Superimposing Virtual Characters on User Photo Game Backgrounds
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current game technologies do not effectively integrate real-world imagery into game environments, limiting the ability to create immersive and dynamic game experiences that utilize real-world settings as interactive game stages.
Innovation Solution
A method and device that detect and utilize image areas with specific feature conditions from photographed real-world images to superimpose characters, allowing for dynamic game interactions and adaptive difficulty levels based on image characteristics.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a pre-defined game screen image is used as background, then the game world view is consistent and immersive, but the ability to integrate real-world imagery and create dynamic game environments is limited
Solution Approach 1:
The system performs preliminary detection of feature image areas in the photographed background image before the game starts. This pre-processing identifies suitable regions for character appearance in advance, allowing the real-world image to be adapted for game use while maintaining structural consistency during gameplay.
Solution Approach 2:
Instead of treating the entire photographed image uniformly, the system applies different processing to different regions by identifying feature image areas with specific characteristics (edges, corners, distinct patterns). Each detected feature area becomes a designated zone for character appearance, creating local variations in image functionality while preserving the overall real-world background.
2Adaptability or versatility
If character appearance positions are fixed in advance, then the game development is simple and consistent, but the game playability and adaptability to different backgrounds are reduced
Solution Approach 1:
The photographed background image itself provides the information needed for character placement. By detecting feature image areas directly from the background image's visual characteristics (edges, corners, patterns), the system eliminates the need for external annotation tools or manual position specification, making the background image self-descriptive for game purposes.
Solution Approach 2:
The system changes the parameter of character appearance position from fixed pre-defined coordinates to dynamically detected feature areas. This parameter transformation allows character positions to adapt to different photographed backgrounds automatically, with the detection algorithm identifying suitable regions based on image characteristics rather than predetermined locations.
3Adaptability or versatility
If the entire photographed image is used as game screen, then the real-world immersion is maximized, but the identification of suitable character appearance areas becomes difficult
Solution Approach 1:
The system detects feature image areas by analyzing visual characteristics such as color variations, edges, and patterns in the photographed image. These visual feature detections identify regions with distinct boundaries or characteristics that are suitable for character appearance, making invisible structural information visible for game design purposes.
Solution Approach 2:
The system segments the photographed background image into multiple feature image areas based on detected visual characteristics. By dividing the continuous real-world image into discrete functional zones (feature areas with edges, corners, or distinct patterns), the system makes it easier to identify and manage character appearance positions while preserving the overall real-world immersion.
Data Source
AI summary
A feature image area that has a similar feature (e.g., quadrangular outline) is extracted from an original two-dimensional image photographed by a player. When a game has started, the original two-dimensional image is displayed as the background of a game stage, and a target character 4 is caused to appear or disappear from the extracted feature image area at a random appearance frequency and a random appearance speed. When the player has touched the target character 4, points are added to the score of the player.


