Program and information processing method

WO2025047595A1PCT designated stage expired Publication Date: 2025-03-06SONY GROUP CORP +1
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Patent Information

Application Number
PCT/JP2024/029939
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-01
Filing Date
2024-08-23
Publication Date
2025-03-06

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    Figure JP2024029939_06032025_PF_FP_ABST
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Abstract

A program according to an embodiment of the present technology causes a computer to execute processing for: logging a cheering activity by a user; rewarding the user with an NFT for performing the cheering activity; and changing a log display at a terminal used by the user before and after a real event related to a cheering target. The present technology can be applied to teams in sports such as baseball, soccer, rugby and basketball, and to a service for certifying a cheering activity with respect a target who is a famous person such as an individual player of a team, an actor, an idol, or an entertainer.
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Description

Programs and information processing methods

[0001] The present technology relates to a program and an information processing method, and more particularly to a program and an information processing method that can increase a user's motivation for cheering activities.

[0002] There are people who choose a favorite sports player, idol, or other figure and enthusiastically support them. Many people use social media to publicize their support, gaining sympathy from like-minded people and enjoying interacting with like-minded people online and offline.

[0003] Japanese Patent Application Laid-Open No. 2020-166763

[0004] Proof of support activities will enable enthusiastic supporters to feel proud of their activities, which is thought to motivate them to continue supporting the team.

[0005] The present technology has been made in consideration of such circumstances, and is intended to increase users' motivation to participate in cheering activities.

[0006] The program of the first aspect of the present technology is a program that causes a computer to record a log of a user's support activities, grant the user an NFT in response to the support activity being carried out, and change the display of the log on the device used by the user before and after a real-world event related to the target of support.

[0007] The program of the second aspect of the present technology is a program that causes a computer to control a camera to take an image and superimpose a 3D model representing participants in a real-life event related to the target of support, which is linked to the NFT granted to the user who performed the support activity, onto the image taken by the camera.

[0008] In a first aspect of the present technology, a log of a user's support activities is recorded, an NFT is awarded to the user in response to the support activity, and the display of the log on the device used by the user is changed before and after a real-world event related to the target of support.

[0009] In a second aspect of the present technology, a process is executed in which a camera is controlled to take a photograph and a 3D model representing participants in a real-life event related to the object of support, which is linked to the NFT granted to the user who performed the support activity, is superimposed on the image taken by the camera and displayed.

[0010] 1 is a diagram showing an overview of the functions of the support passport service. FIG. 1 is a diagram showing examples of content granted as support benefits. FIG. 2 is a diagram showing the flow of using the support passport service. FIG. 2 is a diagram showing an example of the display of My Passport. FIG. 3 is a diagram showing an example of the display of the support proof page. FIG. 4 is a diagram showing an example of changes in the display of the support proof page. FIG. 5 is a diagram showing an example of adding a support proof page. FIG. 6 is a diagram showing an example of the display of the support benefit page. FIG. 7 is a diagram showing an example of the period for granting support benefit content. FIG. 8 is a diagram showing an example of a declaration when a support activity is carried out online. FIG. 9 is a diagram showing an example of a declaration when a support activity is carried out offline. FIG. 10 is a diagram showing an example of the rotation function of a 3D model. FIG. 11 is a diagram showing an example of the use of the AR function. FIG. 12 is a diagram showing an example of a 3D model placed in a virtual space. FIG. 13 is a diagram showing an example of use in a prediction game. A block diagram showing an example of the functional configuration of a server. A block diagram showing an example of the functional configuration of an information processing terminal. A block diagram showing an example of the configuration of a computer. A diagram showing an example of the data configuration of a support passport. A diagram showing an example of NFT conversion of a support passport. A diagram showing an example of management of support proof SBTs. A diagram showing another example of management of support proof SBTs. A diagram showing an example of a support activity.

[0011] Hereinafter, embodiments for implementing the present technology will be described. The description will be made in the following order: 1. Overview of the support passport service 2. Functions of the support passport service 3. System configuration 4. Other embodiments

[0012] <<Outline of Support Passport Service>> FIG. 1 is a diagram showing an outline of the functions of the support passport service.

[0013] The support passport service is a web service that records and certifies logs of support activities by users. The web service according to one embodiment of the present technology is called the support passport service because it has the function of certifying support activities, similar to a regular passport used to certify the identity of a holder traveling internationally. The support passport service provides various functions, such as management of benefits granted as rewards for support activities.

[0014] For example, a user operates a web browser installed on an information processing device such as a smartphone, tablet device, or PC to access the Support Passport Service website and use the service on the screen displayed by the web browser. A dedicated application (native application) for using the Support Passport Service may be provided. In this case, the user installs the dedicated application on their own information processing device and uses the Support Passport Service on the screen displayed by the dedicated application.

[0015] The targets of support include sports teams such as baseball, soccer, rugby, and basketball, as well as individual players on those teams. Support targets can be not only sports-related targets, but also celebrities such as actors, idols, and comedians. Support targets can be not only real people, but also characters that appear in various media such as television programs, movies, manga, games, and videos available online. The characters can be two-dimensional characters or three-dimensional characters.

[0016] As shown on the left side of Figure 1, when a user performs a support activity and this is detected by the support passport management server, information indicating the content of the user's support activity is recorded as a support log, as indicated by the tip of arrow #1. The support log is recorded in association with user information such as user ID, email address, and wallet address. To use the support passport service, users must first register as users by entering their own information on a designated website. The support passport management server is a server that provides the support passport service.

[0017] In the example shown in Figure 1, cheering activities are taking place at a stadium where the Japanese national soccer team is playing. The target of support is the Japanese national team participating in the match.

