquired information, such as data acquisition, match analysis, and generation of virtual space images, digital items, and content. The processing functions of the calculation unit 21 will be described later with reference to FIG. 3.

[0040] The storage 23 represents a storage medium in the main server 2 that stores information such as received image data VD, skeletal capture data BD, score data SD, and the like, and that stores various data generated by the calculation unit 21. The storage 23 may be an internal storage medium of the main server 2, or may be a storage medium separate from the information processing device that constitutes the main server 2.

[0041] The presentation control unit 22 controls the display of various images generated by the processing of the calculation unit 21 in a predetermined manner on the terminal device 5. Specifically, the presentation control unit 22 performs processing to display images of the virtual space, digital items, etc. generated by the calculation unit 21 in the execution of the match linkage service on the display unit 5a of the terminal device 5.

[0042] The calculation unit 21, the presentation control unit 22, and the storage 23 may be provided in one information processing device, or may be provided separately in multiple information processing devices. There are various possible ways to realize the storage 23 as a storage medium.

[0043] The images of the match linkage service or the data for generating the images processed by the main server 2 are transmitted to the terminal device 5 and displayed on the display unit 5a. This allows the user of the terminal device 5 to view the images provided by the match linkage service. Information on user interaction during the provision of the match linkage service may also be input from the terminal device 5 to the calculation unit 21.

[0044] 3 illustrates information transmitted from the data server 30 to the calculation unit 21 and the processing functions of the calculation unit 21. In particular, this figure illustrates the processing functions for a game linked service function 40 and the processing functions as a sharing service that allows results of the game linked service to be exhibited.

[0045] The calculation unit 21 in this embodiment has a processing function of the match linkage service function 40. As shown in the figure, the calculation unit 21 of the main server 2 may have a processing function of the shared service function 50, but the shared service function 50 may also be provided in another server device.

[0046] The information provided to the calculation unit 21 by the data server 30 described above can be summarized as follows, as shown in the figure: EPTS data, sensing data SS, image data VD, stats data, historical data, analysis data, and the like.

[0047] The stats data and historical data are score data SD generated by the score data server 3. For example, stats data is performance information about a player or team. For example, examples of stats data for a baseball pitcher include the team name, league, number of wins, number of losses, earned run average, number of games pitched, number of complete games, number of shutouts, number of saves, number of save opportunities, number of innings pitched, number of runs allowed, number of home runs allowed, number of hit by pitch, number of walks allowed, number of intentional walks, number of strikeouts, hit percentage, number of runners allowed per inning pitched (WHIP: Walks plus Hits per Inning Pitched), and ground ball / flyout ratio. In addition to the past performance of teams and players, stats data also includes information about the performance of teams and each player in ongoing actual games up to the present time, i.e., detailed information about the game progress, information about registered players, information about starting lineups, information about substitute players, etc.

[0048] Historical data is also information about the performance of teams and players, and is included in the broad definition of stats data. However, for the purposes of explanation, it is shown here as information such as past best records, team records, and individual records. It includes information on records that may be achieved in the current actual game. Examples include the number of strikeouts in a single game, consecutive hits in at-bats, consecutive games played, and the number of team hits in a single game. This type of historical data can be referenced for editing special digital items in the game-linked service.

[0049] The analysis data indicates data determined for the EPTS data, the sensing data SS, and the image data VD by the function of the data analysis unit 32. The function of this data analysis unit 32 may be provided in the main server 2, or may be realized by another information processing device.

[0050] Specific examples of analysis data include specific player movements determined from EPTS data, sensing data SS, etc., and the trajectory of the ball. For example, this is tracking data of the movements of players and playing objects in an actual game. In the case of baseball, player movements include the pitcher's pitching movements, the catcher's catching movements, the batter's batting movements, the fielders' defensive movements, and the runners' base running movements. The overall movements of players in various sports can be obtained as tracking data.

[0051] Sporting objects are objects used in actual matches, such as balls in ball games, and objects used to hit balls, such as bats and rackets. Other sporting objects include bamboo swords in kendo and sabers in fencing. Furthermore, auxiliary objects used in sports, such as protectors and uniforms, are also included in sporting objects. Tracking data of the movements of these sporting objects can also be obtained as analysis data.

[0052] The EPTS data, sensing data SS, image data VD, stats data, historical data, and analysis data supplied from the data server 30 to the calculation unit 21 are information related to the actual game, and will be referred to as game information. This game information refers to information related to the actual game itself and information about the players and teams playing in the actual game, and is distinguished from user information, which will be described later.

[0053] Information about the actual game itself includes the game date and time, venue, weather, score, and information about the progress of the game (current inning, out count), etc. Player information includes information about each player, such as their performance in the actual game, past performance, images of the actual game, play details, and player movements, etc. Team information includes information about the team as a whole, such as their performance in the actual game, past performance, images of the actual game, participating players, and reserve players.

[0054] It should be noted that it is not necessary for all of the "match information" including the EPTS data, sensing data SS, image data VD, stats data, historical data, and analysis data to be transmitted to the calculation unit 21. For example, by transmitting at least one of these to the calculation unit 21, the calculation unit 21 can perform processing for the match linkage service function 40. The EPTS data and analysis data may also be generated by the calculation unit 21 based on the image data VD and sensing data SS.

[0055] The information input from the terminal device 5 to the calculation unit 21 includes user information and information regarding purchase / sale / share / exchange.

[0056] Here, we will explain the match information and user information. The "match information" referred to in this disclosure has the following two information sources: Information provided by the score data server 3 Information obtained based on signals from the imaging device 10 and the sensor 4 The content of the information obtained from these two types of information sources may be different or the same.

[0057] When considering the types of content of the game information, in this embodiment, it is classified into "fixed game information" and "game progress information."

[0058] Fixed game information is information that does not change as the game progresses. Examples include the venue, game start date and time, season, teams, starting lineup, weather information such as the weather and temperature at the start of the game, team performance before the game, players on the bench, player and team performance before the game (stats data, historical data), referee, game type (official game, championship game, magic number lighting game, etc.), player condition before the game, player profile (birthday, hometown, etc.), etc.

[0059] Game progress information is information obtained during the course of a real game, such as the score of the real game (game progress / results), the innings / time / half played, weather changes during the real game, player and team performances as the game progresses (stats data, historical data), participating players, player behavior (EPTS information / sensing data SS / analysis data), image data VD of the real game, achievement records, etc.

