WO2007013151A1 - Play log creating device and program for creating play log - Google Patents
Play log creating device and program for creating play log Download PDFInfo
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- WO2007013151A1 WO2007013151A1 PCT/JP2005/013735 JP2005013735W WO2007013151A1 WO 2007013151 A1 WO2007013151 A1 WO 2007013151A1 JP 2005013735 W JP2005013735 W JP 2005013735W WO 2007013151 A1 WO2007013151 A1 WO 2007013151A1
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- WIPO (PCT)
- Prior art keywords
- game
- play log
- material data
- play
- program
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- the present invention relates to a play log generation device that generates a play log created by executing a game and a program that generates a play log. More specifically, the present invention analyzes game information generated by executing a game.
- the present invention relates to a play log generation device that generates a play log in a format that can be edited and browsed by an unspecified number of users, and a program that generates the play log.
- the power with which many computers are developed today Especially in sports competition games such as golf, soccer, and field games, the playing situation during the game, various numerical information related to play, scores, etc. It is stored, and after the competition, you can enjoy and reproduce the scenes and scores you are interested in based on the stored information.
- the information to be saved includes various powers depending on the type of game. Basically, it includes video information (still images / moving images), audio information, and text information that appear during the game.
- the above is the power to memorize information about the golf game itself.
- Various sounds to boost the progress of the game such as swing sounds, ball hit sounds, gallery cheers, wind sounds and bird chirps. And so on. These various sounds are stored as audio information and later reproduced simultaneously with the video.
- Japanese Patent Laid-Open No. 2002-273048 discloses an apparatus that creates a newspaper article image that imitates a game result as a newspaper article and displays it on a monitor. According to this publication, the attention index for various situations that occur as the game progresses is calculated from the start of the game. There is disclosed means for generating a newspaper article image imitating a newspaper article by extracting a game situation or character that is accumulated to the end and given the maximum attention index.
- the present invention collects game information that also provides program power to execute a game program, and generates a play log that can reproduce a play situation based on the collected game information.
- a log generation device is provided. More specifically, first, game information generated by executing the game program is collected, and the game information is analyzed based on a predetermined analysis standard. Based on this analysis, material data related to game information is stored. The material data is evaluated according to a predetermined evaluation standard, and material data used in the play log is selected. The selected material data is edited and edited with a pre-prepared play log “Template”, and a play log that can be browsed by an unspecified number of people is generated through the telecommunication network.
- the present invention automatically generates a play log that combines the contents of a game competition using characters, still images, moving images, and audio, the past game progress status can be viewed by browsing the play log. Can be remembered relatively easily, and the play log can be browsed by an unspecified number of people through the telecommunication network, so that people interested in the game, especially friends, can play the game. It has the advantage that it can browse logs and share information related to game content.
- FIG. 1 is a functional block diagram showing an embodiment of an apparatus for generating a play log according to the present invention.
- the block diagram shown in Figure 1 shows the various types generated by the game program execution.
- the creation function is divided into blocks for convenience. Since they process data together, they do not necessarily have to be divided into the blocks shown in Figure 1. It is also possible to configure each block to be processed in parallel.
- the present embodiment is a power for explaining and explaining the game “golf as a program”.
- the technical idea of the present invention is not limited to a golf game, but can be any game program such as soccer or baseball. It can be applied to other programs.
- the embodiment according to the present invention is not limited to the power described by an example realized by a personal computer, and is not limited to this. Any device capable of communicating with a network may be used as a mobile phone, a personal portable information device (PDA). ), And can be realized with a home game machine or an arcade game machine.
- PDA personal portable information device
- the personal computer 10 is based on a game program stored in the game execution unit 11, and is controlled by a control unit 12 mainly composed of a dedicated or general-purpose CPU. 'Run the game.
- the game player 1 inputs a predetermined operation signal from a dedicated input device 14 such as a computer keyboard, mouse or joystick while watching the display device 13 controlled by the control unit 12.
- the predetermined motion signal is basically the selection of the golf club and how to swing the club, mainly the direction of the club swing and the strength of the impact on the golf ball. It is powered.
- initial setting items for executing the golf game are also input from the input device 14. For example, as information related to the golf course itself, golf course selection, golf course weather, wind direction, etc., and information related to the golf player itself, such as player name, gender, age, handicap, dominant arm, clothes Is selected.
- the control unit 12 controls the progress of the game based on the input signal of the input device 14 and draws the scene on the display device 13.
- the progress of the golf game can be briefly described as follows. First, the game player selects information related to the hole displayed on the display device 13, such as the distance to the cup, the direction of the dogway on the fairway, the position of the bunker, and the club of the tee shot. Do. necessary If this is the case, you can also take a bird's-eye view from above the course to see what the hole is like. Next, the ball launch direction is set in consideration of the wind direction, and the club swing-down is controlled by operating the input device 14 while viewing the display device 13. Well-known techniques are used to control how the club swings down and the timing of impact on the golf ball.
- the game program calculates the trajectory of the launched ball from information such as the direction of swinging down the club, the head 'speed at impact, and the face angle, and calculates the landing point of the ball.
- the cheer of the gallery will flow according to the outcome of the tee shot, following the impact sound of the golf ball, in order to enhance the effect of the golf 'game.
- you can listen to birdsong and wind sounds as needed. All of these series of processes are automatically processed by the program, and the scene is drawn three-dimensionally on the display device 13.
- the processing result is stored in the memory as game information 15 and can be used for reproduction after the game ends.
- the second and subsequent shots have different degrees of difficulty depending on where the ball is located on the fairway, rough or bunker. All the information is displayed on the display device 13. From the information displayed on the display device 13, the player can select the club to be used for the shot and how to hit the golf ball. When the shot is shot and the green is captured, the display device 13 displays the scene of the golf ball rolling on the green. If you chip in or close to the cup, you will hear a big cheer in the gallery. When the golf ball is positioned on the green, information necessary for manipulating the putter, such as the distance to the cup and the appearance of the undulation of the green surface, is displayed on the display device 13. When the putter is successfully struck and the golf ball enters the cup, the cheering of the gallery follows the sound entering the cup. Such a scene is stored as game information for reproduction after the game ends. Thereafter, the grade of the course is displayed on the display device 13.
- the golf game ends when all the holes specified in the rules have been hit, and the final score is displayed. Basically, in addition to the total number of hits, the ability to show the number of hits in each hole, as well as the driver's average and maximum distance, paron rate, average number of putts, etc. are calculated and displayed, as well as par, birdies, bogies The number of times is also shown. These days The data is used as basic data when generating a play log, as will be described later.