[0018] As will be described later, not only watching the game at the actual stadium where it is being played, but also purchasing merchandise and watching live television broadcasts of the game are recorded as cheering activities. In other words, not only offline cheering activities at real event venues related to the object of cheering, but also information on online cheering activities is recorded in the cheering log.

[0019] The contents of the cheering log are displayed as viewable information on the screen of the cheering passport service. Users can check the details of their past cheering activities and show them to others at any time, such as after a game.

[0020] When a support log is recorded, a support benefit is given to the user, as indicated by arrow #2. For example, content that can be used on a smartphone or the like is given as the support benefit. Information about the support benefit given to the user is also managed in association with the user information.

[0021] FIG. 2 is a diagram showing an example of content that is given as a support benefit.

[0022] As shown in Figure 2, 3D models of bobblehead dolls representing players on the Japanese national soccer team are given as a special gift to supporters. A bobblehead doll is a doll whose head and body are connected by a spring, allowing the head to swing. In many sports, bobblehead dolls are used as a special gift for visitors to stadiums and other venues.

[0023] The 3D model M1 in Figure 2 is a 3D model of one of the players on the Japanese national team. In the example of Figure 2, the 3D model M1 is displayed facing forward on the screen of the user's smartphone. For example, a 3D model of a player randomly selected from multiple players may be added. The 3D model may be a 3D model of a player playing in a match that the user is cheering for, or a 3D model of a favorite player selected by the user.

[0024] The 3D model M1 is granted, for example, by granting a user an NFT (Non-Fungible Token) linked to the 3D model M1. The NFT granted to the user is a content NFT that targets the content. Hereinafter, content granted as a support benefit will be referred to as support benefit content, as appropriate. Granting an NFT to a user is synonymous with granting support benefit content.

[0025] A cheering reward may be granted by making available content that is not linked to an NFT. The cheering reward may be granted at any timing, such as before the start of a match, after the start of a match, or after the end of a match. Instead of being granted on a match-by-match basis, a cheering reward may be granted on an arbitrary activity basis, such as on an hourly basis for cheering or on a number of cheering activities.

[0026] 3D models of multiple players may be assigned for a single match. The 3D models assigned to the user are displayed as available information on the screen of the Support Passport Service. The user can use the 3D models they received in the past at any time, such as after a match. Users can also watch Japan National Soccer Team matches multiple times and aim to collect 3D models of all players.

[0027] Data of a type other than 3D models may be provided as the support bonus content, including still image data, video data, music data, and points that can be used for shopping.

[0028] By recording the cheering log and visualizing the cheering activities that would normally not be tangible, users can feel proud of their cheering activities. Users can also keep their cheering activities as memories, and can spread and share the fun of cheering activities using social media, etc. Through these experiences, users will feel even more motivated to cheer.

[0029] The support passport service can be considered a tool to increase fan engagement. It can also be considered a diary-like tool that allows users to look back on their own support records. As a provider of the support passport service, it can also increase users' motivation to support. It can also encourage each user's support activities and liven up the event.

[0030] <<Each Function of the Support Passport Service>> Each function of the Support Passport Service will be explained.

[0031] <Creating a Support Passport> FIG. 3 is a diagram showing the flow of using the support passport service.

[0032] As shown in Figure 3, the support passport service can be used by operating an information processing terminal to access the support passport service website and logging in using account information. A support passport is prepared for each support target, for example. In the example of Figure 3, a login is being made to the support passport service website for the Japan national soccer team. Support logs and support benefits for multiple support targets may be managed with a single support passport.

[0033] Each user who has an account for the support passport service is issued a support passport for that user called My Passport. On the My Passport screen, the user can view their support log and use support bonus content.

[0034] When you create an account for the Support Passport service, you will also be given a 3D model similar to the support bonus content as a bonus for issuing your Support Passport.

[0035] Display example of My Passport Figure 4 is a diagram showing a display example of My Passport. My Passport consists of multiple pages. It is possible to switch the page display by performing an operation such as tapping a predetermined position on the screen.

[0036] A of Fig. 4 shows an example of the display of the top page of My Passport. The My Passport including the top page shown in A of Fig. 4 is My Passport for the Japanese national soccer team.

[0037] 4B shows an example of a display page of user information such as a facial photograph, name, address, etc. In this way, My Passport has the same appearance as a regular passport.

[0038] Fig. 5 is a diagram showing an example of the display of a support certification page used to certify support activities. As the support log is recorded, various pieces of information are displayed on the support certification page. The support certification page shown in Fig. 5 is a support certification page displayed before the start of a match. For example, a support certification page is prepared for each match of the Japanese national soccer team.

[0039] The support certificate page shown in Figure 5 is for the match against Chile.

[0040] Area A3 at the bottom of the support certification page displays photos of the match. The photos of the match may be still images or videos. The photos of the match may be provided, for example, from a server managed by a company that manages an event such as a match. If statistical information and photos of the match are managed by a support passport management server, the display of areas A2 and A3 may be realized based on information managed by the support passport management server.

[0041] FIG. 6 is a diagram showing an example of changes in the display of the support certification page.

[0042] For example, when a user is watching a match against Chile at the stadium and the match ends, the display of each area of ​​the support certification page changes from the state before the match started, as shown on the right side of Fig. 6. The state shown on the left side of Fig. 6 is the same state before the match started as described with reference to Fig. 5.

[0043] In the example of FIG. 6 , the score of "3-1" indicating the result of the match is displayed in area A1, and statistical information such as the names of the players who scored the goals and the time of each play is displayed in area A2. Area A3 displays four photos showing the match. The photos include photos used in the news and photos released by the official. It is also possible to enable the user to send photos of their own cheering that they have taken and have them displayed on the cheering certification page. A stamp image S1 is displayed at the edge of area A2 to certify that they have watched the match. For example, stamp images with different designs are displayed on each cheering certification page.