[0060] User information refers to information that the main server 2 can acquire about a target user (a user who is logged in to the match linkage service function 40). Here, user information is classified into "user fixed information" and "user reaction information" in terms of content type.

[0061] The user fixed information is user information that does not change depending on the current actual game (the actual game that the logged-in user is watching). For example, it may include the user's account information, address information, attribute information, history information related to the game linkage service, and information about owned items. The attribute information may include basic information such as age, gender, place of residence, and email address, as well as information indicating the team or player the user supports in relation to the game linkage service. Information that is added to the user fixed information over time may include the date and time, stadium name, and seat information for watching a game at a stadium. Note that some or all of the user fixed information may be entered in advance for a user registered with the game linkage service function 40 and stored in the storage 23, for example.

[0062] The user reaction information is information corresponding to the user's actions and interactions with the current live match and the match linkage service, such as input answers to quizzes and the like provided by the match linkage service, information input by the user regarding the current live match indicating the team or player they are supporting, information input by the user during the live match (e.g., operation information, participation information, and answer information regarding the quiz provided by the match linkage service), information regarding the user's viewing location, current location, and seat position, and information regarding cheers from the user (or the entire audience).

[0063] It should be noted that information on the history of user actions and interactions may be added sequentially to the user fixed information as history information.

[0064] The calculation unit 21 receives the above-described game information (fixed game information, game progress information) and user information (fixed user information, user reaction information) in relation to the processing of the game cooperation service function 40 .

[0065] The processing functions for executing the match linkage service function 40 in the calculation unit 21 include a match information acquisition unit 41, a user information acquisition unit 42, a match analysis unit 43, a quiz generation unit 44, an item / content generation unit 45, a storage control unit 46, a locker processing unit 47, and a game processing unit 48. It is not necessary for the calculation unit 21 to have all of these processing functions.

[0066] The game information acquisition unit 41 has a function of acquiring game information (fixed game information, game progress information), for example, before the start of the actual game and during the actual game, and performs processing to successively acquire game information from the data server 30.

[0067] The user information acquisition unit 42 is a function for acquiring user information (user fixed information, user reaction information). For example, it acquires user information about a logged-in user before the start of a real game or sequentially during the real game. At the time of login, it also performs processing to read the user fixed information of the user stored in the storage 23.

[0068] The game analysis unit 43 analyzes the actual game based on the game information and user information, and performs processing to determine the status of the actual game. In addition, the game analysis unit 43 performs processing to determine the timing to request a user's response regarding the service, edit digital items, and provide game content, depending on the determination of the game status.

[0069] The quiz generation unit 44 generates quizzes and questionnaires to be provided to the user and transmits them to the terminal device 5. The quiz generation unit 44 can also perform processing to request user interaction in addition to quizzes and questionnaires.

[0070] The item / content generation unit 45 generates digital items. The item / content generation unit 45 also generates image content such as digest videos of actual matches, free viewpoint images, and CG (computer graphics) images. The item / content generation unit 45 also generates information to be ultimately associated with digital items. The item / content generation unit 45 also generates and awards points, which will be described later.

[0071] The storage control unit 46 performs processing for storing and reading information in the storage 23 regarding the match linkage service function 40 .

[0072] The locker processing unit 47 is a function that performs processing related to providing the clubhouse as a virtual space including images of virtual lockers for general users and players (locker room screen 140, which will be described later). The locker processing unit 47 performs processing for changing the settings and appearance of the lockers provided to users as the locker room screen 140.

[0073] The game processing unit 48 has a function for processing game content provided on the screen of the terminal device 5. This game content is, for example, a game provided by an application program or a browser screen, and the game content can be of various types. However, this game has a function for causing changes linked to actual match information and user information. For example, in-game parameters and game items may be changed in accordance with match information, user information, or even digital items related to the locker room screen 140.

[0074] The calculation unit 21 of the main server 2 is shown to have a shared service function 50 in addition to the match linkage service function 40 described above. This shared service function 50 may include a function as an NFT (Non-Fungible Token) market. The NFT market function is a service that allows users to list and sell NFT works they have acquired or purchase NFT works that are being listed. For example, in this embodiment, the digital items generated by the match linkage service function 40 are edited based on the progress of the actual match and user interaction, and ultimately become digital items unique to each user. These can then be listed or purchased as NFT works in the shared service function 50.

[0075] For this reason, the shared service function 50 includes a smart contract function 51 and a settlement function 52. The smart contract function 51 is a function that automatically executes predetermined buying and selling processing in accordance with predetermined conditions for buying and selling transactions. The settlement function 52 is a function that performs settlement processing for buying and selling.

[0076] The shared service function 50 may also include a share service function 53 and an exchange service function 54 .

[0077] The sharing service function 53 is a function that enables a user to share items, content, etc. that the user owns with others free of charge.

[0078] The exchange service function 54 is a function that enables a user to exchange items, content, etc. owned by the user for items, content, etc. owned by other people.

[0079] The match linkage service function 40 can put up some kind of digital item for such a sharing service function 50 and make it available for purchase by users.

[0080] Furthermore, the match linkage service function 40 allows users to sell digital items they have acquired, purchase digital items sold by others, share them with others, and exchange them for other people's digital items.

[0081] Note that the functional configuration in Figure 3 is an example. Some of the functions of the match linkage service function 40 can also be processed on the terminal device 5 side. For example, some or all of the functions of the quiz generation unit 44, the match analysis unit 43, the item / content generation unit 45, and the game processing unit 48 can be executed outside the match linkage service function 40. In other words, some of the functions of the calculation unit 21 can be provided on the terminal device 5 side. For example, a calculation unit including the game processing unit 48 can be provided on the terminal device 5.

[0082] It is also possible to eliminate the need for the shared service function 50. For example, the match linkage service function 40 may perform processing such as selling the generated digital items to users.

[0083] The configuration of the information processing device 70 used in the information provision system 1 described above with reference to Figures 1, 2, and 3 will now be described. For example, the main server 2, the terminal device 5, and the EPTS data generation unit 12 in Figure 2 can be realized by the information processing device 70 shown in Figure 4. The information processing device 70 can be configured as, for example, a dedicated workstation, a general-purpose personal computer, a mobile terminal device, or the like.

