Video Game Motion Control via Mid-Action Stopping for Photo Capture

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Solution Overview

Problem

In multi-player video games, users face difficulties in capturing the perfect moment of an object's motion due to the need to synchronize their actions with quick movements, making it challenging to photograph desired action states without interrupting the game progress.

Innovation Solution

A video game processing system and program that allows users to control the progress of a game by enabling an object to perform specified motions, which can be stopped mid-action upon user command, allowing for precise posture adjustment before photographing, while the game continues uninterrupted.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the object carries out a motion continuously until termination, then the motion completes its full sequence, but the user cannot capture the desired action state in the middle of the motion

Engineering Contradiction:
Improveability to photograph during motionVSAvoidtiming synchronization difficulty
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system allows the user to specify a stop position in advance for the motion. The object carries out the motion continuously and automatically stops at the predetermined position, enabling the user to photograph the desired action state without needing to synchronize timing manually. This resolves the contradiction by allowing continuous motion completion while enabling intermediate capture at a pre-specified point.

Inventive Principle:
Principle #10Preliminary action

2Ease of operation

If the motion is stopped on the way to allow photographing, then the user can capture the desired posture, but the game progress may be interrupted

Engineering Contradiction:
Improvephotographing capability during motionVSAvoidgame progress continuity
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system separates the motion control into two independent parts: the object's motion can be stopped on the way at a predetermined position for photographing, while the game progress continues uninterrupted. This segmentation allows the photographing function to operate independently without affecting the overall game flow, resolving the contradiction between capturing desired postures and maintaining game continuity.

Inventive Principle:
Principle #1Segmentation

3Measurement precision

If the user manually times the shutter operation to match the motion, then the photographing can be synchronized, but it becomes difficult when the action is quick

Engineering Contradiction:
Improvetiming accuracyVSAvoidphotographing difficulty
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The system automatically stops the object's motion at the predetermined position without requiring manual timing from the user. The user simply needs to trigger the photographing function, and the system handles the timing and positioning automatically. This eliminates the difficulty of manual timing synchronization, especially for quick actions, while maintaining precise timing accuracy.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS11465046B2Video game processing program and video game processing system
Publication Date: 2022.10.11 SQUARE ENIX HLDG CO LTD
  • US11465046B2 patent drawing
  • US11465046B2 patent drawing
  • US11465046B2 patent drawing

AI summary

A non-transitory computer-readable medium including a video game processing program product for causing a server to realize functions to control progress of a video game in response to an operation of a user is provided. The functions include: a motion control function configured to refer to a storing section to cause an object to carry out a motion specified by the user, a series of actions (hereinafter, referred to as a “motion”) being stored in the storing section in advance, the object being to be caused to carry out the series of actions; a stopping function configured to cause the motion, which the object is carrying out, to stop on the way on the basis of an operation of the user; and a proceeding function configured to cause the video game to proceed in a state where the motion of the object is stopped on the way on the basis of the stopping function.