[0044] In this way, the display of the My Passport support certificate page changes before and after the actual match event. The My Passport support certificate page is designed so that by looking back at the contents, you can relive the exciting memories of cheering at the stadium.

[0045] For example, by watching each match of the Japanese national soccer team during the tournament, multiple supporter certificate pages will be added to My Passport, as shown in Fig. 7. Supporter certificate pages P1 to P4 in Fig. 7 are supporter certificate pages for different matches.

[0046] FIG. 8 is a diagram showing a display example of a support bonus page, which is a page of support bonus content.

[0047] In the case where supporter privilege content is granted for each match of the Japanese national soccer team that is supported, when a user watches and supports multiple matches, multiple supporter privilege pages are added to My Passport, as shown in Fig. 8. Supporter privilege pages P11 to P14 in Fig. 8 are supporter privilege pages for supporter privilege content granted for different matches.

[0048] Each supporter bonus page displays a stamp image S2. It also displays an AR button B1 that is operated when using the AR function, and an operation button B2 that is operated when changing the orientation of the 3D model on the supporter bonus page. How to use the supporter bonus content will be described later.

[0049] In the example of Figure 8, a 3D model of one player is displayed on each cheering bonus page, but 3D models of multiple players awarded in one game may also be displayed together on one page.

[0050] Such a support reward page is prepared as a set with a support certification page, for example. Support reward content may be given for each support activity of a user without recording a support log or adding a support certification page.

[0051] - Granting Period of Support Bonus Content FIG. 9 is a diagram showing an example of a granting period of support bonus content.

[0052] For example, if the Japanese national soccer team is scheduled to play against South Korea, the United States, Germany, and Argentina in the preliminary round, followed by the final tournament, supporter bonus content (3D bobblehead models) will be given after each match.

[0053] The bonus content can only be obtained within a set period, such as one hour after the end of the match. A 3D model of a player randomly selected from the Japan national soccer team will be provided to users who have participated in cheering activities.

[0054] The system may be configured so that cheering bonus content that can be acquired in each match is set. In this case, for example, after a match against South Korea, cheering bonus content that can only be acquired in a match against South Korea will be granted. This will increase the user's motivation to cheer.

[0055] If a user cheers for all the games, they will receive a 3D model M2 representing a special player's bobblehead doll as a cheering bonus content, as shown in the lower part of Figure 9. The 3D model M2 is a cheering bonus content that can only be acquired if the user watches and cheers for all the games. This can increase the user's motivation to watch all the games.

[0056] In this way, different 3D models of players are awarded depending on the level of cheering activity. In this example, the more games a player has cheered, the higher the level of cheering activity. The level of cheering activity may be determined based on other criteria related to cheering activity, such as the amount of time spent cheering, the type of cheering activity (online or offline), the number of posts on social media, etc., rather than the number of games cheered, and cheering bonus content may be awarded.

[0057] <Method of detecting a support activity> The support log is recorded when the support passport management server detects that a user has performed a support activity. The user performs an operation to declare that they have performed a support activity.

[0058] Online Cheering Activities FIG. 10 is a diagram showing an example of a declaration when a cheering activity is carried out online.

[0059] Online support activities include watching television programs of Japan National Football Team matches and browsing the official Japan National Football Team website, which contains information about the matches. Online support activities also include browsing official Japan National Football Team social media posts, which contain information about the matches. Match information includes not only text information, but also still images and video information. In this way, online support activities include the act of watching the actual match, which is a real event, online.

[0060] As shown on the left side of Figure 10, a two-dimensional code is displayed on the edge of the screen or other locations on a television program showing a match by the Japan national soccer team. Similarly, two-dimensional codes are also displayed on the official website and official social media pages of the Japan national soccer team. Different two-dimensional codes may be displayed depending on the media used to watch the match. The two-dimensional code is displayed at a predetermined time, such as after the match ends. A URL string may be displayed instead of a two-dimensional code.

[0061] The two-dimensional code provided for each media is an image that includes the URL of the support site. The support site has a button that can be used to declare that the user has participated in support activities. For example, if a user watches a television program and decides to support the Japanese national soccer team, the user can use the smartphone's reader function to read the two-dimensional code and display the support site on the smartphone. By operating the button provided on the support site while logged in to the Support Passport Service, the user can declare that they have participated in support activities.

[0062] A cheering site is a website that has an expiration date, such as one hour after the end of a game. After the end of a game, users access the cheering site and make a declaration before the expiration date has passed. The cheering passport management server detects the user's cheering activity in response to pressing a button provided on the cheering site. An expiration date may be set on the cheering site, or the recording (certification) process of the cheering history associated with button operation may be performed as a time-limited process.

[0063] When a user declares that they have participated in a support activity, a support certification page is added to the user's My Passport. In addition, the user is given support bonus content as shown on the right side of FIG.

[0064] 11 is a diagram showing an example of a declaration of a cheering activity when the cheering activity is carried out offline. The act of actually going to a venue such as a stadium to watch a game is included in offline cheering activities.

[0065] A signage display is installed in the stadium as shown in Figure 11. A two-dimensional code is displayed on the signage display together with information about the Japanese national soccer team.

[0066] When a user cheers for the Japan national soccer team at the stadium, the user uses the smartphone's reader function to read the 2D code, which displays the cheering site on the smartphone. By operating the button on the cheering site while logged in to the cheering passport service, the user can declare that they have cheered for the team.