[0084] 4 executes various processes in accordance with programs stored in a ROM 72 or a nonvolatile memory unit 74 such as an EEPROM (Electrically Erasable Programmable Read-Only Memory), or programs loaded from a storage unit 79 to a RAM 73. The RAM 73 also stores data necessary for the CPU 71 to execute various processes as appropriate.

[0085] The image processing unit 85 is configured as a processor that performs various types of image processing, such as image generation processing for clips, image analysis processing for captured images, generation processing for animation images and CG images, DB (Data Base) processing, image effect processing, and EPTS data generation processing.

[0086] The image processing unit 85 can be realized by, for example, a CPU separate from the CPU 71, a graphics processing unit (GPU), a general-purpose computing on graphics processing units (GPGPU), an artificial intelligence (AI) processor, etc. The image processing unit 85 may be provided as a function within the CPU 71.

[0087] The CPU 71, ROM 72, RAM 73, nonvolatile memory unit 74, and image processing unit 85 are interconnected via a bus 83. To this bus 83, an input / output interface 75 is also connected.

[0088] An input unit 76 consisting of operators and operation devices is connected to the input / output interface 75. For example, the input unit 76 may be various operators and operation devices such as a keyboard, a mouse, keys, a dial, a touch panel, a touch pad, a remote controller, etc. The input unit 76 detects user operations, and the CPU 71 interprets signals corresponding to the input operations.

[0089] The input / output interface 75 is also connected, either integrally or separately, to a display unit 77 such as an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) panel, and an audio output unit 78 such as a speaker.

[0090] The display unit 77 displays various types of information as a user interface. The display unit 77 is configured, for example, by a display device provided on the housing of the information processing device 70 or a separate display device connected to the information processing device 70. The display unit 77 displays various images on the display screen based on instructions from the CPU 71. The display unit 77 also displays various operation menus, icons, messages, etc., i.e., a GUI (Graphical User Interface), based on instructions from the CPU 71.

[0091] For example, if this information processing device 70 is considered as a terminal device 5, the display unit 77 corresponds to the display unit 5a and displays a screen using the match-linked service function 40, such as a screen including game content and digital items, which will be described later.

[0092] A storage unit 79 configured with a solid state drive (SSD) or a hard disk drive (HDD), or a communication unit 80 configured with a modem, may be connected to the input / output interface 75. For example, if the information processing device 70 is considered to be the main server 2, the storage unit 79 can be considered to be an example of the storage 23 in which information is stored by the storage control unit 46. The communication unit 80 performs communication processing via a transmission path such as the Internet, and communication with various devices via wired / wireless communication, bus communication, or the like.

[0093] A drive 82 is also connected to the input / output interface 75 as needed, and a removable recording medium 81 such as a flash memory, a memory card, a magnetic disk, an optical disk, or a magneto-optical disk is appropriately attached. The drive 82 allows data files such as image files and various computer programs to be read from the removable recording medium 81. The read data files are stored in the storage unit 79, and images and sounds contained in the data files are output on the display unit 77 and the audio output unit 78. In addition, the computer programs and the like read from the removable recording medium 81 are installed in the storage unit 79 as needed.

[0094] In this information processing device 70, software can be installed via network communication by the communication unit 80 or via a removable recording medium 81. Alternatively, the software may be stored in advance in the ROM 72, the storage unit 79, or the like.

[0095] For example, when this information processing device 70 is considered as the main server 2, the software provides the functions of the calculation unit 21 and presentation control unit 22 described above, and the CPU 71 and image processing unit 85 execute the processing of these functions.

[0096] The sensor unit 84 is shown as a component that outputs some kind of sensing data SS, such as an image sensor (camera), a gyro sensor, an acceleration sensor, a position sensor, etc. For example, when the information processing device 70 is realized as a terminal device 5, the sensor unit 84 is provided so as to be able to detect the actions, behavior, position, etc. of the user.

[0097] 2. Screen and Content Examples of the Game Linkage Service> A description will be given of screen examples on the terminal device 5 implemented in the game linkage service. The game linkage service is a service that provides information related to a game, digital items, and a virtual space in accordance with game information related to an actual game of a sport such as baseball.

[0098] 5 shows some examples of screens provided by the match-linked service function 40. For example, there is a top screen 100, a match screen 110, a cheering screen 120, a mini-game screen 130, and a locker room screen 140. The user can view these screens by transitioning between them as desired.

[0099] The top screen 100 displays information about the actual game currently being played, images for screen transitions, images related to the logged-in user, and the like.

[0100] On the top screen 100 and other screens described later, icons 101, 102, 103, 104, and 105 are displayed as selectable items.

[0101] Icon 101 is an icon for an operation to transition to a locker room screen 140 as a personal page. Icon 102 is an icon for an operation to transition to a cheering screen 120. Icon 103 is an icon for an operation to transition to a match screen 110. Icon 104 is an icon for an operation to transition to a mini-game screen 130. Icon 105 is an icon for an operation to transition to a setting screen (not shown).

[0102] These icons also represent the current screen. For example, Fig. 6 shows an example of a mini-game screen 130. In this case, the icon 104 representing the mini-game screen 130 is displayed in a different manner from the other icons. For example, in Fig. 6, the frame of the icon 104 is displayed with a thicker frame than the frames of the other icons.

[0103] The game screen 110 in Fig. 5 is a screen that provides the user with digital items that change according to the progress of the actual game being watched, as well as quizzes about predictions for the actual game. Examples of digital items include items related to the game, such as designs of a baseball, bat, glove, etc. in the case of baseball. For example, an item may have a design in which a team logo or the like is added to a ball.

[0104] The match screen 110 also displays information about digital items, the actual match, and the user. For example, team / score information, point information, etc. are displayed. The point information refers to points for the user, that is, the user who has logged in to the match linkage service and is viewing the provided screen on the terminal device 5. The match linkage service awards points to the user according to the match situation and the user situation. For example, points are awarded according to the user's input or actions, the results of the user's answers to quizzes, or the performance of a player selected by the user.

[0105] The cheering screen 120 is a screen for fans to cheer on each other and get excited, and is a screen that allows fans to communicate with each other and share exciting moments.

[0106] The mini-game screen 130 is a screen that provides game content to the user. An example of the mini-game screen 130 is shown in Fig. 6. For example, the mini-game screen 130 displays a batting game button 131, a pitching game button 132, a reproduction button 133, a user's points 135, and the like.

