Virtual Camera Perspective Adjustment for Game Screen Display

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Solution Overview

Problem

Existing game technologies face challenges in displaying appropriate game screens according to game situations, with virtual camera perspectives often failing to provide detailed views and requiring complex operations, making it difficult for players to perform coordinated actions accurately.

Innovation Solution

A game apparatus that arranges objects in a virtual game world, determines positional relationships, and adjusts virtual camera settings to display suitable game images on multiple displays, allowing for easy player input and coordinate instructions based on game situations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a virtual camera merely follows the player object, then the player can see the player object, but it is impossible to display an appropriate place in detail according to the circumstances

Engineering Contradiction:
Improvecamera following playerVSAvoiddisplay detail accuracy
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

The virtual camera dynamically adjusts its position and perspective based on the game situation. The camera can switch between following the player object and positioning itself to capture specific areas of interest, allowing both ease of operation and detailed display accuracy as needed

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The camera parameters (position, angle, zoom level) are changed based on the game state. When detailed view is needed, the camera zooms in or repositions to highlight specific areas, while maintaining the ability to follow the player when appropriate

Inventive Principle:
Principle #35Parameter changes

2Reliability

If complex button operations are used to instruct detailed actions, then proper operations can be performed, but it is difficult to perform a proper operation at proper timing and beginners may lose interest

Engineering Contradiction:
Improveoperation accuracyVSAvoidoperation simplicity
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The game interface automatically provides relevant controls and instructions based on the current game situation. The system identifies what action is needed and presents the appropriate control mechanism, eliminating the need for players to remember complex button combinations and reducing the learning curve for beginners

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The game provides real-time feedback by displaying relevant controls and instructions based on the current game state. This feedback mechanism guides players on what actions are needed and how to perform them, improving both operation accuracy and ease of operation

Inventive Principle:
Principle #23Feedback

3Ease of operation

If a touch operation to the object image itself is used, then easy operation can be performed, but if a touch operation to one except for the object image is performed, no mark is displayed making it difficult to know the position or range for coordinate instruction

Engineering Contradiction:
Improvetouch operation easeVSAvoidposition information
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The display uses visual indicators (marks) that appear at specific positions to guide touch operations. These marks provide position information and indicate the valid range for coordinate instructions, allowing players to easily perform touch operations while understanding where they should touch

Inventive Principle:
Principle #32Color changes

Solution Approach 2:

Visual marks and indicators serve as intermediaries between the player's touch input and the game's coordinate system. These marks appear at specific positions to guide players on where to touch for coordinate instructions, bridging the gap between simple touch operation and precise coordinate input

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentEP2295122B1Game apparatus, storage medium storing a American Football game program, and American Football game controlling method
Publication Date: 2019.08.07 NINTENDO CO LTD
  • EP2295122B1 patent drawingFigure 1
  • EP2295122B1 patent drawingFigure 2
  • EP2295122B1 patent drawingFigure 3

AI summary

A game apparatus includes a first LCD and a second LCD, and on the first LCD, a two-dimensional game screen including objects positioned in a two-dimensional coordinate is displayed. When a two-dimensional coordinate of a specific object out of the objects positioned in the two-dimensional coordinate satisfies a predetermined condition, a three-dimensional coordinate of each of the objects is calculated on the basis of the two-dimensional coordinate of each of the objects. The object is modeled in the calculated three-dimensional coordinate, moved by a predetermined animation, and then shot by a virtual camera. Accordingly, a game screen of an image (animation) of the three-dimensional virtual space shot by the virtual camera is displayed on the second LCD.