VR Timing Game View Field Dynamics

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Solution Overview

Problem

VR rhythm games lack diversity in user interactions due to a fixed virtual space, leading to monotonous gameplay as users perform repetitive actions without fully utilizing VR's spatial dynamics.

Innovation Solution

A timing game system that dynamically changes the view field of a virtual space image on a head-mounted display based on user movement, incorporating multiple hit areas and movement lines, allowing users to perform actions at varied timings and locations within a wider virtual space.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a fixed virtual space is used in VR rhythm games, then the game structure is simple and easy to implement, but the gameplay becomes monotonous and lacks diversity

Engineering Contradiction:
Improvegameplay diversityVSAvoidvirtual space structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies the dynamics principle by making the virtual space configurable and changeable. The system allows the virtual space to be dynamically adjusted based on game progress, enabling transitions from simple 2D planes to complex 3D environments. This resolves the contradiction by providing gameplay diversity through dynamic space transformation while maintaining implementation simplicity through a modular configuration system.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent implements dimensionality change by enabling transitions between 2D and 3D virtual spaces. The system can configure the virtual space to include depth information and three-dimensional object arrangements, allowing users to interact with objects from multiple spatial perspectives. This resolves the monotony of fixed 2D gameplay while managing complexity through controlled dimensional transitions.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Adaptability or versatility

If the virtual player always stands at the same place and faces the same direction, then the game implementation is simple, but user actions become repetitive and boring

Engineering Contradiction:
Improveaction diversityVSAvoidplayer positioning system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies dynamics by making the virtual player's position and orientation changeable. The system allows the virtual player to move to different locations and face different directions based on game requirements. This resolves the action repetitiveness issue while managing implementation complexity through a flexible positioning system that adapts to game progress.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent segments the player's interaction space by dividing the virtual space into multiple configurable regions and positions. Instead of a single fixed player position, the system creates multiple possible player locations and orientations, allowing diverse actions in different spatial contexts. This resolves action monotony while keeping the system manageable through regional segmentation.

Inventive Principle:
Principle #1Segmentation

3Adaptability or versatility

If a wide virtual space range is created with multiple hit areas, then gameplay diversity improves, but the view field management becomes more complex

Engineering Contradiction:
Improvehit area coverageVSAvoidview field control system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies dynamics by making the view field configurable and adaptable. The system adjusts the view field parameters based on the virtual space configuration and game progress, allowing the display to optimize its coverage area dynamically. This resolves the hit area coverage requirement while managing view field control complexity through adaptive parameter adjustment.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent implements local quality by allowing different regions of the virtual space to have different properties and requirements. The system configures specific hit areas with unique characteristics within the broader virtual space, enabling focused interaction zones while maintaining overall space flexibility. This resolves the coverage-diversity requirement while simplifying view field management through regional optimization.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS11364432B2Timing game device and program for timing game
Publication Date: 2022.06.21 ALPHA CODE INC
  • US11364432B2 patent drawing
  • US11364432B2 patent drawing
  • US11364432B2 patent drawing

AI summary

A timing game device includes a virtual-space image display unit 13, a movement-line display unit 14, and an object display unit 15. The virtual-space image display unit 13 generates a virtual space image, based on VR image data in which a hit area is set in a virtual space having a range wider than a view field of the HMD 200 and displays the virtual space image on a HMD 200. The virtual space image has a view field that changes in response to a movement of the HMD 200. The movement-line display unit 14 generates and displays a movement line of an object that moves to a hit area. The object display unit 15 displays the object to move along the movement line. A game is caused to progress by performing an operation at a timing at which the object reaches the hit area set in the virtual space of the changed view field while appropriately changing the view field of the virtual space image in response to the movement of the HMD 200.