[0107] The batting game button 131 is a button that leads to the batting game, and the pitching game button 132 is a button that leads to the pitching game. The user can use these buttons to start game content and enjoy the game.

[0108] A batting game is a game in which, for example, a user becomes a batter and faces pitches thrown by a pitcher. In this case, the pitches thrown by the opposing pitcher are based on tracking data of a certain pitch thrown by a certain pitcher in a real game. In other words, pitches are thrown on the game screen based on tracking data such as pitching form, ball speed, and ball trajectory, and the user faces these pitches.

[0109] 7 is an example of a selection screen 170 that appears after pressing the batting game button 131. For example, pitches from past actual games are picked up in a candidate area 171 and presented as candidate boxes 172 for the user to select. Multiple candidate boxes 172 can be displayed in response to a scroll operation. The candidate boxes 172 display information such as the pitcher's name, pitch type, pitch speed, and the game and scene in which the pitch occurred. In other words, a certain pitch from an actual game is picked up and presented.

[0110] When the user selects a pitch indicated in the candidate box 172 on the selection screen 170, the game starts on a game screen 180 as shown in FIG. 8 . The user plays the role of a batter, facing the selected pitch. Images of the opposing pitcher 182 and a batter 183 controlled by the user are displayed on the game screen 180. The batter 183 then hits the ball thrown by the pitcher 182 in response to user operations. The game screen 180 also allows the user to select display of the ball trajectory, timing, and the like using a mode selection button. In addition, various game controls and icons are displayed. This game screen 180 allows the user to simulate the experience of a pitcher pitching in an actual game from the perspective of a batter.

[0111] Although the above is an example in which the user independently selects a pitch and proceeds to the game screen 180, there are also cases in which the user is automatically guided to the game by system processing.

[0112] The pitching game selected by the pitching game button 132 in FIG. 6 is, for example, a game in which the user plays as a pitcher against a batter. In this case, the batting motion of the opposing batter is based on tracking data of a certain swing of a certain batter in a real game. For example, the batting form, swing speed, etc. are generated from tracking data of the actual batter, and the bat swing trajectory is generated based on the bat swing trajectory of the actual batter. Note that, because the user plays as the pitcher in the game, the bat swing trajectory may be based on the tracking data and may be modified according to the trajectory of the pitch. The pitching game allows the user to have a simulated experience of playing as a pitcher against an actual batter.

[0113] Although not shown in the figure, other possible game contents include a ball catching game, a fielding game, a base running game, an umpire game, and the like.

[0114] A ball-catching game is a game in which the user becomes a catcher and catches a ball thrown by a pitcher. In this case, the pitcher's pitch is based on tracking data of a certain pitcher's pitch in an actual game. This allows the user to experience a simulated pitch from the catcher's perspective.

[0115] A defensive game is a game in which the user plays as an infielder or outfielder and handles batted balls. For example, if the user plays as a shortstop, the view from the shortstop's defensive position is displayed on the screen, and when the batter's batted ball comes close, the user performs actions such as catching and throwing the ball. In this case, the batted ball is based on tracking data of a certain ball batted by a certain batter in an actual game. This allows the user to experience a simulated batted ball in an actual game from the perspective of a fielder.

[0116] A base running game is a game in which the user becomes a runner. For example, in a game where the player attempts to steal a base while responding to a pickoff throw from the pitcher from a view of first base. In this case, the pickoff throw and the pitch to the batter are based on tracking data of a pitcher's pickoff throws and pitches in a real game. This allows the user to experience a simulated game from the perspective of a runner.

[0117] The umpire game is a game in which the user becomes an umpire and judges whether a pitch thrown by a pitcher is a strike or a ball. In this case, the pitch is based on tracking data of a pitcher's pitch in a real game. This allows the user to experience a simulated real game from the umpire's perspective.

[0118] 6 is a button that serves as a guide to a service that reproduces image content, such as a reproduction of a famous scene from a past actual game, as a CG image, etc. The reproduced image of the famous scene is a CG image based on tracking data of each player, the ball, etc. in the scene.

[0119] Next, the locker room screen 140 will be described with reference to Figure 9. The locker room screen 140 is prepared as the home page of each user who subscribes to the match linkage service, for example. For example, the locker room screen 140 in Figure 9 is a screen provided for the user displayed as the username 202, and serves as the home page when that user logs in to the match linkage service.

[0120] This locker room screen 140 displays a virtual locker 201. This locker 201 is set to, for example, a basic shape, but is displayed in various states for each user. For example, various items 203 can be placed on the shelves or floor inside the locker 201. The user can select an item 203 from among the items 203 they own and place it in any location.

[0121] Examples of the items 203 include items used in baseball, such as bats, helmets, hats, cleats, and uniforms. Items 203 also include items unrelated to baseball, such as casual clothing, plants, accessories, and food. Furthermore, items prepared for fans of teams and players, such as player figures, team character logo goods, team mascot dolls, and medals, may also be included. The match linkage service provides these various virtual items 203 to users, either for a fee or free of charge, so that each user can obtain them.

[0122] The user can purchase the item 203 in a virtual shop, obtain the item 203 as a prize for answering a quiz correctly, or exchange the item 203 with another person. The user can place the item 203 thus obtained in his / her own locker 201.

[0123] Furthermore, the color of the locker 201 itself and the arrangement of the shelves may be customizable by the user.

[0124] A poster 204 is attached to the locker 201. The poster 204 functions as a display unit for various images. For example, still images and videos of a player that the user likes, and still images and videos posted by the user are displayed on the poster 204.

[0125] A virtual speaker 206 can also be placed inside the locker 201. For example, the user can obtain the speaker 206, which is available as one of the items 203, by purchasing it from the item screen 250 or by receiving it as a gift based on quiz results, point rankings, match results, etc. When the user places the obtained speaker 206 in the locker 201, audio is output when the locker room screen 140 is viewed.

[0126] For example, if a user places a speaker 206 in a locker 201, when the user is viewing the locker room screen 140 on the terminal device 5, the user can play and output sound or music. For example, a player's theme song can be played. Also, when another user is commentating on a live game, the user can listen to the commentary and explanation.

