Computer program, information processing device, and information processing method

A common screen transition library for multiple applications addresses the inefficiency and bug-introduction issues in conventional scene switching, enabling efficient and flexible scene display management across applications.

WO2025196863A1PCT designated stage Publication Date: 2025-09-25SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Application Number
PCT/JP2024/010454
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-18
Publication Date
2025-09-25

AI Technical Summary

Technical Problem

The implementation of screen transition functions between multiple applications requires significant man-hours as the number of scenes increases, and changing the transition scenario introduces bugs due to code modifications in each application.

Method used

A common screen transition library is introduced across multiple applications, managing scene information and switching conditions, allowing seamless transitions without individual code changes in each application.

Benefits of technology

Efficient switching and displaying of scenes across multiple applications is achieved, reducing bugs and enabling flexible scenario changes, with the ability to tailor displays based on viewer attributes and optimize time management.

✦ Generated by Eureka AI based on patent content.

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Abstract

In the present invention, a screen transition library 40 is a common computer program introduced into each of a plurality of applications 32 for generating a plurality of scenes to be displayed. A scene information acquisition unit 42 of the screen transition library 40 acquires scene information which is information related to a plurality of scenes and stored in a scene information storage unit 26 and which includes a scene switching condition. When the scene switching condition indicated by the scene information has been met, a scene switching unit 46 of the screen transition library 40 switches a first scene which has been displayed to a second scene different from the first scene.
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Description

Computer program, information processing device, and information processing method

[0001] The present disclosure relates to data processing technology, and more particularly to a computer program, an information processing device, and an information processing method.

[0002] In demonstrations at exhibitions and the like, in order to allow many people to see the highlights of multiple graphics applications, it may be necessary to display a digest of some scenes from each application or to switch between them on demand.

[0003] Conventionally, when switching between scenes of multiple applications, it was necessary to implement a screen transition function in each application that detects an event that triggers a scene change and switches to the next scene, and the man-hours required for implementing the screen transition function increased as the number of scenes to be displayed increased. A main objective of the present disclosure is to provide a technology that supports switching between and displaying multiple scenes of multiple applications.

[0004] To solve the above problem, one aspect of the present disclosure provides a computer program that is common to multiple applications that generate multiple scenes to be displayed. The computer program causes the multiple applications to execute the following processes: acquiring scene information, which is information about the multiple scenes stored in a predetermined storage area and includes a scene switching condition; and, when the scene switching condition indicated by the scene information is satisfied, switching a first scene that has been displayed up to that point to a second scene that is different from the first scene.

[0005] Another aspect of the present disclosure is an information processing device. The device includes an application execution unit that executes multiple applications that generate multiple scenes to be displayed, and a display control unit that displays the multiple scenes. A common computer program is installed in the multiple applications. The common computer program operates the multiple applications to perform the following: a process of acquiring scene information, which is information about the multiple scenes stored in a predetermined storage area and includes a scene switching condition; and a process of switching a first scene that has been displayed to a second scene different from the first scene, when the scene switching condition indicated by the scene information is satisfied.

[0006] Yet another aspect of the present disclosure is an information processing method. The method includes a step of executing a plurality of applications that generate a plurality of scenes to be displayed and a step of displaying the plurality of scenes, the plurality of applications being executed by a computer. A common computer program is installed in the plurality of applications. The computer operates the plurality of applications based on the common computer program to perform a process of acquiring scene information, which is information about the plurality of scenes stored in a predetermined storage area and includes a scene switching condition, and a process of switching a first scene that has been displayed to a second scene different from the first scene, when the scene switching condition indicated by the scene information is satisfied.

[0007] Any combination of the above components, or any conversion of the expression of the present disclosure between a system, a computer program, a recording medium storing a computer program, etc., is also valid as an aspect of the present disclosure.

[0008] The technology disclosed herein can support switching between and displaying multiple scenes from multiple applications.