- the game execution unit 11 operates in response to input signals of 14 input devices, and the progress of the game is drawn on the display device 13. That is, in step 201 of FIG. 2, a golf ball is launched by the operation of the game player, and the trajectory of the ball is calculated in step 202. Thereby, the trajectory of the golf ball is displayed on the display device 13 in step 203, and the golf ball is finally stopped at any place on the course. As described above, various situations generated from the launch of the golf ball to the rest are output as game information 15 to the game information analysis unit 16 in step 204.
- step 205 the game information analysis unit 16 analyzes the content of the game information according to a predetermined criterion.
- the standard set in advance is basically based on whether the content can be used as a material for posting in the play log. If it is determined that the content can be used for the play log, the game information analysis unit 16 outputs a material data generation instruction 17 in order to capture the content as material data for the play log.
- the process proceeds to step 206, where the material data generation unit 18 generates the still image, video, and sound generated from the golf ball launch to the stationary in step 207. Is taken in as. These data are stored in the material data storage server 20 in step 208.
- FIG. 3 shows an example of a detailed flowchart of steps 205 and 207 for analyzing game information in the game information analysis unit 16.
- the game information is analyzed when the golf ball is launched and when the golf ball is stopped.
- the force of swinging the shot step 301
- a mis-shot like a large slice or hook step 303
- Fine play like hitting a shot of a conspiracy step 303
- hitting a great miracle shot from a bunker step 303
- heading to the center of the fairway It is analyzed (step 304).
- step 305 the empty scene is shot and saved as a still image. If a miss shot is made, the process proceeds to step 306, and the still image obtained when the miss shot is made remains.
- step 307 a movie of the miracle shot is shot in step 307, and the process proceeds to step 308 to record and save a gallery trap. If a fine play is performed, a still picture of the fine play is photographed at step 309 and at the same time a sigh of the gallery is recorded at step 310.
- the above-mentioned moving image, still image, and gallery sound are saved by capturing the data generated by the execution of the game execution unit 11.
- the stop point of the ball is determined. That is, when the game information indicates the following stop point, the scene at that time is stored. For example, Cup-in (Step 311), Green On (Step 312), Fairway (Step 313), Rough (Step 314), Pond and Creek (Step 315), Bunker (Step 316), Other (Kashiki ⁇ Construction Near the object) (step 317).
- step 318 When the ball falls to the position as described above, the scene at that time is stored as necessary. In other words, if the ball is cupped in, the video of the cup-in at step 318 is saved, and the still image at the time of the cup-in is shot at step 319, and the process further proceeds to step 320 to record the gallery trap. . If the ball is on the green, the still image from the shot at step 321 is taken. If the ball maintains its way, the still image from the shot at step 322 is taken. If the ball enters the rough, in step 323 a still image of the ball located in the rough is taken.
- the video at the time of entering the ball is saved at step 324, and a still image at the time of entering the ball is taken at step 325. Recorded. Also, if the ball enters the bunker, the video when the ball enters the bunker is saved in step 327, and step 32 In step 8, a still image of the ball in the bunker is taken, and the process proceeds to step 329 to record the sigh of the gallery. If the ball is in the vicinity of the building, a still image of the ball position is shot at step 330. The moving image, still image, and sound as described above are saved by taking in the data generated by the execution of the game execution unit 11 as described above.
- step 331 When data such as a predetermined image 'sound' is saved in accordance with the analysis standard, the process proceeds to step 331, and information related to the saved data is generated and stored together with the data. For example, a sentence describing the play situation including the hole number, number of strokes, score, etc., in which the play was made is created.
- the game information analysis unit 16 recognizes various situations or events that occur with the progress of the game, issues a material data generation command, and based on the command, the material data generation unit 18 Import and save material data. At that time, the material data generation unit 18 adds an information tag for managing the material data to the data body and stores it.
- FIG. 4 shows the power of the data structure of the material data stored in the material data storage server 20. Further items can be added as needed without being limited to this structure. In addition, only the location (address) for storing the contents of the information tag may be added to the data body.
- the material data 40 includes an information tag 41 and a data body 42.
- the information tag 41 stores information for specifying the content of data stored in the data body. That is, the information tag 41 includes data information 43, play information 44, player information 45, and rating 46, and the data body 42 includes a data format 47 and data 48.
- the data information 43 is a part for storing general management information of the material data.
- the data number indicating the management number of the material data 40, and the data 48 are still images, moving images, sounds, and other data. It consists of a data type that indicates whether the format represents a deviation.
- the play information 44 stores data indicating the situation during play of the data 48. That is, the date and time of play, the course number indicating which golf course it is, the cup number indicating the cup position used at the time of play, the tee indicating the tee used at the time of play, the shot at which hole The number of holes indicating whether or not a shot has been made and the number of shots indicating the number of shots are stored.
- the player information information related to the player is stored.
- the player's name, handy, gender, dominant arm, and the number of the character used during play are stored.
- the player information may not be added for each material data, but may be stored for each game in a predetermined location.
- the rating is an evaluation value indicating the evaluation value of the material data, and is left blank when the material data is generated.
- a predetermined numerical value is input when the material data described later is evaluated.
- the data body 42 is composed of a data format 47 and data 48.
- the data format indicates what kind of data the data contained in the data 48 is. For example, if it is a still image, JPEG, PNG, and other format formats are applicable. If it is a movie, it is WMV, MOV, AVI or other format. For audio, it is recorded in a format such as WA V, MP3, AAC. These still images, moving images, and audio data are stored in data 48 as binary data.
- the information tag of the material data is used when evaluating material data described later, and the evaluation result is stored in the rating 46.
- various types of information can be selected depending on the game content and other needs.
- the material data evaluation unit 21 reads the material data 22 stored in the material data storage server 20, and performs the evaluation and weighting of the material data according to a predetermined evaluation standard (step 210).
- This evaluation standard can be created by picking up various events and events that occur in golf games and setting the rating values in order of the degree of attention. For example, in addition to giving ratings based on the number of hits such as Albatross, Birdies, Pars, Bogies, etc., ratings can be set for feats such as Hole-in-One and Chip-in.
- the rating numerical power also determines the material data used for the play log.
- the play log is assumed to be in the form of a blog (web diary), for example, and the material data used in the play log is limited in the selection of material data due to the quantitative limitation of being posted as a diary. Basically, the ability to select material data with a high rating You can program the material data to select material data with a particularly low rating from the content of the material data itself.
- the data is sent as the topic data 23 to the play log generation unit 24, and the process proceeds to step 211 where play log generation / conversion is performed as described later. .
- the play log generation unit 24 automatically performs an editing operation for pasting the topic data 23 into a predetermined play log template.
- the play log template is prepared in various formats, and a desired form may be selected from them, or may be set automatically.
- the play log 50 is automatically created so that a paper of a form such as a blog (web diary) can be published on the Internet.
- a context prepared in advance for play content may be automatically selected and assigned, or the player himself / herself may write his / her own impressions after play.
- predetermined material data is read from the topic data 23 and pasted into the play log template.