[0127] The locker room screen 140 also displays user information 205. For example, the like icon, the number of likes, the comment icon, the number of comments, and an introduction about the user are displayed.

[0128] In this way, a unique locker room screen 140 is created for each user and placed in the virtual clubhouse. Therefore, a large number of virtual locker room screens 140 are created for a large number of users.

[0129] Each logged-in user can transition from the locker room screen 140, which is the user's own homepage, to another user's locker room screen 140 or a player's locker room screen 140 and view it.

[0130] Some of the items 203 placed on the locker room screen 140 can also be used in the game content. For example, if a player owns a special bat as the item 203, using the item 203 in a batting game will increase a batting ability parameter in the game content. Similarly, if a player owns a special ball as the item 203, using the item 203 in a pitching game will increase a pitching ability parameter in the game content. Furthermore, items 203 such as uniforms, cleats, gloves, and hats can also be used as items for changing parameters in the game content.

[0131] Furthermore, when these items 203 are used, the depiction of the batter 183 on the game screen 180 is changed. For example, the batter 183 may be displayed wearing a hat or uniform as an item 203, or the design of the bat he or she holds may be changed to a bat as an item 203.

[0132] 3. Processing Examples Various processing examples of the main server 2 for realizing the match linkage service described above will be described with reference to Figures 10, 11, and 12. These processing examples are processing examples executed by the match linkage service function 40 of Figure 3 in the calculation unit 21 of the main server 2, and particularly show processing related to the provision of game content by the game processing unit 48. Furthermore, Figures 10, 11, and 12 show processing corresponding to one logged-in user, and the calculation unit 21 performs these processes for each user.

[0133] The processing of this calculation unit 21 is processing executed by the CPU 71 when the information processing device 70 in Fig. 4 is configured as the main server 2. However, part of the processing may be executed on the terminal device 5 side. When the information processing device 70 in Fig. 4 is configured as the terminal device 5, the processing is executed by the CPU 71.

[0134] FIG. 10 shows an example of processing when a user of the terminal device 5 logs in to the match linkage service and then issues a command to play a game on the mini-game screen 130.

[0135] In step S101, the calculation unit 21 extracts competitive plays from plays in past actual games. For example, in the case of a batting game, the calculation unit 21 performs a process of selecting some of the pitches pitched by the pitcher in the past actual game as pitches to be presented on a selection screen 170 as shown in FIG.

[0136] In this case, pitches may be selected based on the following extraction criteria: - Pitches that resulted in strikeouts - Pitches with the fastest pitch speed of each pitcher - Pitches with pitches that are characteristic of each pitcher - Pitches that changed the flow of the game - Pitches selected by players or managers in past actual games - Pitches selected by user votes - Pitches when the user reacts in a specific way (yelling, moving their body, etc.)

[0137] The above are merely examples, and there are many other extraction conditions. For example, the calculation unit 21 extracts pitches based on one or more of these conditions as plays from past actual games. In the case of a pitching game, plays from actual games in which the opposing batter is the pitcher are extracted. Alternatively, batter candidates may be extracted instead of play by play.

[0138] Then, the calculation unit 21 performs selection screen display control in step S102. For example, the calculation unit 21 displays each of the extracted pitches in a candidate box 172 in a candidate area 171 on the selection screen 170 of FIG.

[0139] The conditions under which the calculation unit 21 extracts plays may be selected by the user. For example, the user may change the extraction conditions. If the user performs an operation to change the extraction conditions, the calculation unit 21 returns from step S103 to step S101 and extracts plays under the changed conditions.

[0140] When the user selects a certain candidate box 172 on the selection screen 170, the pitch to be pitched in the batting game is determined, and the calculation unit 21 proceeds from step S104 to step S105.

[0141] Note that the match play may be performed manually by the user without the calculation unit 21 presenting the candidate frame 172. For example, the user may select the game date, opposing team, pitcher name, inning, and opposing batter, and specify a match between a certain pitcher and a certain batter. All pitches in that match, or a specific pitch, may be set as a match play. Furthermore, the calculation unit 21 may automatically determine the match play. This will be described later.

[0142] In step S105, the calculation unit 21 acquires tracking data for the selected match play. In the case of a batting game, for example, this is tracking data for the pitcher and ball pitching. Tracking data for at least the ball may be acquired. In the case of a pitching game, this is tracking data for the batting form and bat swing trajectory of the opposing batter.

[0143] In step S106, the calculation unit 21 performs game settings. For example, in a batting game, the calculation unit 21 sets motion parameters related to pitching based on the acquired tracking data. In a pitching game, the calculation unit 21 sets motion parameters related to the batting form and bat swing trajectory of the opposing batter.

[0144] In step S107, the calculation unit 21 checks whether the user has performed an operation to add an item. If an item has been added, the calculation unit 21 proceeds to step S109 and changes the user settings. For example, the use of the item 203 in the game content may change the power or level of the user's game character (e.g., the batter 183 in FIG. 8 ). Alternatively, the game character's uniform, face, accessories, etc. may be changed.

[0145] In step S108, the calculation unit 21 checks whether the user has performed an operation to start the game. In response to the operation to start the game, the calculation unit 21 proceeds to step S110 and performs game processing. In other words, it controls the execution of the game. In the case of a batting game, the game processing involves having the pitcher 182 pitch a ball, and having the batter 183 hit the ball in response to a user operation. Note that the game to be executed may involve one pitch, or multiple pitches in a certain turn at bat. Furthermore, it may be possible to have multiple matches played consecutively.

[0146] The above processing by the calculation unit 21 allows the user to select one play from the presented candidates and to experience that play in a simulated manner in the game.

[0147] Next, a processing example will be described with reference to Fig. 11. Fig. 11 shows an example in which the calculation unit 21 automatically selects a play to be reflected in the game content.

[0148] In step S120, the calculation unit 21 acquires predetermined information. This predetermined information is information for selecting an actual play. The predetermined information here includes information contained in user information (user-fixed information and user reaction information) and game information (game-fixed information and game progress information). For example, the calculation unit 21 acquires, as predetermined information, the pitch when the user reacted, the pitch that resulted in a strikeout in a pinch situation, the play of the player or team that the user supports, and the like.