[0009] It is a figure which shows typically the structure which performs the screen transition between a plurality of applications. It is a figure which shows the structure of the information processing system based on an embodiment. It is a block diagram which shows the functional block of the information processing apparatus of FIG. 2. It is a figure which shows an example of the scene information. It is a flowchart which shows the operation of the screen transition library. It is a flowchart which shows the operation of the screen transition library.

[0010] Before describing the details of the embodiment, an overview will be provided. FIG. 1 schematically shows a configuration for performing screen transitions between multiple applications. The upper part of FIG. 1 shows a conventional example. Conventionally, code defining the conditions for screen transitions and the screen transition destinations was implemented in each application. Therefore, the more scenes to be displayed, the more effort it took to implement the screen transition function. Furthermore, when the screen transition scenario was changed, the code for each application had to be changed, which made it easy for bugs to be introduced.

[0011] The lower part of Figure 1 shows an embodiment. In this embodiment, a library of common functions for screen transitions is created. This library ("screen transition library" in Figure 1) is a common program that is introduced (in other words, added) to multiple applications (app1, app2, and app3 in Figure 1) that generate multiple scenes to be displayed. The screen transition library introduced into each application switches the scenes to be displayed according to a predetermined screen transition scenario ("scene information" described below).

[0012] 2 shows the configuration of an information processing system 10 according to the embodiment. The information processing system 10 includes an information processing device 12, a display device 14, and a controller 16.

[0013] The information processing device 12 is a computer capable of executing graphics applications (applications that make heavy use of graphics, hereinafter simply referred to as "applications") such as games. In the embodiment, the information processing device 12 is a PC. Alternatively, the information processing device 12 may be a game console, a tablet terminal, a smartphone, or a server.

[0014] The controller 16 is an operating device that accepts operations input by a user to system software or application software (e.g., a video game) executed by the information processing device 12. Unless otherwise specified, the term "user" hereinafter refers to the developer or viewer of a demo. The controller 16 sequentially transmits operation information indicating operations input by the user to the information processing device 12. The controller 16 is connected to the information processing device 12 by wire or wirelessly. The controller 16 may be a keyboard, a mouse, or a game controller.

[0015] The display device 14 has a display for outputting images and a speaker for outputting sound. The display device 14 may be a television or a computer display. The display device 14 is connected to the information processing device 12 via a wired or wireless connection. When the information processing device 12 receives operation information provided by the controller 16, it reflects the operation information in the processing of the system software and application software, causes the display device 14 to display an image related to the processing result, and causes the speaker of the display device 14 to output sound related to the processing result.

[0016] FIG. 3 is a block diagram showing functional blocks of the information processing device 12 shown in FIG. 2 . The information processing device 12 includes a computer, and various functions shown in FIG. 3 are realized by the computer executing a program. The computer includes hardware such as a memory into which the program is loaded, one or more processors that execute the loaded program, an auxiliary storage device, and other LSIs. The processor is composed of multiple electronic circuits including semiconductor integrated circuits and LSIs, and the multiple electronic circuits may be mounted on a single chip or multiple chips. The functional blocks shown in FIG. 3 are realized by cooperation between hardware and software. Therefore, it will be understood by those skilled in the art that these functional blocks can be realized in various forms using hardware alone, software alone, or a combination thereof.

[0017] The information processing device 12 includes a processing unit 20 and a storage unit 22. The processing unit 20 is realized by a processor (such as a CPU) of the information processing device 12 and executes various information processes. The storage unit 22 is realized by a memory or storage of the information processing device 12 and stores data to be referenced or updated by the processing unit 20.

[0018] The storage unit 22 includes an application storage unit 24 and a scene information storage unit 26. The application storage unit 24 stores data of a plurality of applications that generate a plurality of scenes to be displayed in the demo. The plurality of applications may include a plurality of video games. The plurality of video games may include, for example, a role-playing game, a simulation game, and a shooting game.