- the play log When a play log is created, the play log is sent to the data conversion unit 25 and converted into a document description language such as HTML, XML, or SWF that can be published on the web.
- the converted play log is transferred to the play log storage server 26 (step 212), and the play log can be viewed on the general-purpose web browser of each individual computer 28 through the network 27 representing the Internet. .
- the play log displayed on the computer 28 displays text and still images, but by clicking a predetermined place, it is possible to output moving images and audio. In Figure 5, if you click on the area 53 where the player is drawn, A video of the golf ball ’s flight status, etc. will be screened with a live sound.
- the play log stored in the play log storage server 26 can be viewed on a terminal such as a desktop personal computer, but can be transmitted and received by a mobile phone or a personal information device (PDA) for personal use. In addition, it can be viewed on devices that mainly play games such as home game machines and arcade game machines.
- the play log storage server 26 determines the power of the device that is sending the viewing request and determines the transmission request signal strength of the device, and transmits a play log in a format suitable for the display of the terminal device. it can.
- the play log published on the web can be viewed by any number of people, and in particular, the contents of games and game battles can be shared within friends and other specific communities, so information can be shared. .
- the impressions about the play log can be exchanged in a blog format, the conversation within the community can be promoted.
- FIG. 1 is a functional block diagram showing an embodiment of an apparatus for generating a play log according to the present invention.
- FIG. 2 is a flowchart showing steps for generating a play log according to the present invention.
- FIG. 3 is a flowchart showing steps for analyzing game information according to the present invention.
- FIG. 4 Shows the data structure of material data stored in the material data storage server.
- FIG. 5 shows an example of a play log generated by the present invention.
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Abstract
Description
明 細 書 Specification
プレイログ生成装置及びプレイログを生成するプログラム Play log generation device and program for generating play log
技術分野 Technical field
[0001] 本発明は、ゲームの実行により作成されるプレイログを生成するプレイログ生成装 置及びプレイログを生成するプログラムに関し、さらに詳しくは、ゲームの実行により 生成されたゲーム情報を解析するとともに編集し、不特定多数の利用者の閲覧に供 することのできる形式のプレイログを生成するプレイログ生成装置及びプレイログを生 成するプログラムに関する。 [0001] The present invention relates to a play log generation device that generates a play log created by executing a game and a program that generates a play log. More specifically, the present invention analyzes game information generated by executing a game. The present invention relates to a play log generation device that generates a play log in a format that can be edited and browsed by an unspecified number of users, and a program that generates the play log.
背景技術 Background art
[0002] 今日多くのコンピュータ.ゲームが開発されている力 とりわけゴルフ、サッカー、野 球などのスポーツ競技のゲームにおいては、ゲーム中のプレイ状況、プレイに関連す る様々な数値情報、スコア等が保存され、競技後にこれらの保存された情報を基礎 にして、興味のある場面やスコアを再現して楽しむことができる。保存される情報は、 ゲームの種類に応じて多岐に亘る力 基本的にはゲーム中に現れた映像情報 (静止 画 ·動画)、音声情報、文字情報が含まれる。 [0002] The power with which many computers are developed today. Especially in sports competition games such as golf, soccer, and field games, the playing situation during the game, various numerical information related to play, scores, etc. It is stored, and after the competition, you can enjoy and reproduce the scenes and scores you are interested in based on the stored information. The information to be saved includes various powers depending on the type of game. Basically, it includes video information (still images / moving images), audio information, and text information that appear during the game.
[0003] 例えば、ゴルフ ·ゲームの場合、プレイ状況としては、プレイヤーのスイング、ゴルフ [0003] For example, in the case of a golf game, the player's swing, golf
'ボールの飛行経路や落下後のバウンド状態、パター後のボールの転がり状態や力 ップへ入る様子などが保存される。また、数値情報としては、プレイヤーの使用したゴ ルフ ·クラブの種類や番手、ゴルフ ·ボールの飛行距離や落下してからの移動距離、 カップへ入るまでの打数などが記憶される。 'The flight path of the ball, the bounce state after the fall, the rolling state of the ball after the putter and the state of entering the force are saved. As numerical information, the type and count of the golf club used by the player, the flight distance of the golf ball, the movement distance after falling, and the number of hits before entering the cup are stored.
[0004] 以上は、ゴルフ'ゲーム自体に関する情報を記憶するのである力 ゲームの進行を 盛り上げるための様々な音、例えば、スイング音やボールのヒット音、ギャラリーの歓 声、風の音や鳥のさえずり声などが加わる。これらの様々な音が音声情報として記憶 され、後に映像とともに同時に再現される。 [0004] The above is the power to memorize information about the golf game itself. Various sounds to boost the progress of the game, such as swing sounds, ball hit sounds, gallery cheers, wind sounds and bird chirps. And so on. These various sounds are stored as audio information and later reproduced simultaneously with the video.
[0005] また、ゲームの対戦結果を新聞記事に模した新聞記事画像を作成し、モニタ上に 表示する装置が特開 2002— 273048号公報に開示されている。本公報によれば、 ゲームの進行に伴って発生する様々な状況に対する注目指数をゲームの開始から 終了まで累積し、その最大の注目指数が付与されて 、るゲーム状況やキャラクタを 抽出して新聞記事に模した新聞記事画像を生成する手段が開示されている。 [0005] Also, Japanese Patent Laid-Open No. 2002-273048 discloses an apparatus that creates a newspaper article image that imitates a game result as a newspaper article and displays it on a monitor. According to this publication, the attention index for various situations that occur as the game progresses is calculated from the start of the game. There is disclosed means for generating a newspaper article image imitating a newspaper article by extracting a game situation or character that is accumulated to the end and given the maximum attention index.
発明の開示 Disclosure of the invention
発明が解決しょうとする課題 Problems to be solved by the invention
[0006] 上述した従来の技術では、対戦ゲーム中に発生したもっとも注目すべき状況を新 聞記事に模した新聞記事画像として生成するに過ぎず、プレイ結果を広くインターネ ットを介してウェブ上に公開することができない。 [0006] With the conventional technology described above, the most noticeable situation that occurred during the battle game is merely generated as a newspaper article image simulating a news article, and the play results are widely distributed on the web via the Internet. Can not be published.
