Multi-Display Game System for Spatial Immersion

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Solution Overview

Problem

Conventional games using a single display device limit the user's perception of space, as operations are performed based on displays within a limited screen range, failing to provide a sense of broadness.

Innovation Solution

A game system utilizing multiple display devices, where a first display issues instructions and a second display presents results based on user input and timing differences, allowing the user to feel as if they are interacting within a larger space by integrating input devices with display devices and synchronizing with music rhythms.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If a single display device is used for game operations, then the device complexity is reduced, but the user's perception of space broadness deteriorates

Engineering Contradiction:
Improvedisplay device configurationVSAvoidperceived space broadness
Core Design Contradiction:
Device complexityVSArea of stationary object

Solution Approach 1:

The display system is segmented into multiple independent display devices (first display device for instructions, second display device for results), allowing each device to handle specific game functions. This segmentation creates a broader perceived space while maintaining manageable device complexity through functional distribution.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent transitions from a single-dimension display to a multi-dimensional display arrangement by introducing spatial separation between instruction display and result display. This dimensional expansion allows users to perceive broader space while engaging with the game across multiple display surfaces.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Ease of operation

If game operations are performed based on limited screen display, then the ease of operation is improved, but the user's sense of space broadness deteriorates

Engineering Contradiction:
Improveoperation simplicityVSAvoidperceived space broadness
Core Design Contradiction:
Ease of operationVSArea of stationary object

Solution Approach 1:

Game operations are segmented into instruction reception (on first display) and result presentation (on second display). This segmentation allows simple local interactions on each device while collectively creating a broader operational space that enhances user immersion.

Inventive Principle:
Principle #1Segmentation

3Area of stationary object

If multiple display devices are used to expand perceived space, then the user's sense of space broadness is improved, but the device complexity increases

Engineering Contradiction:
Improveperceived space broadnessVSAvoiddisplay device configuration
Core Design Contradiction:
Area of stationary objectVSDevice complexity

Solution Approach 1:

Each display device is designed with multi-functionality, capable of displaying both game instructions and results as needed. This universality reduces overall system complexity by allowing flexible resource allocation across devices rather than requiring specialized hardware for each function.

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

Solution Approach 2:

The game control device acts as an intermediary that coordinates between multiple display devices, managing the distribution of instructions and results. This intermediary approach simplifies the complexity by centralizing control logic while allowing distributed display execution.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Device complexity

If game instructions and results are displayed on the same device, then the device complexity is reduced, but the timing precision for game processes deteriorates

Engineering Contradiction:
Improvedisplay system structureVSAvoidinput timing accuracy
Core Design Contradiction:
Device complexityVSMeasurement precision

Solution Approach 1:

The display system is segmented into separate devices for instructions and results, enabling independent timing control for each display function. This segmentation allows precise measurement of input timing relative to instruction display while separately managing result presentation timing.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system implements feedback mechanisms where the game control device monitors timing of user inputs against displayed instructions on the first display device, then presents results on the second display device. This feedback loop ensures timing precision is maintained through centralized coordination.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS9101839B2Computer-readable storage medium having stored therein game program, game apparatus, game system, and game processing method
Publication Date: 2015.08.11 NINTENDO CO LTD
  • US9101839B2 patent drawing
  • US9101839B2 patent drawing
  • US9101839B2 patent drawing

AI summary

The game apparatus displays on a television a scene in which a pirate shoots an arrow at a first timing. Next, the game apparatus determines, at a second timing which is a timing after a predetermined time period has elapsed from the first timing, whether the attitude of a terminal device is an attitude in accordance with an instruction issued by the pirate when the pirate shot the arrow at the first timing. When the attitude of the terminal device is the attitude in accordance with the instruction issued by the pirate, the game apparatus displays a scene in which the arrow has reached the screen of the terminal device.