[0067] If a user does not have an account with the Cheering Passport Service, they can register information such as an email address required to sign up (log in) to the Cheering Passport Service when declaring their support activity, and then sign up to the Cheering Passport Service after watching the game to obtain a Cheering Passport, a support proof page, and support bonus content.

[0068] The user's location information may be used to detect the user's cheering activities. The user's location information is acquired using the smartphone's positioning function. In this case, for example, the user's location information when a button provided on the cheering site is pressed is transmitted to the cheering passport management server, and the user's cheering activities are detected when it is confirmed that the user is in the stadium.

[0069] The declaration of the cheering activity may be made using the NFC function of the smartphone. For example, when the smartphone is held over an NFC tag provided at the stadium and the information is read using the NFC reader function, the information is sent to the cheering passport management server, and the user's cheering activity is detected.

[0070] Offline support activities include purchasing merchandise related to the cause, in which case support is declared by reading the 2D code printed on the product tag of the merchandise or the NFC tag embedded in the product itself or in the product tag with a smartphone reader.

[0071] <Usage of Support Bonus Content> Rotation Function FIG. 12 is a diagram showing an example of a rotation function for a 3D model.

[0072] The support bonus page has an operation button B2 that can be operated to change the orientation of the 3D model. The orientation of the 3D model M1 changes when the operation button B2 is pressed and the user slides their finger across the smartphone display as shown in Figure 12. The smartphone display is equipped with a touch panel. The user can change the orientation of the 3D model M1 and view it at any angle they like.

[0073] The 3D model M1 may be displayed as moving based on the motion data. For example, the motion data may be generated in a supporter passport management server by analyzing a video of the player from which the 3D model M1 is based during a game, and used to reproduce the same movements as those made during the game. The supporter passport management server may, for example, estimate the skeleton of the player shown in the video and analyze the player's movements.

[0074] By reproducing the movements of players in specific scenes, such as a goal, using the 3D model M1, users can enjoy the cheering bonus content while remembering scenes from the game.

[0075] The orientation of the 3D model M1 may be changed by operating the touch panel without operating the operation button B2. Furthermore, the operation button B2 may be operated to switch between 2D display and 3D display (display of the 3D model) of the bobblehead doll. Operating the operation button B2 may launch a 3D viewer, allowing the user to operate the 3D model M1 in the 3D viewer.

[0076] ・AR (Augmented Reality) function The supporter reward page has an AR button B1 (Figure 12) that can be operated to use the AR function. The AR function displays a 3D model superimposed on an image taken with a smartphone camera. When the AR button B1 is operated, the smartphone's camera is activated and begins taking a photo.

[0077] FIG. 13 is a diagram showing an example of using the AR function.

[0078] When a user activates the AR function and points the camera forward, an AR image P is displayed on the smartphone display, with the 3D model M1 superimposed on the scenery ahead, as shown in the enlarged balloon in Figure 13. The background of the 3D model is, for example, a real-time image (live view) captured by the camera. In this way, the user can have fun displaying the 3D model M1 superimposed on various actual scenery.

[0079] The AR function is realized, for example, by using web AR, which is a function of a web browser, or an AR application that works in conjunction with a web browser, etc. When the AR function is realized by using an AR application, a 3D model is imported from the support passport management server and used to superimpose on an image captured by a camera.

[0080] When the user performs a predetermined operation while the AR display of the 3D model M1 is being performed, the AR image P at that time is captured as a still image. As indicated by the arrow in Figure 13, the user can post the captured AR image P to their preferred social media.

[0081] The act of posting an AR image with a specific hashtag is a cheering activity that is verified by a cheering passport. In the example of FIG. 13, an AR image P is posted with the hashtag "Go Japan National Team." The cheering passport management server detects the posting of the AR image P with the specific hashtag, records a cheering log, and grants the user special cheering content. The cheering log is recorded based on account information related to social media included in the user information.

[0082] In this way, cheering activities include posting AR images using 3D models of cheering bonus content to social media. Users can post AR images captured in various situations and enjoy sharing them with others. By having many users post such images, it is possible to create excitement for events such as tournaments.

[0083] The 3D model displayed using the AR function may be displayed moving based on the motion data as described above.

[0084] Use in virtual space: The 3D models of the supporter bonus content are content linked to NFTs. By taking advantage of the characteristics of content linked to NFTs, the 3D models may be made available for use in services other than the Support Passport Service.

[0085] FIG. 14 is a diagram showing an example of a 3D model placed in a virtual space.

[0086] The space shown within the rectangle in Figure 14 is a three-dimensional soccer field constructed in a virtual space known as the Metaverse. Multiple 3D models, including 3D model M1 acquired by a user, are placed on the soccer field. The example shown in Figure 14 is an example of a case where a 3D model of supporter bonus content is used in a service in which each user enters 3D model players to play a soccer match.

[0087] In this way, the supporter bonus content can be used in various services. The supporter bonus content may be used in a service that displays 3D models of players on a virtual soccer field.

[0088] Playing in a virtual space using a 3D model of the support bonus content may be included in the support activity. In this case, a support log is recorded when playing in a virtual space using the 3D model of the support bonus content.

[0089] Use in prediction games: There are web services that provide prediction games, which are games in which players predict the outcome of events such as sports matches. Users can display the prediction game screen using a web browser, participate in the game, and win prizes by correctly predicting the outcome. The support bonus content may be made available for use in such prediction games.

[0090] FIG. 15 is a diagram showing an example of use in a prediction game.

[0091] As shown on the right side of A in Fig. 15, for example, a game may be presented to a user, in which the user predicts which players will score in a match for the Japanese national soccer team. As indicated by the arrow in A in Fig. 15, 3D models of supporter bonus content may be used as chips in the game. For example, if the supporter passport service is linked to a prediction game service, the user may select a 3D model to be used as a chip on the supporter passport.