[0019] The scene information storage unit 26 stores scene information including a screen transition scenario. The scene information is a plurality of scenes generated by a plurality of applications, and is information relating to a plurality of scenes to be displayed in a demo. The scene information also includes conditions for switching scenes to be displayed on the display device 14 (also referred to as "scene switching conditions"). The scene switching conditions can also be referred to as screen transition conditions.

[0020] FIG. 4 shows an example of scene information. The scene information includes a number of items related to a screen transition scenario, such as row name, display order, camera level, camera name, key binding, and timeout interval. "Row name" is identification information for each record in the scene information. "Display order" is the display order of each scene in the demo display. The scene information in FIG. 4 indicates that the scenes are displayed in the following order: scene 1, scene 2, scene 3, scene 4, and scene 5.

[0021] The "camera level" is identification information of the scene to be displayed. Specifically, the camera level is identification information that can identify the combination of an application and a scene generated by the application. In the embodiment, a known game engine (e.g., Unreal Engine (trademark or registered trademark)) is installed in the information processing device 12. The camera level in the embodiment is the level of a scene where a virtual camera (hereinafter also referred to as a "camera actor") is placed as a function of the game engine, that is, it is identification information of the scene in the game engine. The "camera name" is the name of the camera actor placed in the scene to be displayed.

[0022] The "key binding" and "timeout interval" are information indicating scene switching conditions. The scene switching conditions are conditions for switching the scene to be displayed from a first scene to a second scene different from the first scene, and include a first condition and a second condition. The screen transition library 40, which will be described later, switches the scene to be displayed from the first scene to the second scene when either the first condition or the second condition is satisfied.

[0023] The first condition is that a predetermined operation corresponding to a second scene is input while a first scene is being displayed. "Key binding" corresponds to the first condition. Specifically, "key binding" is information that determines which key (in other words, button) will transition to the scene when pressed. The scene information in FIG. 4 indicates that when key "1" is pressed, transition to scene 1 will occur, and when key "2" is pressed, transition to scene 2 will occur.

[0024] The second condition is that a predetermined time has elapsed since the display of the first scene began. The "timeout interval" corresponds to the second condition. Specifically, the "timeout interval" is information that defines the interval from the start of display of the scene until the display of the next scene is switched to; in other words, it is information that defines the display time of the scene. The scene information in Figure 4 indicates that five seconds after the display of scene 1 begins, a transition to scene 2 will occur, and five seconds after the display of scene 2 begins, a transition to scene 3 will occur.

[0025] The scene information storage unit 26 stores a plurality of pieces of scene information each defining a different screen transition scenario. The plurality of pieces of scene information may define different scene switching conditions, different display contents, or different display times. For example, when the plurality of pieces of scene information includes first scene information and second scene information, the first scene information and the second scene information may differ in at least one of the scene to be displayed (camera level and / or camera name) and the scene switching condition (key binding and / or timeout interval).

[0026] 3 , the processing unit 20 includes an application execution unit 30, a display control unit 34, and a setting support unit 36. The functions of the multiple functional blocks included in the processing unit 20 are implemented in a computer program, and this computer program may be installed in storage of the information processing device 12. The processor of the information processing device 12 may perform the functions of these multiple functional blocks by reading this computer program into main memory and executing it.

[0027] The application execution unit 30 reads out multiple application data to be displayed in the demo from the application storage unit 24 and executes the multiple applications. The application execution unit 30 may include the functionality of a known game engine. The multiple applications executed by the application execution unit 30 include application 32a, application 32b, and application 32c. Hereinafter, applications 32a, 32b, and 32c will be collectively referred to as "applications 32."

[0028] Each of the multiple applications 32 generates data for one or more scenes that can be displayed in the demo. A scene can also be considered a screen containing various images and information. A scene may be a city stroll scene, a dungeon exploration scene, a battle scene, or the like. The display control unit 34 outputs the data for the multiple scenes generated by the multiple applications 32 to the display device 14, thereby displaying the multiple scenes on the display device 14.

