Game Device Time Lag Reduction via Preliminary Action
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Solution Overview
Problem
Game devices that determine player operations based on photographed images experience time lags, leading to improper evaluations and player stress, especially in games requiring synchronized body movements with on-screen characters.
Innovation Solution
A game device and method that acquire player position information using a combination of CCD cameras and infrared sensors, determining positional displacement criteria at specific time points to evaluate player actions accurately and reduce time lag, including first and second determination areas to assess alignment and movement precision.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If player operations are determined based on photographed images through image analysis, then the game can capture natural player movements, but processing time increases causing time lag between player action and device determination
Solution Approach 1:
The patent applies preliminary action by performing image analysis and determining player operations before the reference time point (when the character performs the action). Specifically, the determination is made at a time point earlier than the reference time point by a predetermined period, allowing the game device to pre-process and pre-determine operations, thus reducing the perceived time lag and making the evaluation feel more synchronized with the player's actual movements.
2Adaptability or versatility
If image analysis is performed to determine player operations, then natural movements can be detected, but the evaluation accuracy decreases due to time lag
Solution Approach 1:
The patent performs image analysis and operation determination in advance before the reference time point, ensuring that the determination is completed with sufficient time margin. This preliminary processing allows accurate evaluation while maintaining synchronization with the game timeline, preventing the time lag from degrading measurement precision.
3Device complexity
If single time point determination is used, then processing is simple, but evaluation accuracy is insufficient for dynamic movements
Solution Approach 1:
The patent segments the evaluation process into multiple time points: a first determination time point (earlier than the reference time point) for initial operation determination, and a second determination time point (later than the first) for final evaluation. This temporal segmentation allows the system to capture dynamic movements more accurately while maintaining manageable processing complexity through structured multi-stage evaluation.
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
This approach reduces player stress by providing timely and accurate evaluations of their actions, ensuring a more engaging gaming experience by minimizing time lag and improving evaluation accuracy.
Implementation Method 1
a player position information acquiring means for acquiring player position information relating to the position of a body part of a player
Implementation Method 2
a player position information acquiring means for acquiring player position information relating to the position of a body part of a player
Data Source
AI summary
Provided is a game device which executes a game configured such that a position of a body part of a player is detected, including: a first determination unit for determining whether or not a reference position and a player position information acquired at a first determination time point, which is earlier than a reference time point, satisfy a first criterion; a second determination unit for determining whether or not the reference position and the player position information acquired at a second determination time point, which is later than the first determination time point, satisfy a second criterion; a first processing execution unit for performing processing relating to effects on the game based on a determination result from the first determination unit; and a second processing execution unit for performing processing relating to evaluation of the player based on a determination result from the second determination unit.