[0092] 3D models of multiple players may be made available as chips. 3D models of players participating in the match being predicted may be made selectable as chips.

[0093] As shown by the arrow B in Figure 15, 3D models may be used as prizes for correct predictions. If a user correctly predicts, for example, the user may be awarded a greater number of 3D models than the number of 3D models used for chips, or a 3D model of a special player. The 3D models awarded as prizes in the prediction game may be managed in the user's support passport in the same way as the 3D models awarded as support bonus content.

[0094] In this way, the same type of content as the content granted as the cheering bonus content can be used in the prediction game. Playing the prediction game may be included in the cheering activity. In this case, a cheering log is recorded when playing the prediction game.

[0095] Other forms of use The support bonus content may be used as an item for sale or exchange.

[0096] In this way, 3D models of players' bobbleheads are managed as cheering bonus content in the Cheering Passport and can be used in various forms. Separately from the Cheering Passport service, the 3D models may be managed by linking them to a wallet held by the user. The wallet refers to a cryptocurrency wallet used to manage cryptocurrencies, NFTs, and other cryptocurrencies.

[0097] <<System Configuration>> <Server Side Configuration> Fig. 16 is a block diagram showing an example of the functional configuration of a server as an information processing device that provides the support passport service. At least some of the functional units are realized by a computer that constitutes the server executing a predetermined program.

[0098] As shown in Figure 16, the servers that provide the support passport service include a support passport management server 1 and a marketplace management server 2. The support passport management server 1 and the marketplace management server 2 are servers on a network such as the Internet. The support passport management server 1 and the marketplace management server 2 constitute an information processing system that provides the support passport service. The information processing system that provides the support passport service may be realized using serverless computing technology that dynamically manages the allocation of machine resources required for an application.

[0099] The functions of the support passport management server 1 and the marketplace management server 2 may be realized by one server, or the functions of one server may be realized by multiple servers. The support passport management server 1 and the marketplace management server 2 may be managed by different businesses, or may be managed by the same business.

[0100] The support passport management server 1 is composed of a support activity detection unit 11, a passport management unit 12, a support benefit management unit 13, and a DB management unit 14. In the DB management unit 14, a support log DB 21, a user information DB 22, and a content DB 23 are constructed.

[0101] The cheering activity detection unit 11 detects a cheering activity of a user. For example, when a user performs an operation to declare a cheering activity, the cheering activity detection unit 11 detects an online cheering activity or an offline cheering activity. The cheering activity detection unit 11 also detects a social media post with a predetermined hashtag as a cheering activity. In this way, the cheering activity detection unit 11 detects a user's cheering activity that is carried out in various forms.

[0102] The support activity detection unit 11 generates a support log, which is a log of the user's support activities, and records it in the support log DB 21. For example, the support log includes information used to display the support certification page, such as the date and time, the venue, and the type of support activity (online / offline).

[0103] The passport management unit 12 communicates with the information processing terminal used by the user and controls the display of the support passport on the information processing terminal. The display of the support passport uses information recorded in the support log DB 21, the user information DB 22, and the content DB 23 as appropriate. For example, the passport management unit 12 changes the display of the support certification page on the information processing terminal, including the support log information, before and after the actual event.

[0104] The passport management unit 12 also acquires user information registered when the support passport service is first used, and records and manages the information in the user information DB 22 .

[0105] The support privilege management unit 13 manages the provision of support privilege content. The support privilege management unit 13 provides support privilege content at each of the above-mentioned timings, such as when an account is created at the start of use of the support passport service, when a support log is recorded, etc.

[0106] If the support bonus content is content linked to an NFT, the support bonus management unit 13 communicates with each device that makes up the blockchain network (not shown) to issue or grant an NFT. The NFT may be issued in advance, and granted when the support bonus content is granted. When the support bonus content is granted, the support bonus management unit 13, for example, performs a process of linking the NFT to the user's account or wallet.

[0107] When a 3D model of the cheering privilege content is displayed moving on the information processing terminal used by the user, the cheering privilege management unit 13 analyzes video of the player on whom the 3D model is based during a match and generates motion data. The motion data generated by the cheering privilege management unit 13 is transmitted to the information processing terminal. The 3D model data may be transmitted to the information processing terminal and used for display. The generation of the motion data may be performed by an external server different from the cheering passport management server 1. The motion data generated on the external server is acquired by the cheering privilege management unit 13 and provided to the information processing terminal used by the user.

[0108] The support log DB 21 is a DB of support logs. Every time a support activity is performed, a support log is recorded in the support log DB 21. Each support log recorded in the support log DB 21 is managed in association with user information recorded in the user information DB 22.

[0109] The user information DB 22 is a DB of user information. The user information includes information registered when an account is created, as well as information about support bonus content acquired by the user.

[0110] The content DB 23 records 3D models as support bonus content. Various types of data other than 3D models may be recorded in the content DB 23 and provided as support bonus content.

[0111] The marketplace management server 2 is a server that manages the NFT market. The NFT market, which is a website used to buy, sell, and exchange 3D models of support bonus content, is managed by the marketplace management server 2. When a support passport is converted into an NFT as described below, the support passport linked to the NFT may be viewed on the NFT market.

[0112] The NFT processing unit 31 of the marketplace management server 2 communicates with each device that makes up the blockchain network and performs various NFT-related processes, such as generating NFTs and changing owners.

[0113] The virtual space where the support bonus content can be used and the prediction game website may be managed by the support passport management server 1 or the marketplace management server 2.