[0029] The setting support unit 36 ​​supports the setting of scene information by providing a screen for allowing the user to set scene information (hereinafter also referred to as a "scene information editing screen"). The setting support unit 36 ​​causes the display device 14 to display the scene information editing screen via the display control unit 34. The setting support unit 36 ​​stores the scene information input on the scene information editing screen in the scene information storage unit 26.

[0030] Furthermore, a screen transition library 40 is installed in each of the multiple applications 32. In this embodiment, the screen transition library 40 is added to each application 32 using the blueprint mechanism of Unreal Engine.

[0031] The screen transition library 40 includes a scene information acquisition unit 42, a determination unit 44, and a scene switching unit 46. These functional blocks may be implemented as program modules. The screen transition library 40 operates the application 32 to execute the processing of the above-mentioned multiple functional blocks. In other words, the screen transition library 40 is a computer program executed together with the application 32, and causes the processor of the information processing device 12 to execute the processing of the above-mentioned multiple functional blocks.

[0032] The scene information acquisition unit 42 acquires scene information stored in the scene information storage unit 26. The scene information acquisition unit 42 acquires scene information designated by a user (e.g., the person who input the demo start operation) from among the multiple pieces of scene information stored in the scene information storage unit 26. When a scene switching condition indicated by the scene information acquired by the scene information acquisition unit 42 is satisfied, the scene switching unit 46 executes processing to switch a first scene that has been displayed up to that point to a second scene different from the first scene.

[0033] When a first scene displayed up to that point should be switched to a second scene, a determination unit 44 determines whether an application that generates the first scene and an application that generates the second scene are the same. If the application that generates the first scene and the application that generates the second scene are different, a scene switching unit 46 executes processing to start the application that generates the second scene.

[0034] The operation of the information processing system 10 configured as described above will now be described. As a preliminary step, the demo developer uses existing functions of the game engine to place camera actors in multiple scenes (called camera levels in the game engine) of multiple applications to be displayed in the demo. The demo developer adjusts the view of each scene in the demo by adjusting the angle of view of the camera actor placed in each scene.

[0035] Next, the demo developer sets scene information. The setting support unit 36 ​​of the information processing device 12 displays a scene information editing screen on the display device 14 in response to the demo developer's operation input to the controller 16. The demo developer inputs information about each of the multiple scenes to be displayed in the demo (such as the display order, camera level, camera name, key binding, and timeout interval shown in FIG. 4 ) into the scene information editing screen. The setting support unit 36 ​​of the information processing device 12 stores the scene information input into the scene information editing screen in the scene information storage unit 26. The demo developer can create multiple pieces of scene information corresponding to multiple screen transition scenarios, and the scene information storage unit 26 can store multiple pieces of scene information.

[0036] Next, the demo developer designates scene information that defines a screen transition scenario suited to the demo viewer from among the multiple pieces of scene information stored in the scene information storage unit 26, and launches application 32. Here, it is assumed that the scene information designated in Figure 4 is designated. It is also assumed that app 1 designated at the camera level in the scene information in Figure 4 corresponds to application 32a, app 2 corresponds to application 32b, and app 3 corresponds to application 32c.

[0037] 5 and 6 are flowcharts showing the operation of the screen transition library 40. Specifically, FIG. 5 shows details of the initialization process of the screen transition library 40. FIG. 6 shows details of the key event process and the tick process of the screen transition library 40. The game engine provides an event processing framework for the application 32. Events include, for example, an initialization event, a key input event, and a tick event (an event that is called every frame). The screen transition library 40 executes the initialization process by interrupting existing processes for the initialization event. The screen transition library 40 also executes the key event process by interrupting existing processes for the key input event. The screen transition library 40 also executes the tick process by interrupting existing processes for the tick event.

[0038] In this example, the demo developer launches application 32a, which generates scene 1, which is the first scene displayed in the demo. The application execution unit 30 of the information processing device 12 starts processing application 32a, and also starts processing the screen transition library 40 installed in application 32a. Below, with reference to FIG. 5, the operation related to the display of scene 1 (display order 1) in FIG. 4, specifically, the initialization process of the screen transition library 40 of application 32a, will be described.

