Game Processing System Dual Mode Interaction

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Solution Overview

Problem

Conventional VR games require a head-mounted display (HMD) for interaction with virtual characters, limiting gameplay to specific places and times due to the HMD blocking the player's view of the real world.

Innovation Solution

A game processing system with two modes: a first mode allowing interaction with virtual characters using an information processing device not mounted on the head, and a second mode using a head-mounted display, enabling gameplay without the HMD in the first mode and with it in the second mode, with game parameters updated across both modes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If a head mounted display (HMD) is used for VR game interaction, then the player's sense of immersion is enhanced, but the player's view of the real world is blocked and gameplay is limited to specific places and times

Engineering Contradiction:
Improvesense of immersionVSAvoidplayability in different places and times
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The system dynamically switches between two operational modes: a first mode using detection information from a non-head-mounted device, and a second mode using detection information from an HMD. This dynamic switching allows the game to adapt to different playing conditions, enabling players to choose between immersion (second mode) and environmental awareness (first mode) based on their surroundings and preferences.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The game system is designed to function in multiple modes: it can operate with an HMD for immersive VR experiences, or without an HMD for casual play. The same game logic and virtual character interactions are maintained across both modes, making the system universally applicable whether the player wears an HMD or uses a standard device, thus eliminating the limitation to specific places and times.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Measurement precision

If interaction with virtual character is provided using detection information from head mounted display, then the interaction accuracy and immersion are improved, but the device complexity and restrictions on play increase

Engineering Contradiction:
Improveinteraction accuracyVSAvoiddevice requirements
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system dynamically adjusts its detection mechanism based on the available device. When an HMD is detected, the system switches to using the HMD's tracking sensor for high-precision head position and orientation detection. When no HMD is available, it seamlessly transitions to using the information processing device's sensors. This dynamic adaptation maintains interaction accuracy while avoiding the complexity of requiring HMD hardware.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system uses the same game logic and virtual character interaction framework in both modes, creating a consistent experience. The detection information from different devices (HMD or standard device) is processed through the same interaction pipeline, allowing the system to achieve accurate interaction without requiring complex device-specific processing paths.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS12023577B2Game processing system, method of processing game, and storage medium storing program for processing game
Publication Date: 2024.07.02 GREE HOLDINGS INC
  • US12023577B2 patent drawing
  • US12023577B2 patent drawing
  • US12023577B2 patent drawing

AI summary

A game processing system according to an aspect is a game processing system for processing a game having a first mode and a second mode, the system comprising: a storage storing a game parameter relating to the game; and one or more computer processors. The one or more computer processors execute computer-readable instructions to: provide, in the first mode, an interaction with a virtual character in accordance with first detection information obtained by an information processing device not mounted on a head of a player; provide, in the second mode, an interaction with the virtual character in accordance with second detection information obtained by a head mounted display mounted on the head of the player; and update the game parameter in accordance with progress of the game in the first mode and the second mode.