[0114] <Configuration on the User Side> Fig. 17 is a block diagram showing an example of the functional configuration of an information processing terminal used by a user. At least some of the functional units are realized by a computer constituting the information processing terminal, such as a smartphone or PC, executing a predetermined program. Programs such as a web browser and a dedicated application for using the Support Passport Service are provided on the information processing terminal.

[0115] The information processing terminal 101 includes a communication control unit 111 and a display control unit 112 .

[0116] The communication control unit 111 controls communication with the support passport management server 1 via the Internet. The communication control unit 111 transmits, for example, information indicating the user's input contents and operation contents to the support passport management server 1. The communication control unit 111 also receives information transmitted from the support passport management server 1 and outputs it to the display control unit 112. Various types of information used to display the support passport are transmitted from the support passport management server 1.

[0117] The display control unit 112 controls the display provided on the information processing terminal 101 and controls the display of the support passport. For example, the display control unit 112 changes the display of the support certification page including the support log information before and after the actual event based on the information transmitted from the passport management unit 12 of the support passport management server 1.

[0118] <Computer configuration> Fig. 18 is a block diagram showing an example of the hardware configuration of a computer. Each device including the support passport management server 1, the marketplace management server 2, and the information processing terminal 101 has the configuration shown in Fig. 18. The support passport management server 1 and the marketplace management server 2 are realized in a cloud environment consisting of a computer having, for example, the configuration shown in Fig. 18.

[0119] A CPU (Central Processing Unit) 201 , a ROM (Read Only Memory) 202 , and a RAM (Random Access Memory) 203 are interconnected by a bus 204 .

[0120] An input / output interface 205 is also connected to the bus 204. An input unit 206 including a keyboard, a mouse, etc., and an output unit 207 including a display, a speaker, etc. are connected to the input / output interface 205. Also connected to the input / output interface 205 are a storage unit 208 including a hard disk, a nonvolatile memory, etc., a communication unit 209 including a network interface, etc., and a drive 210 that drives removable media 211.

[0121] <<Other Embodiments>> <Conversion of Support Passport into an NFT> The entire information of the support passport, or part of the information of the support passport, such as the support log, may be converted into an NFT, and a content NFT having the support passport as its content may be linked to the user's wallet and managed. For example, an SBT (Soul Bound Token) may be used as the NFT of the support passport. An SBT is a non-transferable NFT linked to a wallet held by the user.

[0122] FIG. 19 is a diagram showing an example of the data structure of the support passport.

[0123] The data in the support passport consists of a permanent data section and a variable data section.

[0124] The persistent data section is composed of core information including support certification information and event information, and passport format information. The support certification information is information including a stamp image. The event information is text information included in the support log, such as the date and time, venue, and type of support activity. The passport format information includes the top page information described with reference to Figure 4 and information on the user information page, such as a photo and nickname. The variable data section is composed of statistical information and game photos used to display the support certification page.

[0125] Figure 20 is a diagram showing an example of NFT conversion of a support passport.

[0126] As shown in FIG. 20 , for example, NFT processing is performed based on the support log recorded in the support log DB 21, and a support proof SBT is issued as a first token. The support proof SBT is an SBT whose content is support proof information and event information. The support proof SBT is issued by the passport management unit 12 of the support passport management server 1 for each support activity. The support passport management server 1 and the marketplace management server 2 may work together to issue the support proof SBT by the NFT processing unit 31. The support proof SBT may also be issued in advance (before being granted to the user).

[0127] Multiple Proof of Support SBTs generated based on each of a user's support activities are linked and managed using, for example, the ERC-6551 standard. The ERC-6551 standard, proposed in the EIP (Ethereum Improvement Proposals), is a standard that allows for defining the linking of NFTs.

[0128] FIG. 21 is a diagram illustrating an example of management of support proof SBT.

[0129] As shown at the bottom of Figure 21, the Proof of Support SBTs #1, #2, and #3 are linked to the Passport SBT as the second token using the ERC-6551 standard. The Passport SBT is the main SBT used to manage the Proof of Support SBTs. The reference destination is specified by the image element of the NFT Metadata, which is the metadata for each SBT.

[0130] In the example of Figure 21, the top page P21 of the Support Passport is referenced by the image element "https: / / xxx.jp / storage / xxx1.jpg" of the NFT Metadata of the Passport SBT. Support Proof SBTs #1, #2, and #3 are SBTs that reference support proof pages P22, P23, and P24 (xxx2.jpg, xxx3.jpg, xxx4.jpg), respectively, related to different support activities, by the image element of the NFT Metadata. The top page P21 and support proof pages P22, P23, and P24 are recorded in predetermined storage such as the support log DB21 and content DB23.

[0131] By using the ERC-6551 standard, it will be possible to collectively manage support passports used to prove support activities as NFTs.

[0132] Here, even though they are linked by the ERC-6551 standard, the Passport SBT and Proof of Support SBT #1, #2, and #3 are each different NFTs. How the defined linkage is interpreted and expressed is up to the service handling the NFT. For example, in one marketplace, the Passport SBT and Proof of Support SBT #1, #2, and #3 may be treated (displayed) as a single NFT consisting of a top page and each page following the top page, like a booklet, while in another marketplace, the Passport SBT and Proof of Support SBT #1, #2, and #3 may each be treated as different NFTs.

[0133] In order for the Passport SBT and Support Proof SBT #1, #2, and #3 to be displayed as a single booklet-like NFT across all services, an HTML file is specified as the reference destination using the animationURI element of the NFT Metadata, which is also used for interactive NFTs.

[0134] FIG. 22 is a diagram illustrating another example of management of the support proof SBT.