[0039] The scene information acquisition unit 42 of the screen transition library 40 reads scene information specified at startup from among the multiple pieces of scene information stored in the scene information storage unit 26 into the memory space of the process of the application 32a (S10). The determination unit 44 of the screen transition library 40 initializes a reference timer, for example, clearing it to 0 (S12).

[0040] The scene switching unit 46 of the screen transition library 40 inputs a display instruction to the game engine specifying identification information (camera level and camera name) of scene 1 of display order 1 defined in the scene information (S14). The identification information of scene 1 may be, for example, "application 1_scene 1: camera A." As an existing process, the game engine displays the image of the camera level "application 1_scene 1" captured by camera A (i.e., the image of scene 1) on the display device 14 (S16).

[0041] Next, the key event processing and Tick processing of the screen transition library 40 of the application 32a will be described with reference to Figure 6. When a key on the controller 16 is pressed, the game engine generates a key event including information about the pressed key. The determination unit 44 of the screen transition library 40 determines whether the pressed key is assigned to any scene in the scene information.

[0042] If the pressed key is assigned to any scene (Y in S20), the determination unit 44 identifies the scene to which the pressed key is assigned as a "switch-to scene" and determines whether the switch-to scene is generated by the same application as the currently displayed application (in other words, the application itself). The determination unit 44 may perform this determination by analyzing the value of the camera level of the switch-to scene indicated by the scene information. Alternatively, the determination unit 44 may perform this determination by using a known function of the game engine.

[0043] If the destination scene is generated by the same application as the application currently displaying the scene (Y at S22), the determination unit 44 determines whether the destination scene is the same as the currently displayed scene. If the destination scene is the same as the currently displayed scene (Y at S28), the scene switching unit 46 inputs a display instruction specifying the identification information (camera level and camera name) of the destination scene defined in the scene information to the game engine (S32). The game engine, as an existing process, causes the display device 14 to display the video of the destination scene identified by the identification information of the destination scene (S34).

[0044] If the destination scene is different from the currently displayed scene (N at S28), the scene switching unit 46 loads a program module for generating the destination scene (S30) and then executes the process of S32. If the destination scene is generated by an application other than the currently displayed application (N at S22), the scene switching unit 46 launches another application that generates the destination scene via the game engine (S24). At this time, the scene switching unit 46 passes to the launched application the identification information of the currently applied scene information and the identification information or display order of the next scene to be displayed, as specified in the scene information. Thereafter, the application currently displaying the scene ends its processing, and the initialization process, key event process, and tick process of the other application are initiated (S26).

[0045] If the pressed key is not assigned to any scene in the scene information (N at S20), the process proceeds to S34, where the process shifts to an existing process (for example, an existing key event process).

[0046] The game engine generates a Tick event when a predetermined unit of time (one frame) has elapsed. The determination unit 44 counts up a time elapsed counter based on the value of the reference timer (S40). The value of the time elapsed counter indicates the amount of time that has elapsed since the display of the currently displayed scene began. The determination unit 44 identifies the value of the timeout interval for the currently displayed scene, which is specified in the scene information, and determines whether the value of the time elapsed counter has reached the value of the timeout interval for the currently displayed scene.

[0047] If the value of the time elapsed counter is less than the value of the timeout interval for the scene being displayed (N in S42), the process proceeds to S34, where the process transitions to existing processing (e.g., existing Tick processing). If the value of the time elapsed counter is equal to or greater than the value of the timeout interval for the scene being displayed (Y in S42), the determination unit 44 identifies the scene that is next in the display order to the scene being displayed as the scene to be switched to, based on the scene information. Thereafter, the process proceeds to S22, where the determination unit 44 determines whether the scene to be switched to is generated by the same application as the application being displayed.

