Game Device Body Part Evaluation Accuracy
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Solution Overview
Problem
Existing game technologies fail to accurately evaluate gameplay, leading to dissatisfaction among players who use body parts that are hard to locate in predetermined positions, as the evaluation system does not differentiate between easy and hard-to-use body parts.
Innovation Solution
A game device and method that acquire position information of body parts, reference data, and determine if these parts are within a specific region at a given time, evaluating gameplay based on the type of body parts used, including combinations and movement speed, to provide a more accurate and satisfying experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the game evaluates gameplay simply based on whether a body part is located in a predetermined position, then the evaluation system is simple and easy to implement, but the evaluation accuracy is low and does not differentiate between easy and hard-to-use body parts
Solution Approach 1:
The patent applies local quality by differentiating evaluation criteria based on the specific body part used. Different body parts (e.g., hands, feet, head) have different ease-of-use characteristics, and the system assigns different evaluation standards to each body part type, thereby achieving accurate differentiation without requiring complex overall system redesign
Solution Approach 2:
The patent changes evaluation parameters by introducing body part type as an additional dimension. Instead of using a single binary evaluation (hit/miss), the system incorporates body part identification to create multiple evaluation levels, transforming the evaluation from a simple position check to a multi-parameter assessment that includes body part characteristics
2Adaptability or versatility
If the game uses multiple body parts for gameplay, then the gameplay becomes more dynamic and engaging, but the evaluation becomes more complex and harder to manage
Solution Approach 1:
The patent applies universality by creating a unified evaluation framework that handles multiple body parts through a common structure. The system identifies body parts and applies standardized evaluation rules that work across different body part types, allowing the system to manage diverse gameplay inputs without requiring separate evaluation mechanisms for each body part
Solution Approach 2:
The patent segments the evaluation process into distinct steps: body part identification, position detection, and evaluation based on body part type. This segmentation allows the system to handle multiple body parts systematically by processing each through the same structured pipeline, reducing overall complexity through modular organization
Data Source
AI summary
A position information acquiring unit acquires position information relating to positions of a plurality of body parts of a player. A determination unit determines whether or not the at least one of the plurality of body parts exists within a determination region including the reference position at a time point corresponding to the reference time. A body part information acquiring unit acquires body part information relating to a kind of the at least one of the plurality of body parts determined to exist within the determination region. An evaluation unit evaluates gameplay of the player based on the kind of the at least one of the plurality of body parts acquired by the body part information acquiring unit.