課題を解決するための手段 Means for solving the problem
[0007] 本発明は、ゲーム ·プログラムを実行するプログラム力も提供されるゲーム情報を収 集し、その収集されたゲーム情報に基づ 、てプレイ状況を再現することのできるプレ イログを生成するプレイログ生成装置を提供する。さらに詳しくは、まずゲーム'プログ ラムの実行により生成されたゲーム情報を収集し、そのゲーム情報を予め定める解析 基準に基づき解析する。その解析に基づきゲーム情報に関連する素材データが格 納される。その素材データは予め定める評価基準で評価され、プレイログで使用され る素材データが選択される。選択された素材データは予め用意されたプレイログ 'テ ンプレートで整形'編集され、電気通信回線網を通じて不特定多数の閲覧に供し得 るプレイログが生成される。 発明の効果 [0007] The present invention collects game information that also provides program power to execute a game program, and generates a play log that can reproduce a play situation based on the collected game information. A log generation device is provided. More specifically, first, game information generated by executing the game program is collected, and the game information is analyzed based on a predetermined analysis standard. Based on this analysis, material data related to game information is stored. The material data is evaluated according to a predetermined evaluation standard, and material data used in the play log is selected. The selected material data is edited and edited with a pre-prepared play log “Template”, and a play log that can be browsed by an unspecified number of people is generated through the telecommunication network. The invention's effect
[0008] 本発明は、ゲーム競技の内容を文字 ·静止画 ·動画 ·音声を用いて組み合わしたプ レイログが自動的に生成されるため、そのプレイログを閲覧することにより過去のゲー ム進行状況を比較的容易に思い出すことが可能であるとともに、そのプレイログを電 気通信回線網を通じて不特定多数の人々の閲覧に供することできるので、そのゲー ムに興味を持つ人々、特に友人がそのプレイログを閲覧し、ゲーム内容に関連する 情報を共有することができるという利点を有する。 [0008] Since the present invention automatically generates a play log that combines the contents of a game competition using characters, still images, moving images, and audio, the past game progress status can be viewed by browsing the play log. Can be remembered relatively easily, and the play log can be browsed by an unspecified number of people through the telecommunication network, so that people interested in the game, especially friends, can play the game. It has the advantage that it can browse logs and share information related to game content.
実施例 Example
[0009] 図 1は、本発明に係るプレイログを生成する装置の一実施例を示す機能ブロック図 である。図 1に示すブロック図は、ゲーム ·プログラムの実行によって生成される様々 なゲーム情報をゲーム'プログラム力も抽出し、その情報を元に最終的にプレイログを 生成することを目的として、その作成機能を便宜上ブロック分けしてあるが、実際の装 置あるいはプログラムではブロック全体が一体となってデータを処理するので、必ず しも図 1に示すブロックに分割されなければならないものではない。また、各ブロックを 並列的に処理するように構成することもできる。さらに、本実施例は、ゲーム'プロダラ ムとしてゴルフ'ゲームを取り上げて説明する力 本発明の技術的思想は、ゴルフ'ゲ ームに限定されるものではなぐあらゆるゲーム 'プログラム、たとえばサッカー、野球 などのプログラムにも適用可能である。ゲーム情報や素材データをどのように収集し、 評価するかは、各ゲームの特質に応じて適宜決められる。本発明に係る実施例は、 以下パーソナル 'コンピュータによって実現される例で説明される力 これに限られず 、ネットワークと通信できる装置であれば何でもよぐ携帯電話機、個人向け携帯型情 報機器 (PDA)、家庭用ゲーム機や業務用ゲーム機などで実現することができる。 FIG. 1 is a functional block diagram showing an embodiment of an apparatus for generating a play log according to the present invention. The block diagram shown in Figure 1 shows the various types generated by the game program execution. In order to extract game information and game's program power, and finally generate a play log based on that information, the creation function is divided into blocks for convenience. Since they process data together, they do not necessarily have to be divided into the blocks shown in Figure 1. It is also possible to configure each block to be processed in parallel. Further, the present embodiment is a power for explaining and explaining the game “golf as a program”. The technical idea of the present invention is not limited to a golf game, but can be any game program such as soccer or baseball. It can be applied to other programs. How to collect and evaluate game information and material data is appropriately determined according to the characteristics of each game. The embodiment according to the present invention is not limited to the power described by an example realized by a personal computer, and is not limited to this. Any device capable of communicating with a network may be used as a mobile phone, a personal portable information device (PDA). ), And can be realized with a home game machine or an arcade game machine.
[0010] 図 1を参照して、パーソナル 'コンピュータ 10は、ゲーム実行部 11に格納されたゲ ーム ·プログラムに基づき、専用または汎用の CPUを中心に構成される制御部 12の 制御によりゴルフ'ゲームを実行する。ゲーム'プレイヤ一は、制御部 12によって制御 される表示装置 13を見ながらコンピュータ 'キーボード、マウスまたはジョイスティック などの専用の入力装置 14から所定の動作信号を入力する。ゴルフ'ゲームの場合所 定の動作信号は、基本的にはゴルフ'クラブの選択、およびそのクラブの振り方、主 にクラブの振る方向およびゴルフ ·ボールへのインパクトの強弱が入力装置 14力も入 力される。その他、ゴルフ'ゲームを実行する際の初期設定事項も入力装置 14から 入力される。例えば、ゴルフ場自体に関連する情報として、ゴルフ場の選択、ゴルフ 場の天候、風向きなど、また、ゴルフ'プレイヤー自体に関連する情報として、プレイ ヤー名、性別、年齢、ハンディキャップ、利き腕、服装の選択などが入力される。 [0010] Referring to FIG. 1, the personal computer 10 is based on a game program stored in the game execution unit 11, and is controlled by a control unit 12 mainly composed of a dedicated or general-purpose CPU. 'Run the game. The game player 1 inputs a predetermined operation signal from a dedicated input device 14 such as a computer keyboard, mouse or joystick while watching the display device 13 controlled by the control unit 12. In the case of a golf game, the predetermined motion signal is basically the selection of the golf club and how to swing the club, mainly the direction of the club swing and the strength of the impact on the golf ball. It is powered. In addition, initial setting items for executing the golf game are also input from the input device 14. For example, as information related to the golf course itself, golf course selection, golf course weather, wind direction, etc., and information related to the golf player itself, such as player name, gender, age, handicap, dominant arm, clothes Is selected.
[0011] ゲームの進行に際し、制御部 12は、入力装置 14力も入力された信号に基づき、ゲ ームの進行を制御し、その情景を表示装置 13に描き出す。ゴルフ'ゲームの進行を 簡単に述べると次のとおりである。まず、ゲーム'プレイヤ一は、表示装置 13に表示さ れたそのホールに関連する情報、例えばカップまでの距離、フェアウェイのドッグレツ グの方向やバンカーの位置などの情報力 ティショットのクラブの選択を行なう。必要 な場合は、そのホールどのような状況にあるのかを確認するために、コース上空から 鳥瞰することもできる。次に、風向きを考慮してボールの打ち出し方向を設定して、表 示装置 13を見ながらクラブの振り下ろしを入力装置 14の操作により制御する。クラブ の振り下ろす強さとゴルフ'ボールへのインパクトのタイミングをどのように制御するか は、従来から良く知られた技術が用いられる。 When the game progresses, the control unit 12 controls the progress of the game based on the input signal of the input device 14 and draws the scene on the display device 13. The progress of the golf game can be briefly described as follows. First, the game player selects information related to the hole displayed on the display device 13, such as the distance to the cup, the direction of the dogway on the fairway, the position of the bunker, and the club of the tee shot. Do. necessary If this is the case, you can also take a bird's-eye view from above the course to see what the hole is like. Next, the ball launch direction is set in consideration of the wind direction, and the club swing-down is controlled by operating the input device 14 while viewing the display device 13. Well-known techniques are used to control how the club swings down and the timing of impact on the golf ball.