[0048] Next, an example of the operation relating to switching from scene 1 to scene 2 in Fig. 4 will be described. In the tick processing, the determination unit 44 of the application 32a determines whether the time elapsed since the start of display of scene 1 has reached 5 seconds, which is the timeout interval for scene 1. If the time elapsed since the start of display of scene 1 has reached 5 seconds (Y in S42), the determination unit 44 of the application 32a identifies scene 2, which is in the display order 2, as the switching destination scene.

[0049] Scene 2 is the same application (Y in S22) and the same scene (Y in S28) as scene 1. Therefore, scene switching unit 46 of application 32a inputs a display instruction specifying the identification information of scene 2 defined in the scene information, "APP1_SCENE1: CAMERA B," to the game engine (S32). As an existing process, the game engine causes the display device 14 to display the video of the camera level "APP1_SCENE1" captured by camera B (i.e., the video of scene 2) (S34).

[0050] Next, an example of the operation relating to switching from scene 2 to scene 3 in Fig. 4 will be described. In the tick process, the determination unit 44 of the application 32a determines whether the time elapsed since the start of display of scene 2 has reached 5 seconds, which is the timeout interval for scene 2. If the time elapsed since the start of display of scene 2 has reached 5 seconds (Y in S42), the determination unit 44 of the application 32a identifies scene 3, which is in the display order 3, as the switching destination scene.

[0051] Scene 3 is the same application as scene 2 (Y in S22) but a different scene (N in S28). Therefore, the scene switching unit 46 of application 32a loads a program module that generates scene 3 (S30). The scene switching unit 46 of application 32a inputs a display instruction specifying the identification information of scene 3 defined in the scene information, "app1_scene2:camera C," to the game engine (S32). As an existing process, the game engine displays the image of the camera level "app1_scene2" captured by camera C (i.e., the image of scene 3) on the display device 14 (S34).

[0052] Next, an example of the operation relating to switching from scene 3 to scene 4 in Fig. 4 will be described. In the tick processing, the determination unit 44 of the application 32a determines whether the elapsed time from the start of display of scene 3 has reached 10 seconds, which is the timeout interval for scene 3. If the elapsed time from the start of display of scene 3 has reached 10 seconds (Y in S42), the determination unit 44 of the application 32a identifies scene 4, which is in the display order 4, as the switching destination scene.

[0053] Scene 4 is a different application from scene 3 (N in S22). Therefore, the scene switching unit 46 of application 32a works with the game engine to launch application 32b, which generates scene 4 (S24). At this time, the scene switching unit 46 of application 32a passes identification information of the currently applied scene information and the display order 4 of scene 4 defined in that scene information to application 32b. Thereafter, application 32a ends its processing, and application 32b starts initialization processing, key event processing, and tick processing (S26).

[0054] In the initialization process of application 32b, scene switching unit 46 of application 32b inputs a display instruction specifying identification information "APP2_Scene 1: Camera D" for scene 4 of display order 4 defined in the scene information to the game engine (S14). As an existing process, the game engine displays the image of camera level "APP2_Scene 1" captured by camera D (i.e., the image of scene 4) on display device 14 (S16).

[0055] Next, an example of the operation relating to switching from scene 4 to scene 5 in Fig. 4 will be described. Here, it is assumed that the demo viewer presses the key "5" while scene 4 is being displayed. In the key event processing, the determination unit 44 of the application 32b identifies scene 5, to which the pressed key "5" is assigned, as the switching destination scene.

[0056] Scene 5 is a different application from scene 4 (N in S22). Therefore, the scene switching unit 46 of application 32b works with the game engine to launch application 32c, which generates scene 5 (S24). At this time, the scene switching unit 46 of application 32b passes identification information of the currently applied scene information and the display order 5 of scene 5 defined in that scene information to application 32c. Thereafter, application 32b ends its processing, and application 32c starts initialization processing, key event processing, and tick processing (S26).

[0057] In the initialization process of application 32c, scene switching unit 46 of application 32c inputs a display instruction specifying identification information "APP3_Scene 1: Camera E" of scene 5 in the display order 5 determined by the scene information to the game engine (S14). As an existing process, the game engine displays the image of camera level "APP3_Scene 1" captured by camera E (i.e., the image of scene 5) on display device 14 (S16).

