Virtual Camera Control for Secondary Users in Game Systems
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing game systems lack the ability to provide a dynamic virtual image to users other than the player, limiting the interactive and viewing experience for spectators or secondary users.
Innovation Solution
A processing device and method that includes an input interface for receiving instructions to operate a virtual camera, a memory to store arrangement coordinates of player and operator character objects, and a processor to update these coordinates and generate a virtual image of a virtual game space, allowing for dynamic imaging and viewing by secondary users.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a traditional game system is used where only the player user can control the game progression, then the player user has full control over the game, but users different from the player user cannot provide dynamic virtual images or control game elements
Solution Approach 1:
The system allows a single game system to serve multiple user types (player users and users different from player users) with different functionalities. The processor executes different operations based on user type: player users control game progression while users different from player users control virtual cameras and operator character objects, enabling the system to be universally applicable to both gaming and spectating functions
Solution Approach 2:
The system segments control functions between different user types. Player users have control over game elements and progression, while users different from player users have control over virtual camera positioning and operator character objects. This segmentation allows each user type to have specialized controls appropriate to their role without interfering with the other
2Adaptability or versatility
If a fixed camera view is used in the virtual game space, then the system is simple to implement, but secondary users cannot view the game from various perspectives
Solution Approach 1:
The virtual camera is made dynamic and controllable by users different from player users. The processor updates the arrangement coordinates of the virtual camera based on operations received from these users, allowing the camera to move freely within the virtual game space. This transforms the camera from a static element to a dynamic one that adapts to user viewing preferences
Solution Approach 2:
An operator character object is introduced as an intermediary between the user different from the player user and the virtual camera. The operator character object is associated with the virtual camera and moves together with it, serving as a visual representation and control interface. This intermediary makes the abstract camera control more tangible and user-friendly
3Ease of operation
If only player user actions are tracked, then the game progression is simple to manage, but interactive experience for spectators or secondary users is limited
Solution Approach 1:
The system maintains game state information that serves dual purposes: it supports both player user control and user different from player user viewing. The processor manages game progression based on player user operations while simultaneously providing the game state to users different from player users for their virtual camera control and viewing, making the information management universally useful for both user types
Data Source
AI summary
A processing device includes: an input interface receiving an instruction to operate an operator character object associated with a first virtual camera in a virtual game space in which a player character object is arranged; a memory storing arrangement coordinates of the player character object, the first virtual camera, and the operator character object; and a processor. The processor is configured to execute computer readable instructions to update the arrangement coordinates of the operator character object and the first virtual camera to updated arrangement coordinates when receiving the instruction, virtually image the virtual game space by the first virtual camera arranged at the updated arrangement coordinates, and generate a first virtual image of the virtual game space virtually imaged by the first virtual camera.


