Virtual Camera Control via Player Position Detection
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Solution Overview
Problem
Game controllers with motion sensors limit player involvement in virtual reality as they cannot utilize arbitrary objects or body parts for game operations, making it difficult to set a suitable virtual camera viewpoint, especially in three-dimensional games.
Innovation Solution
An image generation system that acquires player position information using an image sensor to control virtual camera settings such as distance, height, transverse position, and angle of view, and switch between first-person and third-person viewpoints based on player distance and motion, allowing for intuitive and immersive gameplay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a game controller with motion sensor is used, then game operations can be performed intuitively, but the player cannot perform operations using arbitrary objects or body parts, reducing involvement in virtual reality
Solution Approach 1:
The patent replaces the mechanical game controller with an image sensor-based system that captures player movements and objects naturally. The image sensor detects the player's body parts and held objects, substituting the need for specialized controller hardware with optical detection that works with any object or body part the player chooses to use.
Solution Approach 2:
The system allows the player's own body and objects to serve as the input interface. Instead of requiring a dedicated controller, the player uses their hands, arms, or any object they wish, and the image sensor automatically detects and interprets these natural movements as game operations.
2Ease of operation
If a traditional game controller is used, then operation input is simplified, but the virtual camera viewpoint cannot be dynamically adjusted based on player position and motion
Solution Approach 1:
The system continuously monitors the player's position and motion through the image sensor and uses this feedback to dynamically adjust the virtual camera viewpoint. The camera parameters such as distance, height, and angle are automatically modified based on real-time detection of player movements, creating an adaptive viewing experience without requiring manual controller input.
Solution Approach 2:
The virtual camera system transitions from a static viewpoint to a dynamic one that automatically adjusts based on player motion. The camera's position, distance, and angle are made variable and responsive to player actions, allowing the viewpoint to change fluidly as the player moves through the game space.
3Area of stationary object
If the virtual camera distance is increased to show more of the game environment, then the player's field of view is expanded, but the player's involvement in virtual reality is reduced
Solution Approach 1:
The virtual camera distance is made dynamic rather than fixed, automatically adjusting based on the player's position and motion detected by the image sensor. When the player moves closer to the display, the camera distance decreases to maintain immersion; when the player moves away, the camera distance increases to expand the field of view. This dynamic adjustment allows the system to optimize both immersion and field of view based on real-time player behavior.
Data Source
AI summary
An image generation system includes an image information acquisition section that acquires image information from an image sensor. The image generation system further includes an information acquisition section that acquires position information about a player relative to a display section that displays an image or the image sensor based on the image information. The image generation system further includes a virtual camera control section that controls at least one of a distance between a character corresponding to the player and a virtual camera in a depth direction, a distance between the character and the virtual camera in a height direction, a distance between the character and the virtual camera in a transverse direction, and an angle of view of the virtual camera, based on the position information about the player acquired by the information acquisition section. The image generation system further includes an image generation section that generates an image viewed from the virtual camera in an object space.


