Game Apparatus Trajectory Motion Control for Data Reduction
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Solution Overview
Problem
Existing game technologies require large amounts of motion data to represent complex object motions, leading to increased costs and data storage needs.
Innovation Solution
A game apparatus and computer-readable storage medium that use object position setting, first body part setting, and display control means to move an object in a virtual space, allowing the object to perform motions on predefined trajectories without pre-storing motion images, reducing the amount of required motion data and image data.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If multiple pieces of motion data are stored and blended to represent complicated motions, then the variety of motions of the object is improved, but the amount of motion data and cost to prepare the motion data increases
Solution Approach 1:
The patent segments the object into multiple body parts (head, torso, limbs) and independently controls the motion of each body part using separate motion data. This allows the system to represent complicated overall motions by combining simpler, independent body part motions, thereby reducing the total amount of motion data needed while maintaining motion variety.
Solution Approach 2:
The patent implements a hierarchical motion control structure where body part motions are nested within the overall object motion. The motion of each body part is controlled relative to the object's position and orientation, allowing complex motions to be generated from simpler nested components without requiring separate motion data for every possible combination.
2Adaptability or versatility
If multiple pieces of motion data are stored and blended to represent complicated motions, then the variety of motions of the object is improved, but the cost required to prepare the motion data increases
Solution Approach 1:
By segmenting motion control into independent body parts, the patent reduces the cost of motion data preparation. Instead of capturing and storing complete motion sequences for every possible object pose and motion type, the system only needs to store and process simpler body part motions, which are less costly to acquire and process.
Solution Approach 2:
The patent creates a universal motion control framework where the same body part motion data can be applied to multiple different object poses and scenarios. The motion data for each body part is designed to be multi-functional, allowing it to be blended and adjusted to represent various complicated motions without requiring separate specialized motion data for each case.
3Adaptability or versatility
If motion data is stored and blended based on position touched on touch panel, then variety of motions are realized, but the amount of motion data increases
Solution Approach 1:
The patent segments motion control by body part rather than by input position, allowing the system to achieve motion variety through the independent control of multiple body parts using a smaller set of motion data. Each body part can be controlled based on its own motion characteristics rather than requiring separate motion data for each touch panel position.
Solution Approach 2:
The patent implements dynamic motion control where the motion of each body part is adjusted in real-time based on the object's current position, orientation, and the desired motion type. This dynamic adjustment allows the system to generate a variety of motions using a smaller, more flexible motion data set rather than requiring extensive pre-stored motion data for each possible position.
Data Source
AI summary
In a game apparatus, a trajectory WP on which a waist W of a player character moves and an elliptic trajectory ArP on which an ankle Par of the player character moves are set. When the player character moves in a game space, the waist moves on the trajectory WP and the ankle moves on the elliptic trajectory ArP in accordance with a movement amount of the player character. In this case, while the ankle makes one round on the elliptic trajectory ArP, the waist makes two shuttle movements on the trajectory WP. Thus, motion images in accordance with the movements of legs and feet are not required to be previously prepared and a variety of motions of the legs and feet of the player character can be realized.