[0058] In the information processing system 10 of the embodiment, a screen transition library 40 that implements common functions for screen transitions is installed in multiple applications 32 that generate multiple scenes to be displayed. The screen transition library 40 installed in each application switches the scenes to be displayed according to a predetermined screen transition scenario (scene information). This allows the screen transition scenario to be changed by editing the scene information, making it possible to efficiently switch and display scenes across multiple applications 32 in demonstrations, etc. Furthermore, it is no longer necessary to install slightly different code for screen transitions in each of the multiple applications 32, thereby reducing the occurrence of bugs.

[0059] Furthermore, the information processing system 10 of the embodiment can create and save multiple pieces of scene information corresponding to multiple screen transition scenarios, and can select desired scene information when starting a demo. By switching between scene information, it is possible to easily switch to a demo with a different target scene or display time. Furthermore, by selecting scene information according to the viewer's attributes (e.g., gender, age, preferences, areas of interest, etc.), it is possible to display a demo that matches the viewer's attributes.

[0060] Furthermore, in the information processing system 10 of the embodiment, the time from the start to the end of a demonstration can be adjusted by setting the timeout interval of the scene information. This makes it possible to predict the number of people who can experience a demonstration within a certain period of time, and also makes it easy to estimate the number of devices required according to the target number of people who will experience the demonstration.

[0061] Furthermore, the scene switching conditions of the embodiment include conditions related to the passage of time. This allows automatic switching of the scene to be displayed over time. Furthermore, the scene switching conditions of the embodiment include conditions related to the operation mode. This allows switching to a scene desired by the user. Furthermore, according to the information processing system 10 of the embodiment, by automatically starting applications 32 that generate scenes to be displayed in sequence, it is possible to efficiently switch and display scenes across multiple applications.

[0062] The present invention has been described above based on the embodiments. These embodiments are merely examples, and it will be understood by those skilled in the art that various modifications are possible in the combination of each component and each treatment process, and that such modifications are also within the scope of the present invention.

[0063] In the above embodiment, the scene to be displayed is identified by the camera level and camera name, but the method for identifying the scene to be displayed is not limited to this method. A scene identification method according to the type of game engine installed in the information processing device 12 may be used.

[0064] In the above embodiment, a demo shows multiple scenes from multiple applications being switched between for display, but the technology described in the embodiment can be applied to applications other than demos and is generally useful when multiple scenes from multiple applications are being switched between for display.

[0065] Any combination of the above-described examples and modifications is also useful as an embodiment of the present invention. A new embodiment resulting from a combination will have the combined effects of the combined examples and modifications. It will also be understood by those skilled in the art that the functions to be performed by each constituent element in the claims can be realized by each component shown in the examples and modifications, either individually or in combination.