[0012] ゲーム.プログラムは、クラブの振り下ろしの方向、インパクト時のヘッド'スピードや フェース角などの情報から、打ち出されたボールの弾道計算を行い、ボールの着地 点を算出する。ティショットが行なわれると、ゴルフ'ゲームの演出効果を上げるため に、ゴルフ'ボールのインパクト音に続いて、ティショットの出来に応じてギャラリーの 歓声が流れる。もちろん、鳥のさえずりや風の音なども必要に応じて聞くことができる 。これらの一連の処理は全てプログラムが自動的に処理し、表示装置 13にその情景 が三次元的に描かれる。その処理結果はゲーム情報 15としてメモリに格納され、ゲ ーム終了後に再現のために利用することができる。 [0012] The game program calculates the trajectory of the launched ball from information such as the direction of swinging down the club, the head 'speed at impact, and the face angle, and calculates the landing point of the ball. When a tee shot is performed, the cheer of the gallery will flow according to the outcome of the tee shot, following the impact sound of the golf ball, in order to enhance the effect of the golf 'game. Of course, you can listen to birdsong and wind sounds as needed. All of these series of processes are automatically processed by the program, and the scene is drawn three-dimensionally on the display device 13. The processing result is stored in the memory as game information 15 and can be used for reproduction after the game ends.
[0013] 第 2打目以降のショットは、ボールがフェアウェイ、ラフあるいはバンカーのどの位置 にあるかによつて難易度が異なる力 それらの情報は全て表示装置 13に表示される 。プレイヤ一は表示装置 13に表示された情報から、ショットで使用するクラブの選択 やゴルフ ·ボールの打ち方を操作することができる。ショットが打たれグリーンを捉える と、表示装置 13はグリーン上で転がるゴルフ'ボールの情景が表示される。もしチッ ブインしたりカップの近くまで寄ったりすると、ギャラリーの大きな歓声が流れる。ゴル フ 'ボールがグリーン上に位置する場合、パターを操作するために必要な情報、例え ばカップまでの距離、グリーン表面の起伏の様子が表示装置 13上に表示される。パ ターが首尾よく打たれ、ゴルフ'ボールがカップに入ると、カップに入る音に続いてギ ャラリーの歓声が流れる。このような情景は、ゲーム終了後の再現のためにゲーム情 報として格納される。その後、表示装置 13上には、そのコースの成績が表示される。 [0013] The second and subsequent shots have different degrees of difficulty depending on where the ball is located on the fairway, rough or bunker. All the information is displayed on the display device 13. From the information displayed on the display device 13, the player can select the club to be used for the shot and how to hit the golf ball. When the shot is shot and the green is captured, the display device 13 displays the scene of the golf ball rolling on the green. If you chip in or close to the cup, you will hear a big cheer in the gallery. When the golf ball is positioned on the green, information necessary for manipulating the putter, such as the distance to the cup and the appearance of the undulation of the green surface, is displayed on the display device 13. When the putter is successfully struck and the golf ball enters the cup, the cheering of the gallery follows the sound entering the cup. Such a scene is stored as game information for reproduction after the game ends. Thereafter, the grade of the course is displayed on the display device 13.
[0014] ゴルフ'ゲームは、ルールで規定された全ホールを打ち終えると終了し、最終的な 成績が表示される。基本的には、全打数のほか、各ホールの打数が示される力 さら にドライバーの平均および最大飛距離、パーオン率、平均パット数などが計算され表 示されるとともに、パー、バーディー、ボギーなどの回数なども示される。これらのデー タは、後述するようにプレイログを生成する際の基礎データとして利用される。 [0014] The golf game ends when all the holes specified in the rules have been hit, and the final score is displayed. Basically, in addition to the total number of hits, the ability to show the number of hits in each hole, as well as the driver's average and maximum distance, paron rate, average number of putts, etc. are calculated and displayed, as well as par, birdies, bogies The number of times is also shown. These days The data is used as basic data when generating a play log, as will be described later.
[0015] 以上は、ゴルフ.ゲームの大筋の流れである力 ゴルフ.ゲームの臨場感をさらに高 めるためにゲームの進行と共にテレビの実況放送のようなアナゥンサの音声を流して もよぐこれらの音声は予め記憶された台詞がゴルフ'プレイの状況に応じて自動的 に選択される。実況放送された内容や状況は、プレイログの生成に利用するために [0015] The above is the power of the main game of golf. Golf. In order to further enhance the realistic sensation of the game, it is possible to play an annunciator sound such as live TV broadcasts as the game progresses. Is automatically selected according to the state of golf play. The contents and status of live broadcasts are used to generate play logs.
SC fedれる。 SC fed.
[0016] 次に、本発明に係るプレイログの生成について図 1および図 2を参照して以下説明 する。上述のように、ゴルフ'ゲームは、ゲーム実行部 11が入力装置 14力もの入力信 号に応答して動作し、ゲームの進行状況は表示装置 13に描き出される。すなわち、 図 2のステップ 201でゲーム.プレイヤーの操作によりゴルフ.ボールが打ち出され、 そのボールの弾道がステップ 202で計算される。それによりゴルフ'ボールの軌跡が ステップ 203で表示装置 13上に表示され、最終的にゴルフ'ボールがコース上のい ずれかの場所に静止することになる。上述したようにゴルフ ·ボールの打ち出しから静 止までに生成される様々な状況がゲーム情報 15としてステップ 204においてゲーム 情報解析部 16に出力される。 Next, generation of a play log according to the present invention will be described below with reference to FIG. 1 and FIG. As described above, in the golf game, the game execution unit 11 operates in response to input signals of 14 input devices, and the progress of the game is drawn on the display device 13. That is, in step 201 of FIG. 2, a golf ball is launched by the operation of the game player, and the trajectory of the ball is calculated in step 202. Thereby, the trajectory of the golf ball is displayed on the display device 13 in step 203, and the golf ball is finally stopped at any place on the course. As described above, various situations generated from the launch of the golf ball to the rest are output as game information 15 to the game information analysis unit 16 in step 204.