[0135] The Passport SBT shown in FIG. 22 is an interactive NFT in which Proof of Support SBT #1, #2, and #3 are linked according to the ERC-6551 standard. The image element "https: / / xxx.jp / storage / xxxx.gif" of the NFT Metadata of the Passport SBT references the Support Passport's top page P21. The animationURI element "https: / / xxx.jp / storage / xxxx.html" references an HTML file containing the Support Passport's top page P21 and support proof pages P22, P23, and P24. The HTML file containing the Support Passport's top page P21 and support proof pages P22, P23, and P24 is updated, for example, by the passport management unit 12 each time a support log is recorded and a support proof page is added, and prepared in storage. The image elements of the NFT Metadata of Proof of Support SBT #1, #2, and #3 reference the support proof pages P22, P23, and P24.

[0136] When a new support log is recorded and support proof SBT #4 is added as an NFT linked to the passport SBT, as shown in the bold frame in Figure 22, the HTML file referenced by the animationURI element is updated to include the new support proof page P25.

[0137] By specifying an HTML file that is updated according to the support activity as the reference, it is possible to provide a support passport with the same UI regardless of the service.

[0138] <Cheering Activity by Multiple People> FIG. 23 is a diagram showing an example of a cheering activity.

[0139] When the support passport management server 1 detects that multiple people have gathered to carry out a support activity, information indicating that the support activity was carried out by multiple people may be recorded in each user's support log. As information indicating that a support activity was carried out by multiple people, information indicating the type of support activity carried out by multiple people, such as an offline meeting (a gathering where people gather at a real location to support a team), a fan gathering, etc. Information indicating the type of support activity carried out by multiple people is also displayed on the support certification page.

[0140] The fact that multiple people are gathering to carry out cheering activities is detected, for example, when more users than a threshold number are in the same place (within a certain range) and each user declares that they will be cheering. Location information of users who have installed a dedicated application on their information processing terminals is periodically sent from the dedicated application to the cheering passport management server 1 and is used to determine which users are in the same place.

[0141] In this way, when multiple people support the same support target in the same place, a support log containing information about that event is recorded. Each user can feel a sense of unity and connection with the other users who supported the same target by viewing the support certificate page.

[0142] When multiple people gather to cheer on a team, each user is given a special 3D model, image, or photo of a player as cheering bonus content, as shown by the arrow #11 in Fig. 23. The special 3D model of a player is a different 3D model from the 3D model that would be given if a single user cheered on a team.

[0143] Furthermore, if the place where the support activity is being carried out is a bar, restaurant, or other establishment, a coupon that can be used at the establishment may be provided, as shown by the tip of arrow #12. For example, by showing the coupon screen at the establishment, the user can receive services such as a discount on food and drink. Such coupon information may be managed by the support passport service.

[0144] The support bonus content may include both a 3D model representing a special player's bobblehead doll and a coupon that can be used in a store.

[0145] Coupons such as "Get 10% off if you hold an offline meeting / fan gathering" may be distributed to each user before an event such as a match. Instead of coupons that can be used at a store, advertisements for the store may be displayed on the screen of the information processing terminal.

[0146] When a user visits a store where offline meetings or fan gatherings are frequently held, messages of support from fans or players may be displayed on the screen of the information processing terminal. Messages of support from fans or players may also be displayed in AR.

[0147] <Other> In the above, the target of support is the Japan national soccer team, and the real-life event related to the target of support is a match at a stadium, but the type of event may vary depending on the target of support. Television programs, video streaming, etc. may also be treated as events.

[0148] For example, if the person being cheered for is a sports team or a player belonging to the team, events include not only the match but also various events in which the player participates, such as fan meetings and send-off parties. The participants in the events are the players. Also, if the person being cheered for is an idol, events include various events in which the idol participates, such as concerts and fan meetings. The participants in the events are the idols.

[0149] An action of a user cheering in a virtual space using their own avatar may be included in the cheering activity via online. An event in which the person being cheered for participates may be an event held in a virtual space.

[0150] Although a support passport is prepared for each support target, such as a support passport for the Japan national soccer team and a support passport for the Japan national baseball team, support activities for all support targets may be managed using a single support passport.

[0151] The above-described series of processes can be executed by hardware or software. When the series of processes is executed by software, the program constituting the software is installed from a program recording medium into a computer incorporated in dedicated hardware or a general-purpose personal computer.

[0152] The program to be installed is provided by being recorded on removable media 211 shown in FIG. 18, which may be an optical disk (CD-ROM (Compact Disc-Read Only Memory), DVD (Digital Versatile Disc), etc.) or a semiconductor memory. Alternatively, the program may be provided via a wired or wireless transmission medium such as a local area network, the Internet, or digital broadcasting. The program can be installed in advance in ROM 202 or storage unit 208.

[0153] The program executed by the computer may be a program that processes in chronological order according to the order described in this specification, or may be a program that processes in parallel or at the required timing, such as when called.

[0154] In this specification, a system refers to a collection of multiple components (devices, modules (components), etc.), regardless of whether all of the components are housed in the same housing. Therefore, multiple devices housed in separate housings and connected via a network, and a single device housed in a single housing with multiple modules, are both systems.

[0155] The effects described in this specification are merely examples and are not limiting, and other effects may also be present.

[0156] The embodiments of the present technology are not limited to the above-described embodiments, and various modifications are possible without departing from the spirit of the present technology.

[0157] For example, the present technology can be configured as a cloud computing system in which a single function is shared and processed collaboratively by a plurality of devices via a network.

[0158] <Examples of Combinations of Configurations> The present technology can also have the following configurations.

