Virtual Camera Selection Object for Hidden Game Targets

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Solution Overview

Problem

Current video game systems in three-dimensional virtual spaces face challenges in allowing users to easily operate objects that are within the virtual camera's line of sight but not visually recognized, leading to a need for a more convenient graphical user interface (GUI).

Innovation Solution

A system and medium that generate and output game images, including selection objects and hidden objects within the camera's view, allowing users to select and operate objects not initially visible by generating arrangement information based on the virtual camera's position and the object's position, thereby enhancing user interaction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If a GUI is displayed indicating objects within the virtual camera's field of view, then users can visually recognize objects in the line of sight, but users cannot operate objects that are not visually displayed

Engineering Contradiction:
Improveinformation about hidden objectsVSAvoidoperation of hidden objects
Core Design Contradiction:
Loss of informationVSEase of operation

Solution Approach 1:

The patent introduces a selection object as an intermediary element that mediates between the hidden target object and the user. The selection object is displayed on the GUI and corresponds to a hidden object that is not visually displayed in the game image, allowing users to select and operate hidden objects through the selection object's visual representation

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent creates a visual copy or representation of the hidden object through the selection object. This selection object serves as a surrogate that replicates the presence and functionality of the hidden object in the GUI, enabling users to interact with the hidden object without being able to see it directly in the game image

Inventive Principle:
Principle #26Copying

2Adaptability or versatility

If objects are hidden from view to maintain immersion, then the virtual space appears more realistic, but users cannot select or operate these hidden objects

Engineering Contradiction:
Improvevisibility of objectsVSAvoidselection and operation of objects
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent segments the object representation into two parts: the hidden target object that maintains immersion in the virtual space and the selection object that provides interactivity. This segmentation allows the hidden object to remain invisible for immersion while its selection object provides operational capability through the GUI

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The selection object acts as an intermediary that bridges the gap between the hidden object and the user interface. It translates the hidden object's presence into a visible GUI element without compromising the hidden object's invisibility in the game image, thus maintaining immersion while enabling operation

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS10118098B2Program product and system
Publication Date: 2018.11.06 SQUARE ENIX HLDG CO LTD
  • US10118098B2 patent drawing
  • US10118098B2 patent drawing
  • US10118098B2 patent drawing

AI summary

A non-transitory computer-readable medium including a program product for causing a user terminal to realize functions to control progress of a video game that proceeds in a three-dimensional virtual space in which a virtual camera is arranged is provided. The functions include to: generate first output information on the basis of information obtained by the virtual camera; generate second output information regarding a selection object configured to be able to be selected and indicating a target object being a target of an action; generate arrangement information regarding arrangement of the selection object indicating a hidden object which is the target object existing within an angle of view of the virtual camera and not displayed on an output device; and output a game image containing the selection object to the output device on the basis of the first output information, the second output information, and the arrangement information.