[0017] ゲーム情報解析部 16は、ステップ 205でゲーム情報がどのような内容を含むのか を予め定める基準に従って解析する。予め定める基準は、基本的にプレイログに掲 載するための材料となり得る内容かどうかを基準とする。プレイログに利用できる内容 に該当すると判断されると、ゲーム情報解析部 16は、その内容をプレイログ用の素材 データとして取り込むために素材データ生成命令 17を出力する。素材データ生成命 令 17が出力されると、ステップ 206へ進み、素材データ生成部 18は、ステップ 207で ゴルフ'ボールの打ち出しから静止までに生成される静止画、動画、音声が素材デー タ 19として取り込まれる。それらのデータは、ステップ 208で素材データ保存サーバ 2 0に保存される。 [0017] In step 205, the game information analysis unit 16 analyzes the content of the game information according to a predetermined criterion. The standard set in advance is basically based on whether the content can be used as a material for posting in the play log. If it is determined that the content can be used for the play log, the game information analysis unit 16 outputs a material data generation instruction 17 in order to capture the content as material data for the play log. When the material data generation instruction 17 is output, the process proceeds to step 206, where the material data generation unit 18 generates the still image, video, and sound generated from the golf ball launch to the stationary in step 207. Is taken in as. These data are stored in the material data storage server 20 in step 208.
[0018] 図 3は、ゲーム情報解析部 16において、ゲーム情報を解析するステップ 205および 207の詳細なフローチャートの一例を示す。ゲーム情報の解析は、ゴルフ'ボールの 打ち出し時点とゴルフ'ボールの停止時点で解析が行なわれる。まず、スイングの結 果、ショットを空振りしたの力 (ステップ 301)、大きなスライスやフックのようなミスショッ トとなってしまったの力 (ステップ 302)、例えばバンカーからのすばらしいミラクルショ ットを打ったの力 (ステップ 303)、フェアウェイの中心へ向力う会心のショットを打った ようなファインプレイなのか (ステップ 304)などが解析される。 FIG. 3 shows an example of a detailed flowchart of steps 205 and 207 for analyzing game information in the game information analysis unit 16. The game information is analyzed when the golf ball is launched and when the golf ball is stopped. First, as a result of the swing, the force of swinging the shot (step 301), and a mis-shot like a large slice or hook. Fine play like hitting a shot of a conspiracy (step 303), for example, hitting a great miracle shot from a bunker (step 303), heading to the center of the fairway It is analyzed (step 304).
[0019] 解析の結果、以上の基準に合致する場合、その時の情景が記録保存される。空振 りのショットをした場合、ステップ 305でその空振りのシーンが静止画として撮影され 保存される。また、ミスショットをした場合は、ステップ 306へ進みミスショットをした時 の静止画が残される。さらに、ミラクルショットを打ったときは、ステップ 307でミラクル ショットを打ったときの動画が撮影されるとともに、ステップ 308へ進んでギャラリーの 喝采が録音され、保存される。また、ファインプレイを行なった場合は、ステップ 309 でそのファインプレイの静止画が撮影されると同時に、ステップ 310でギャラリーの溜 息が録音される。以上の、動画、静止画、ギャラリーの音声は、ゲーム実行部 11の実 行により生成されたデータを取り込むことにより保存される。 As a result of the analysis, if the above criteria are met, the scene at that time is recorded and saved. If a free shot is taken, in step 305 the empty scene is shot and saved as a still image. If a miss shot is made, the process proceeds to step 306, and the still image obtained when the miss shot is made remains. In addition, when a miracle shot is made, a movie of the miracle shot is shot in step 307, and the process proceeds to step 308 to record and save a gallery trap. If a fine play is performed, a still picture of the fine play is photographed at step 309 and at the same time a sigh of the gallery is recorded at step 310. The above-mentioned moving image, still image, and gallery sound are saved by capturing the data generated by the execution of the game execution unit 11.
[0020] ショットが完了すると、ボールの停止地点が判定される。すなわち、ゲーム情報が次 のような停止地点を示す場合、そのときの情景が保存される。例えば、カップイン (ス テツプ 311)、グリーンオン (ステップ 312)、フェアウェイ (ステップ 313)、ラフ(ステツ プ 314)、池やクリーク(ステップ 315)、バンカー(ステップ 316)、その他(榭木 ·建造 物の近く)(ステップ 317)などである。 [0020] When the shot is completed, the stop point of the ball is determined. That is, when the game information indicates the following stop point, the scene at that time is stored. For example, Cup-in (Step 311), Green On (Step 312), Fairway (Step 313), Rough (Step 314), Pond and Creek (Step 315), Bunker (Step 316), Other (Kashiki · Construction Near the object) (step 317).
[0021] ボールが、上記のような位置に落下した場合、必要に応じてそのときの情景が保存 される。すなわち、ボールがカップインした場合、ステップ 318でカップインする際の 動画が保存されるとともに、ステップ 319においてカップイン時の静止画が撮影され、 さらにステップ 320に進んでギャラリーの喝采が録音される。ボールがグリーンに載つ た場合、ステップ 321でショットをした時の静止画が撮影される。ボールがフエアウエ ィを維持した場合、ステップ 322でショットをした時の静止画が撮影される。ボールが ラフに入った場合、ステップ 323でラフに位置するボールの静止画が撮影される。ボ 一ルが池やクリークに入った場合、ステップ 324でボール入水時の動画が保存される とともに、ステップ 325においてボール入水時の静止画が撮影され、さらにステップ 3 20に進んでギャラリーの溜息が録音される。また、ボールがバンカーに入った場合、 ステップ 327でボールがバンカーに入る時の動画が保存されるとともに、ステップ 32 8においてバンカーに入ったボールの静止画が撮影され、さらにステップ 329に進ん でギャラリーの溜息が録音される。ボールが榭木ゃ建造物の近辺に位置する場合、 ステップ 330でボール位置の静止画が撮影される。以上のような、動画、静止画、音 声は、上述したのと同様にゲーム実行部 11の実行により生成されたデータを取り込 むことにより保存される。 [0021] When the ball falls to the position as described above, the scene at that time is stored as necessary. In other words, if the ball is cupped in, the video of the cup-in at step 318 is saved, and the still image at the time of the cup-in is shot at step 319, and the process further proceeds to step 320 to record the gallery trap. . If the ball is on the green, the still image from the shot at step 321 is taken. If the ball maintains its way, the still image from the shot at step 322 is taken. If the ball enters the rough, in step 323 a still image of the ball located in the rough is taken. If the ball enters a pond or a creek, the video at the time of entering the ball is saved at step 324, and a still image at the time of entering the ball is taken at step 325. Recorded. Also, if the ball enters the bunker, the video when the ball enters the bunker is saved in step 327, and step 32 In step 8, a still image of the ball in the bunker is taken, and the process proceeds to step 329 to record the sigh of the gallery. If the ball is in the vicinity of the building, a still image of the ball position is shot at step 330. The moving image, still image, and sound as described above are saved by taking in the data generated by the execution of the game execution unit 11 as described above.