[0066] The technical ideas described in the above embodiments and modified examples can be expressed as aspects described in the following items. [Technology 1] A recording medium storing a common computer program to be installed in each of a plurality of applications that generate a plurality of scenes to be displayed, the common computer program causing the plurality of applications to execute: a process of acquiring scene information stored in a predetermined storage area, the scene information being information about the plurality of scenes and including a scene change condition; and a process of switching a first scene displayed up to that point to a second scene different from the first scene, when the scene change condition indicated by the scene information is satisfied. [Technology 2] The recording medium described in Technology 1, wherein the scene change condition includes the elapse of a predetermined time since the display of the first scene began. [Technology 3] The recording medium described in Technology 1, wherein the scene change condition includes the input of a predetermined operation corresponding to the second scene. [Technology 4] The recording medium according to Technology 1, wherein the common computer program further executes a process of determining whether the application for generating the first scene and the application for generating the second scene are the same, and when the application for generating the first scene and the application for generating the second scene are different, the process for switching includes a process of launching the application for generating the second scene.[Technology 5] An information processing device comprising one or more processors having hardware, wherein the one or more processors execute a plurality of applications that generate a plurality of scenes to be displayed and display the plurality of scenes, wherein a common computer program is installed in the plurality of applications, and the one or more processors operate the plurality of applications based on the common computer program to perform the following: a process of acquiring scene information that is information about the plurality of scenes stored in a predetermined storage area and that includes a scene switch condition, and a process of switching a first scene that has been displayed up to that point to a second scene that is different from the first scene, when the scene switch condition indicated by the scene information is satisfied. [Technology 6] The information processing device according to Technology 5, wherein the one or more processors provide a screen that allows a user to set the scene information. [Technology 7] The information processing device according to Technology 5, further comprising a storage unit that stores a plurality of scene information each including a different scene switch condition, and wherein the acquisition process of the common computer program acquires scene information selected by a user from the plurality of scene information. [Technology 8] An information processing method in which a computer executes a plurality of applications that generate a plurality of scenes to be displayed, and displays the plurality of scenes, a common computer program being installed in the plurality of applications, and the computer operates the plurality of applications based on the common computer program to execute the following processes: a process of acquiring scene information that is information about the plurality of scenes stored in a predetermined storage area and that includes a scene switching condition; and a process of switching a first scene that has been displayed up to that point to a second scene that is different from the first scene, when the scene switching condition indicated by the scene information is satisfied.

[0067] The technology of the present disclosure can be applied to information processing devices, information processing systems, and the like.

[0068] REFERENCE SIGNS LIST 10 Information processing system, 12 Information processing device, 26 Scene information storage unit, 30 Application execution unit, 34 Display control unit, 36 Setting support unit, 40 Screen transition library, 42 Scene information acquisition unit, 44 Determination unit, 46 Scene switching unit.

Claims

1. A common computer program installed in each of a plurality of applications that generate a plurality of scenes to be displayed, the computer program causing the plurality of applications to execute the following: a process of acquiring scene information, which is information relating to the plurality of scenes stored in a specified memory area and which is information including scene switching conditions; and a process of switching a first scene that has been displayed up to that point to a second scene different from the first scene, when the scene switching conditions indicated by the scene information are met.

2. The computer program according to claim 1, wherein the scene change condition includes a predetermined time having elapsed since the display of the first scene began.

3. The computer program according to claim 1, wherein the scene switching condition includes input of a predetermined operation corresponding to the second scene.

4. The computer program of claim 1, further comprising: a process for determining whether the application that generates the first scene and the application that generates the second scene are the same; and if the application that generates the first scene and the application that generates the second scene are different, the process for switching includes a process for launching the application that generates the second scene.

5. An information processing device comprising: an application execution unit that executes a plurality of applications that generate a plurality of scenes to be displayed; and a display control unit that displays the plurality of scenes, wherein a common computer program is installed in the plurality of applications, and the common computer program operates the plurality of applications to perform the following processes: a process of acquiring scene information that is information about the plurality of scenes stored in a specified memory area and that includes scene switching conditions; and a process of switching a first scene that has been displayed up to that point to a second scene that is different from the first scene, when the scene switching conditions indicated by the scene information are satisfied.

6. The information processing device according to claim 5, further comprising a setting support unit that provides a screen for allowing a user to set the scene information.

7. An information processing device according to claim 5, further comprising a storage unit for storing a plurality of pieces of scene information each including a different scene switching condition, and wherein the acquisition process of the common computer program acquires scene information selected by a user from the plurality of pieces of scene information.

8. An information processing method in which a computer executes the steps of executing a plurality of applications that generate a plurality of scenes to be displayed and displaying the plurality of scenes, wherein a common computer program is installed in the plurality of applications, and the computer operates the plurality of applications based on the common computer program to execute the following: a process of acquiring scene information that is information about the plurality of scenes stored in a specified storage area and that includes scene switching conditions; and a process of switching a first scene that has been displayed up to that point to a second scene that is different from the first scene, when the scene switching conditions indicated by the scene information are satisfied.

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