[0149] In step S121, the calculation unit 21 selects a play to be played against the player from the acquired predetermined information. For example, the calculation unit 21 may select a play based on user information, such as the player being supported, age group, or gender, or may select a play vocalized by the user. The calculation unit 21 may also select a play that has generally attracted a lot of attention. Then, in step S105, tracking data related to the play to be played against the player is acquired. The processing from step S105 to step S110 is the same as that in FIG. 10, and therefore a repeated explanation will be avoided. The processing in FIG. 11 provides the user with a game experience of the match designated by the calculation unit 21.

[0150] Fig. 12 shows an example in which the calculation unit 21 sets the timing for providing a game to the user. For example, Fig. 10 above shows an example of processing in which the user transitions to the mini-game screen 130 and selects a batting game or the like, but in Fig. 12, the calculation unit 21 determines the timing for providing a game.

[0151] In step S201, the calculation unit 21 determines whether a real game has started, and if so, determines the timing of provision in step S202. For example, the calculation unit 21 determines the following conditions for providing game content based on game information and user information.

[0152] Between innings During a game pause (timeout, etc.) Immediately after a fine play Immediately after a strikeout Immediately after a home run Immediately after a play by the player the user is supporting Immediately after any reaction by the user

[0153] The above are merely examples, and various other provision conditions are conceivable. The calculation unit 21 then determines the progress, plays, and user behavior of the actual game currently being watched by the user based on game progress information, user reaction information, user fixed information, etc., and determines the timing of providing game content based on whether the above conditions are met. For example, if a condition is a break between innings or the occurrence of a specific play, the calculation unit 21 can determine the timing based on the game progress information. If a condition is a play by a player the user is supporting or some kind of reaction by the user, the calculation unit 21 can determine the timing based on the game progress information and user fixed information or user reaction information.

[0154] If it is determined that it is not the time to provide game content, the calculation unit 21 proceeds to step S204, where it determines whether a predetermined time has passed since the end of the actual match. For example, if the game content is to be provided by the processing in Figure 12 from the start of the match until 30 minutes after the match ends, it determines in step S204 whether 30 minutes have passed since the match ends. When 30 minutes have passed since the match ends, the calculation unit 21 ends the processing in Figure 12.

[0155] From the start of the actual match until a predetermined time has elapsed since the match ended, the timing determination in step S202 is repeated for each logged-in user. If it is determined that the timing for providing the game has arrived under the above-mentioned provision conditions, the calculation unit 21 proceeds from step S203 to step S205 and notifies the user that the game will be provided. For example, the calculation unit 21 displays messages such as "Would you like to experience the current play in a game?" or "How about playing a game until play resumes?" on the screen of the terminal device 5. The user can also select whether or not to execute the game content.

[0156] If the user responds that he / she will not play the game, the calculation unit 21 proceeds to step S204. If the user responds that he / she will play the game, the calculation unit 21 proceeds to step S105, where it acquires tracking data for the target play. The target play here may be, for example, the immediately preceding play or a play picked up in a finished inning.

[0157] Then, in step S106, the calculation unit 21 performs game settings based on the tracking data of the target play. Thereafter, steps S107 to S110 are the same as those in Fig. 10. When a game such as a batting game or pitching game is over, the calculation unit 21 returns from step S111 to step S202 and performs timing determination again.

[0158] The processing of FIG. 12 allows game content to be provided during interruptions in the actual game, or immediately after a play that the user wants to experience occurs, game content is provided so that the user can relive that play.

[0159] In FIG. 12, the play to be experienced in the game content is automatically selected, but, for example, steps S101 and S102 in FIG. 10 may be performed before step S105, and a selection screen 170 may be displayed, and the user may select a play from the presented candidates.

[0160] Furthermore, the process of determining the play to be reflected in the game content may be switched depending on whether the conditions for the timing of provision are met. For example, when providing game content between innings, multiple plays from the previous inning are displayed as candidates, allowing the user to select the play to experience in the game. On the other hand, when providing game content under the condition that it occurs immediately after a specific play such as a fine play, strikeout, or home run, the play that meets that condition is the play to be experienced in the game.

[0161] 4. Summary and Modifications The above embodiment provides the following effects.

[0162] The information processing device 70 serving as the main server 2 in this embodiment includes a calculation unit 21 that performs processing to set the movements of game content using tracking data of movements in a real match and to provide the game content to users. As a result, the game content provided to users reflects the movements of players, the trajectory of the ball, and the like that took place in a real match, allowing users to virtually experience the play of actual players in the game.

[0163] In the embodiment, the tracking data refers to tracking data of the movements of people (players and umpires) participating in a real game or of objects in a real game. For example, tracking data of player movements, such as pitching and batting movements, and tracking data showing the trajectory of the ball, can be used. By directly reflecting these data in the movements of game content in a two-dimensional or three-dimensional virtual space, users can virtually experience the actual movements of players and the ball in a real game within the game content. Alternatively, instead of directly reflecting the tracking data, a model of a pitcher's movements (pitching form and ball trajectory) can be set from multiple tracking data of the pitching form and ball trajectory of the pitcher, and the model can be reproduced in the game. This allows users to experience a virtual ball thrown by a specific pitcher in the game. If animals participate in a real game, such as horses in horse racing, the tracking data of the animals can be reflected in the game content.

[0164] In the embodiment, an example was given in which the calculation unit 21 selects a play from a real game based on game information and sets the operation of the game content using tracking data of the selected play (see FIGS. 11 and 12 ). For example, when the calculation unit 21 determines from game information (game progress information) that a specific play occurred in a real game, the game processing unit 48 sets the game content using the tracking data of that play. This allows the user to easily relive plays they saw in a real game. For example, when a scoring scene, a chance scene, a strikeout scene, a fine play scene, or the like occurs, the user can relive those plays using the game content.

[0165] In the embodiment, an example was given in which the calculation unit 21 selects a play in a real game based on user information related to the real game and game information, which is information related to the real game, and then uses tracking data of the selected play to set the operation of the game content (see FIGS. 11 and 12 ). The calculation unit 21 selects a play using not only game information but also user information, such as user-specific information and user reaction information, thereby selecting a play based on the user's personal preferences and behavior, and providing game content using tracking data of the selected play. This allows the user to have a desirable game experience, thereby realizing the provision of services that enhance user satisfaction. For example, based on information about the user's favorite player and information about the player's plays in real games, the user can experience plays performed by the user's favorite player in real games through game content. Furthermore, for example, the user can experience plays that the user reacted strongly to while watching a game through game content.