[0159] (1) A program causing a computer to execute the following processes: record a log of a user's cheering activity; grant the user an NFT in response to the cheering activity; and change the display of the log on the device used by the user before and after a real-life event related to the cheering target. (2) The program described in (1), wherein the cheering activity includes watching the real-life event online. (3) The program described in (1) or (2), wherein the cheering activity includes watching the real-life event at a venue. (4) The program described in any of (1) to (3), wherein the cheering activity includes sharing information about the real-life event using social media. (5) The program described in any of (1) to (4), wherein information including the log is converted into an NFT, and a non-transferable first token is issued as proof of the cheering activity. (6) The program described in (5), wherein the first token is issued based on the log recorded for each of the cheering activities. (7) The program according to (6), which issues a second token used to manage proof of the cheering activity, and issues a plurality of the first tokens linked to the second token based on each of the logs. (8) The program according to (7), wherein the second token is a token having metadata in which an element specifying, as a reference, an HTML file that is updated each time the log is recorded. (9) The program according to any of (1) to (8), wherein the content linked to the NFT is a 3D model representing a participant of the real-world event. (10) The program according to (9), wherein the content linked to the NFT is used on the terminal to be superimposed on an image captured by the camera of the terminal and displayed. (11) The program according to (10), wherein the program estimates the movements of the participants in the real-world event, and transmits motion data representing the estimation result to the terminal as information used to move and display a 3D model.(12) The program according to any one of (9) to (11), wherein the NFTs are assigned to 3D models representing different participants depending on the level of the cheering activity. (13) The program according to any one of (9) to (12), wherein the content assigned to the NFTs is the same type of content as that offered as a prize in a web game predicting the outcome of the real-world event. (14) The program according to any one of (9) to (13), wherein the content assigned to the NFTs is content that can be used as chips in a web game predicting the outcome of the real-world event. (15) The program according to any one of (1) to (14), wherein the log is recorded, including information indicating that the cheering activity for the same cheering target was performed by multiple people, including the user, at the same location. (16) The program according to (15), wherein the NFTs are assigned to each person linked to content different from the content that would be assigned if the cheering activity were performed alone. (17) The program according to (15) or (16), which grants each of the persons a benefit that can be used at the location where the cheering activity is performed. (18) An information processing method in which an information processing device records a log of cheering activities by a user, grants NFTs to the user in response to the cheering activity, and changes the display of the log on a terminal used by the user before and after a real-life event related to the target of cheering. (19) A program that causes a computer to execute a process of controlling a camera to take an image, and superimposing on the image taken by the camera a 3D model representing participants in the real-life event related to the target of cheering, which is linked to the NFT granted to the user who performed the cheering activity. (20) An information processing method in which an information processing device controls a camera to take an image, and superimposes on the image taken by the camera a 3D model representing participants in the real-life event related to the target of cheering, which is linked to the NFT granted to the user who performed the cheering activity.

[0160] REFERENCE SIGNS LIST 1 Support passport management server, 2 Marketplace management server, 11 Support activity detection unit, 12 Passport management unit, 13 Support benefit management unit, 14 DB management unit, 21 Support log DB, 22 User information DB, 23 Content DB

Claims

1. A program that causes a computer to execute the following processes: record a log of a user's cheering activities, grant the user an NFT in response to the cheering activity being performed, and change the display of the log on the device used by the user before and after a real-life event related to the object of cheering.

2. The program according to claim 1, wherein the support activity includes an act of viewing the actual event online.

3. The program according to claim 1, wherein the support activity includes an act of watching the real event at a venue.

4. The program according to claim 1, wherein the support activity includes sharing information about the real event using social media.

5. The program described in claim 1, which converts information including the log into an NFT and issues a non-transferable first token as proof of the support activity.

6. The program according to claim 5, wherein the first token is issued based on each of the logs recorded for each of the support activities.

7. The program according to claim 6, further comprising: issuing a second token used to manage proof of the support activity; and issuing a plurality of the first tokens linked to the second token based on each of the logs.

8. The program according to claim 7, wherein the second token is a token having metadata describing an element that specifies, as a reference, an HTML file that is updated each time the log is recorded.

9. The program of claim 1, wherein the content associated with the NFT is a 3D model representing a participant of the real-world event.

10. The program described in claim 9, wherein the content linked to the NFT is used on the terminal to be superimposed on an image captured by the terminal's camera and displayed.

11. The program of claim 10, further comprising: estimating the movements of the participants in the real-world event; and transmitting motion data representing the estimation results to the terminal as information used to animate and display a 3D model.

12. The program described in claim 9, in which the NFT is linked to a 3D model representing a different participant depending on the level of the support activity.

13. The program described in claim 9, wherein the content linked to the NFT is the same type of content offered as a prize in a web game that predicts the outcome of the real-world event.

14. The program described in claim 9, wherein the content linked to the NFT is content that can be used as chips in a web game that predicts the outcome of the real-world event.

15. The program according to claim 1, further comprising: recording the log including information indicating that the cheering activity for the same cheering target was carried out at the same location by a plurality of persons including the user.

16. The program described in claim 15, which assigns to each person an NFT linked to content different from the content that would be assigned if the person performed the support activity alone.

17. The program according to claim 15, further comprising providing each of the persons with a benefit that can be used at the location where the support activity is performed.

18. An information processing method in which an information processing device records a log of a user's cheering activity, grants the user an NFT in response to the cheering activity being performed, and changes the display of the log on a terminal used by the user before and after a real-world event related to the object of cheering.

19. A program that causes a computer to control a camera to take a photograph and superimpose a 3D model representing participants in a real-life event related to the object of support, which is linked to the NFT granted to the user who performed the support activity, onto the image taken by the camera.

20. An information processing method in which an information processing device controls a camera to take an image and superimposes a 3D model representing participants in a real-life event related to the target of support, which is linked to the NFT granted to the user who performed the support activity, onto the image taken by the camera.

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