[0022] 上記解析基準に従って所定の画像'音声等のデータが保存されると、処理はステツ プ 331へ進み、その保存したデータに関連する情報がデータとともに生成され格納さ れる。例えば、そのプレイを行なったホール番号、打数、スコア等を含めたプレイ状況 を解説した文章が作成される。 [0022] When data such as a predetermined image 'sound' is saved in accordance with the analysis standard, the process proceeds to step 331, and information related to the saved data is generated and stored together with the data. For example, a sentence describing the play situation including the hole number, number of strokes, score, etc., in which the play was made is created.
[0023] ゲーム情報解析部 16は、ゲームの進行に伴って生じる様々な局面、あるいはィべ ントを認識し、素材データ生成命令を発行し、その命令に基づき素材データ生成部 1 8は所定の素材データを取り込み、保存する。その際、素材データ生成部 18は、素 材データを管理するための情報タグをデータ本体に付加して保存する。図 4は、素材 データ保存サーバ 20に保存される素材データのデータ構造を示す力 この構造に 限定されることはなぐ必要に応じてさらに別の項目を追加することができる。また、デ ータ本体には情報タグの内容を保存する場所 (アドレス)だけを付加するようにしても よい。 [0023] The game information analysis unit 16 recognizes various situations or events that occur with the progress of the game, issues a material data generation command, and based on the command, the material data generation unit 18 Import and save material data. At that time, the material data generation unit 18 adds an information tag for managing the material data to the data body and stores it. FIG. 4 shows the power of the data structure of the material data stored in the material data storage server 20. Further items can be added as needed without being limited to this structure. In addition, only the location (address) for storing the contents of the information tag may be added to the data body.
[0024] 図 4にお 、て、素材データ 40は、情報タグ 41およびデータ本体 42からなる。情報 タグ 41は、データ本体に蓄えられたデータの内容を特定するための情報が格納され る。すなわち、情報タグ 41はデータ情報 43、プレイ情報 44、プレイヤー情報 45、お よび、レーティング 46からなり、また、データ本体 42は、データ形式 47、および、デー タ 48から構成される。 In FIG. 4, the material data 40 includes an information tag 41 and a data body 42. The information tag 41 stores information for specifying the content of data stored in the data body. That is, the information tag 41 includes data information 43, play information 44, player information 45, and rating 46, and the data body 42 includes a data format 47 and data 48.
[0025] データ情報 43は、素材データの一般的な管理情報を保存する部分で、素材デー タ 40の管理番号を示すデータ番号、および、データ 48が静止画、動画、音声、その 他のデータ形式の 、ずれを表わすかを示すデータ種別からなる。プレイ情報 44は、 データ 48のプレイ時の状況を示すデータを格納する。すなわち、プレイの行なわれ た日時、どのゴルフコースであるかを示すコース番号、プレイ時に使用したカップ位 置を示すカップ番号、プレイ時に使用したティーを示すティー、どのホールでショット をしたのかを示すホール数、何番目のショットかを示すショットかを示す打数が格納さ れる。プレイヤー情報は、プレイヤー自身に関連する情報が保存される。すなわち、 プレイヤーの名前、ハンディー、性別、利き腕、プレイ時に使用したキャラクタ (ゲーム 内に用意された仮想プレイヤ一力も選択されたキャラクタ)の番号が保存される。プレ ィヤー情報は、素材データ毎に付加しなくても、所定の場所にゲーム毎に保存するよ うにしてもよい。レーティングは、素材データの評価価値を示す評価値で、素材デー タを生成する段階では、空欄にされており、後述する素材データを評価する段階で 所定の数値が入力される。 [0025] The data information 43 is a part for storing general management information of the material data. The data number indicating the management number of the material data 40, and the data 48 are still images, moving images, sounds, and other data. It consists of a data type that indicates whether the format represents a deviation. The play information 44 stores data indicating the situation during play of the data 48. That is, the date and time of play, the course number indicating which golf course it is, the cup number indicating the cup position used at the time of play, the tee indicating the tee used at the time of play, the shot at which hole The number of holes indicating whether or not a shot has been made and the number of shots indicating the number of shots are stored. In the player information, information related to the player is stored. That is, the player's name, handy, gender, dominant arm, and the number of the character used during play (the character for which the virtual player prepared in the game is also selected) are stored. The player information may not be added for each material data, but may be stored for each game in a predetermined location. The rating is an evaluation value indicating the evaluation value of the material data, and is left blank when the material data is generated. A predetermined numerical value is input when the material data described later is evaluated.
[0026] データ本体 42は、データ形式 47とデータ 48から構成される。データ形式は、デー タ 48に収められたデータがどのようなデータ'フォーマットであるかを示す。例えば、 静止画であれば、 JPEG, PNGその他のフォーマット形式が該当する。また、動画で あれば、 WMV, MOV, AVIその他のフォーマット形式である。音声であれば、 WA V, MP3, AACなどのフォーマット形式で記録される。これら静止画、動画、音声デ ータは、バイナリ 'データとしてデータ 48に格納される。 The data body 42 is composed of a data format 47 and data 48. The data format indicates what kind of data the data contained in the data 48 is. For example, if it is a still image, JPEG, PNG, and other format formats are applicable. If it is a movie, it is WMV, MOV, AVI or other format. For audio, it is recorded in a format such as WA V, MP3, AAC. These still images, moving images, and audio data are stored in data 48 as binary data.
[0027] 素材データの情報タグは、後述される素材データを評価する際に利用され、その評 価結果はレーティング 46に格納される。情報タグに収められた情報の種類は、上述 した種類以外にも、ゲーム内容その他必要に応じて様々な種類が選択される。 The information tag of the material data is used when evaluating material data described later, and the evaluation result is stored in the rating 46. In addition to the types described above, various types of information can be selected depending on the game content and other needs.
[0028] 素材データの収集は、ゲームが終了するまで実行される。ゲームが終了すると、次 に、素材データの評価に移る。再び図 1および図 2を参照して、素材データ評価部 2 1は、素材データ保存サーバ 20に格納された素材データ 22を読み出し、予め定める 評価基準に従って、素材データの評価'重み付けを行なう(ステップ 210)。この評価 基準は、ゴルフ ·ゲームで生じる様々な事象、イベントをピックアップし、それらを注目 度の高い順にレーティング数値を設定することにより作成することができる。例えば、 アルバトロス、バーディー、パー、ボギー等の打数からレーティングを与える外に、ホ ールインワン、チップインのような妙技にレーティングを定めることができる。もちろん、 ミラクルショットやファインプレイだけではなぐラフに入れたり、池に入れたりした場合 のような悪 、状況に対してもレーティングを施す必要がある。このようなレーティング は、全素材データに対して行なわれ、その数値は情報タグ 41のレーティング 46に格 納される。 [0028] The collection of material data is executed until the game ends. When the game is over, the next step is to evaluate the material data. Referring again to FIG. 1 and FIG. 2, the material data evaluation unit 21 reads the material data 22 stored in the material data storage server 20, and performs the evaluation and weighting of the material data according to a predetermined evaluation standard (step 210). This evaluation standard can be created by picking up various events and events that occur in golf games and setting the rating values in order of the degree of attention. For example, in addition to giving ratings based on the number of hits such as Albatross, Birdies, Pars, Bogies, etc., ratings can be set for feats such as Hole-in-One and Chip-in. Of course, it is also necessary to give ratings to evil and situations such as putting in a rough or pond with just a miracle shot or fine play. Such a rating is applied to all material data, and the numerical value is rated in rating 46 of information tag 41. Paid.