[0166] In the embodiment, an example has been given in which the calculation unit 21 selects multiple candidate plays from real matches and sets the operation of the game content using tracking data of a play selected by a user operation from the candidates (see FIGS. 7 and 10 ). For example, the calculation unit 21 selects several plays from plays that occurred in the current or past real matches and presents a candidate frame 172 to the user as candidate plays for the game. Then, the game content is set using tracking data of a play selected by the user from the candidate frame 172. This allows the user to select any play from the candidate plays from the real match and relive it in the game content.

[0167] In the embodiment, the calculation unit 21 selects multiple candidate plays from a real game based on game information, which is information about the real game, and then uses tracking data of the selected play to set the operation of the game content (see FIGS. 7 and 10 ). For example, the calculation unit 21 determines plays that occurred in a current or past real game based on game information (fixed game information, game progress information) and sets them as candidates for the game. Then, the game content is set using tracking data of a play selected by a user from the candidates. For example, in the case of pitches, the candidates may include the fastest pitch, each pitcher's strikeout pitch, each pitcher's pitch with a specific pitch type, a pitch selected by the player himself, a pitch selected by the manager, and a pitch selected by user voting. The user can select any pitch from these and experience it in the game content. This allows the user to relive any play from the candidate plays in the real game, such as a particularly impressive or popular play, in the game content.

[0168] In the embodiment, an example has been given in which the calculation unit 21 selects multiple candidate plays from the actual game based on user information related to the actual game and game information, which is information related to the actual game, and sets the operation of the game content using tracking data of a play selected from the candidates (see FIGS. 7 and 10 ). The calculation unit 21 also uses user information (user-specific information and user reaction information) to extract candidate plays, thereby setting candidate plays according to the user's personal preferences, behavior, etc. This allows the user to experience any play from among their favorite players, impressive plays, etc.

[0169] In the embodiment, an example was given in which the calculation unit 21 determines the timing of providing game content based on game information, which is information about a real game, and performs processing to provide the game content to the user in accordance with the determination result (see FIG. 12 ). The calculation unit 21 determines the timing of providing game content based on game progress information, and automatically provides the game content to the user at a certain timing. This allows the user to enjoy the experience of watching a real game. For example, it becomes possible to enjoy game content between innings in a baseball game.

[0170] In the embodiment, an example has been given in which the calculation unit 21 determines the timing of providing game content in response to the detection of a specific play based on match information, which is information about a real match, and performs processing to provide the game content to the user (see FIG. 12 ). When the calculation unit 21 detects the occurrence of a specific play based on match progress information, the calculation unit 21 automatically provides the user with game content. This allows the user to have a gaming experience triggered by the specific play.

[0171] In the embodiment, an example has been given in which the calculation unit 21 determines the timing of providing game content in response to detection of a specific play based on match information, which is information about the actual match, and performs processing to provide the user with game content whose action is set using tracking data of the specific play (see FIG. 12 ). This makes it possible to provide the user with game content that allows them to relive the specific play.

[0172] In the embodiment, an example was given in which the calculation unit 21 performs a process of managing, for each user, digital items that are granted to or updated for a user based on user information related to a real game or game information that is information related to a real game, and a process of changing game settings in response to application of the digital items to game content (see FIGS. 10, 11, and 12). For example, a user can apply items 203 collected on the locker room screen 140 to game content to change parameters, etc. This can broaden the enjoyment of the game.

[0173] In the embodiment, an example was given in which the game content sets the movement of a ball in a game space based on tracking data of the ball in an actual baseball or softball game. The movement of the ball in the game content is expressed based on tracking data of the ball as pitched by the pitcher, tracking data of a batted ball, etc. This makes it possible to provide game content that allows the user to experience the ball in baseball or softball.

[0174] Although the embodiment has been described mainly as processing by the calculation unit 21 of the main server 2, all or part of the processing by the calculation unit 21 may be executed by the CPU of the terminal device 5. For example, the match linkage service function 40 of the calculation unit 21 may be installed as an application program on the terminal device 5, and processing by the item / content generation unit 45, locker processing unit 47, game processing unit 48, etc. shown in FIG. 3 may be performed on the terminal device 5. The terminal device 5 may also be equipped with other functions, such as the match information acquisition unit 41, user information acquisition unit 42, match analysis unit 43, quiz generation unit 44, and memory control unit 46, and processing by these functions may be performed on the terminal device 5.

[0175] The game coordination service has been explained using the example of linking with an actual baseball game, but the game coordination service can be applied to a variety of sports, including soccer, American football, rugby, basketball, volleyball, tennis, and golf. Ball games are particularly suitable for sports that use the EPTS system. Of course, the service can also be used for sports other than ball games. For example, it can be used for gymnastics, skating, track and field, swimming, judo, kendo, boxing, fencing, and so on.

[0176] The items 203 may be determined according to the sport, such as a soccer ball for soccer, boxing gloves for boxing, a racket for tennis, etc. Match information may also be determined for each sport.

[0177] As for match information, an example of baseball stats data was given, but of course it differs depending on the sport. For soccer, stats data includes the following: - Number of goals: number of goals scored in the season - Number of shots: number of shots taken - Number of shots on target: number of shots taken inside the goal - Number of final passes: number of passes that resulted in goal chances - Number of one-touch passes: number of passes made with one touch - Number of aerial duels: number of contests for the ball in the air - Number of tackles: number of attempts to retrieve the ball from the ball holder - Distance traveled: distance traveled by each player during the actual match

[0178] The program of the embodiment is a program that causes, for example, a CPU, a DSP (digital signal processor), an AI processor, or an information processing device 70 that includes these to execute the processing shown in Fig. 15. That is, the program of the embodiment is a program that causes the information processing device to execute processing that sets the movements of game content using tracking data of movements in an actual game and provides the game content to the user.

[0179] By using such a program, the information processing device 70 constituting the information providing system 1 of the embodiment can be realized in, for example, a computer device, a mobile terminal device, or other device capable of executing information processing.

[0180] Such a program can be pre-recorded on a hard disk drive (HDD) as a recording medium built into a computer or other device, or on a ROM within a microcomputer having a CPU. Alternatively, the program can be temporarily or permanently stored (recorded) on a removable recording medium such as a flexible disk, a CD-ROM (Compact Disc Read Only Memory), an MO (Magneto Optical) disc, a DVD (Digital Versatile Disc), a Blu-ray Disc (registered trademark), a magnetic disk, a semiconductor memory, or a memory card. Such removable recording media can be provided as so-called packaged software. Furthermore, such a program can be installed on a personal computer or the like from a removable recording medium, or can be downloaded from a download site via a network such as a LAN (Local Area Network) or the Internet.

[0181] Furthermore, such a program is suitable for a wide range of use as the information processing device 70 constituting the information provision system 1 of the embodiment. For example, by downloading the program to a mobile terminal device such as a smartphone or tablet, an imaging device, a mobile phone, a personal computer, a game device, a video device, a PDA (Personal Digital Assistant), or the like, these devices can function as the information processing device 70 constituting the information provision system 1 of the present disclosure.

[0182] The effects described in this specification are merely examples and are not limiting, and other effects may also be present.

[0183] The present technology may also be configured as follows. (1) An information processing device including a calculation unit that performs a process of setting the movements of game content using tracking data of movements in a real match and providing the game content to a user. (2) The tracking data is tracking data of movements of people, animals, or objects in the real match that participated in the real match. (3) The information processing device according to (1) or (2) above, in which the calculation unit selects a play in the real match based on match information that is information about the real match, and performs operation settings of the game content using the tracking data of the selected play. (4) The information processing device according to any of (1) to (3) above, in which the calculation unit selects a play in the real match based on user information about the real match and match information that is information about the real match, and performs operation settings of the game content using the tracking data of the selected play. (5) The information processing device according to any of (1) to (4) above, in which the calculation unit selects a plurality of candidates from plays in the real match, and performs operation settings of the game content using tracking data of a play selected from the candidates. (6) The information processing device described in any of (1) to (5) above, wherein the calculation unit selects a plurality of candidates from plays in a real game based on game information that is information about the real game, and performs operation settings for the game content using tracking data of a play selected from the candidates. (7) The information processing device described in any of (1) to (6) above, wherein the calculation unit selects a plurality of candidates from plays in a real game based on user information about the real game and game information that is information about the real game, and performs operation settings for the game content using tracking data of a play selected from the candidates by a user operation. (8) The information processing device described in any of (1) to (7) above, wherein the calculation unit determines the timing to provide game content based on game information that is information about the real game, and performs processing to provide the game content to the user in accordance with the determination result.(9) The information processing device according to any of (1) to (8), wherein the calculation unit determines the timing of providing game content in response to detection of a specific play based on game information, which is information about a real game, and performs a process of providing the game content to the user. (10) The information processing device according to any of (1) to (9), wherein the calculation unit determines the timing of providing game content in response to detection of a specific play based on game information, which is information about a real game, and performs a process of providing game content to the user, the operation of which is set using tracking data of the specific play. (11) The information processing device according to any of (1) to (10), wherein the calculation unit performs a process of managing, for each user, digital items that are granted to or updated for the user based on user information about the real game or game information, which is information about the real game, and a process of changing game settings in response to application of the digital items to game content. (12) The information processing device according to any of (1) to (11), wherein the game content is set by setting the movement of a ball in a game space based on tracking data of a ball in a real baseball or softball game. (13) An information processing method in which an information processing device performs processing to set the movements of game content using tracking data of movements in a real game and provide the game content to a user. (14) A program that causes an information processing device to perform processing to set the movements of game content using tracking data of movements in a real game and provide the game content to a user.

[0184] REFERENCE SIGNS LIST 1 Information provision system 2 Main server 3 Score data server 4 Sensor 5 Terminal device 21 Calculation unit 22 Presentation control unit 32 Data analysis unit 40 Match linkage service function 43 Match analysis unit 48 Game processing unit 70 Information processing device 71 CPU 130 Mini-game screen 131 Batting game button 132 Pitching game button 133 Reproduction button 140 Locker room screen

Claims

1. An information processing device having a calculation unit that performs processing to set the movements of game content using tracking data of movements in actual matches and provide the game content to users.

2. The information processing device according to claim 1, wherein the tracking data is tracking data of the movements of people, animals, or objects participating in a real game.

3. The information processing device according to claim 1, wherein the calculation unit selects a play in the real game based on game information, which is information relating to the real game, and sets the operation of the game content using tracking data of the selected play.

4. The information processing device of claim 1, wherein the calculation unit selects a play in the real game based on user information related to the real game and game information that is information related to the real game, and sets the operation of the game content using tracking data of the selected play.

5. The information processing device according to claim 1, wherein the calculation unit selects a plurality of candidates from plays in an actual match, and performs operation settings for the game content using tracking data of a play selected from the candidates.

6. The information processing device according to claim 1, wherein the calculation unit selects a plurality of candidates from plays in the actual game based on game information, which is information relating to the actual game, and sets the operation of the game content using tracking data of a play selected from the candidates.

7. The information processing device of claim 1, wherein the calculation unit selects a plurality of candidates from plays in a real match based on user information relating to the real match and match information that is information relating to the real match, and sets the operation of the game content using tracking data of a play selected by user operation from among the candidates.

8. The information processing device according to claim 1, wherein the calculation unit determines the timing of providing game content based on match information, which is information about a real match, and performs processing to provide the game content to a user in accordance with the result of the determination.

9. The information processing device according to claim 1, wherein the calculation unit determines the timing of providing game content in response to detection of a specific play based on match information, which is information about a real match, and performs processing to provide the game content to a user.

10. The information processing device of claim 1, wherein the calculation unit determines the timing of providing game content in response to detection of a specific play based on match information, which is information about a real match, and performs processing to provide the user with game content whose operation is set based on tracking data of the specific play.

11. The information processing device of claim 1, wherein the calculation unit performs the processes of managing digital items granted or updated to users for each user based on user information related to a real game or game information that is information related to a real game, and changing game settings in accordance with the application of the digital items to game content.

12. The information processing device according to claim 1, wherein the game content is set so that the movement of the ball within the game space is set based on ball tracking data from an actual baseball or softball game.

13. An information processing method in which an information processing device uses tracking data of movements in an actual game to set movements in game content and provide the game content to a user.

14. A program that causes an information processing device to execute a process of setting game content movements using tracking data of movements in actual matches and providing the game content to users.

Citation Information

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