[0029] 全素材データに対する評価が完了し、レーティング数値が与えられると、そのレー ティング数値力もプレイログに用いる素材データを決定する。プレイログは、例えばブ ログ (ウェブ日記)のような形式が想定され、プレイログに使用される素材データは日 記として掲載される量的制限から、素材データの選択にも限りがある。基本的には、 レーティングの高い素材データを選択することになる力 素材データ自体の内容から 特にレーティングの低 、素材データを選択するようにプログラムしてもよ 、。このように 、プレイログに用いる素材データが選択されると、それらはトピックデータ 23として、プ レイログ生成部 24に送られ、ステップ 211に進み、後述するようにプレイログの生成- 変換が行なわれる。 [0029] When the evaluation for all the material data is completed and a rating numerical value is given, the rating numerical power also determines the material data used for the play log. The play log is assumed to be in the form of a blog (web diary), for example, and the material data used in the play log is limited in the selection of material data due to the quantitative limitation of being posted as a diary. Basically, the ability to select material data with a high rating You can program the material data to select material data with a particularly low rating from the content of the material data itself. As described above, when material data to be used for the play log is selected, the data is sent as the topic data 23 to the play log generation unit 24, and the process proceeds to step 211 where play log generation / conversion is performed as described later. .
[0030] プレイログ生成部 24は、トピックデータ 23を予め定めるプレイログ 'テンプレートに 貼り付ける編集作業を自動的に行なう。プレイログ'テンプレートは、様々な形式が用 意されており、それらの中から所望のフォームを選択できるようにしてもよぐまた、 自 動的に設定されるようにしてもよい。図 5に示すように、プレイログ 50は、最終的には 例えばブログ(ウェブ日記)のような形式の紙面がインターネット上で公開できるように 自動作成されるのであるが、そのテンプレートには文字テキストが埋め込まれる部分 5 1と静止画 52、動画 53、音声等の素材データが貼り付けられる部分が用意されてい る。文字テキストの領域は、プレイ内容力も予め用意された文脈が自動的に選択され 割り付けられてもよいが、プレイヤー自身がプレイ後に自己の感想を含め書き込める ようにしてもよい。素材データが貼り付けられる部分は、トピックデータ 23から所定の 素材データが読み込まれプレイログ 'テンプレートに貼り付けられる。 [0030] The play log generation unit 24 automatically performs an editing operation for pasting the topic data 23 into a predetermined play log template. The play log template is prepared in various formats, and a desired form may be selected from them, or may be set automatically. As shown in FIG. 5, the play log 50 is automatically created so that a paper of a form such as a blog (web diary) can be published on the Internet. There are a part where the data is embedded 51, a part where the material data such as still image 52, movie 53, and sound are pasted. In the text text area, a context prepared in advance for play content may be automatically selected and assigned, or the player himself / herself may write his / her own impressions after play. In the part where the material data is pasted, predetermined material data is read from the topic data 23 and pasted into the play log template.
[0031] プレイログが作成されると、そのプレイログはデータ変換部 25へ送られ、 HTML, X ML, SWF等のウェブ上で公開できる文書記述言語へ変換される。変換されたプレ イログは、プレイログ保存サーバ 26へ転送され (ステップ 212)、そのプレイログはイン ターネットを代表するネットワーク 27を通じて、各個人のコンピュータ 28の汎用ウェブ •ブラウザ上で閲覧可能となる。コンピュータ 28上に表示されたプレイログは文字テキ スト、静止画を表示するが、所定の場所をクリックすることにより動画、音声を出力させ ることができる。図 5では、プレイヤーが描かれている領域 53をクリックすれば、スイン グゃ、ゴルフ ·ボールの飛行状況等の動画が臨場音とともに上映される。 When a play log is created, the play log is sent to the data conversion unit 25 and converted into a document description language such as HTML, XML, or SWF that can be published on the web. The converted play log is transferred to the play log storage server 26 (step 212), and the play log can be viewed on the general-purpose web browser of each individual computer 28 through the network 27 representing the Internet. . The play log displayed on the computer 28 displays text and still images, but by clicking a predetermined place, it is possible to output moving images and audio. In Figure 5, if you click on the area 53 where the player is drawn, A video of the golf ball ’s flight status, etc. will be screened with a live sound.
[0032] プレイログ保存サーバ 26に保存されたプレイログは、デスクトップ型パーソナル'コ ンピュータのような端末で閲覧することができるが、携帯電話機や個人向け携帯型情 報機器 (PDA)で送受信できるほか、家庭用ゲーム機や業務用ゲーム機などゲーム を主体的に行なう装置上でも閲覧することができる。プレイログ保存サーバ 26は、閲 覧要求がどのような機器力 送られているの力をその機器の送信要求信号力 判断 し、その端末装置の表示に適した形式のプレイログを送信することができる。 [0032] The play log stored in the play log storage server 26 can be viewed on a terminal such as a desktop personal computer, but can be transmitted and received by a mobile phone or a personal information device (PDA) for personal use. In addition, it can be viewed on devices that mainly play games such as home game machines and arcade game machines. The play log storage server 26 determines the power of the device that is sending the viewing request and determines the transmission request signal strength of the device, and transmits a play log in a format suitable for the display of the terminal device. it can.
産業上の利用可能性 Industrial applicability
[0033] ウェブに公開されたプレイログは、何人でも閲覧することができ、特に友人等やある 特定のコミュニティー内でゲーム内容や、ゲーム対戦の内容が公開されるので、情報 の共有化が図れる。また、そのプレイログに対する感想等をブログ形式で交換するこ とができれば、コミュニティー内の会話を進めることができる。 [0033] The play log published on the web can be viewed by any number of people, and in particular, the contents of games and game battles can be shared within friends and other specific communities, so information can be shared. . In addition, if the impressions about the play log can be exchanged in a blog format, the conversation within the community can be promoted.
図面の簡単な説明 Brief Description of Drawings
[0034] [図 1]本発明に係るプレイログを生成する装置の一実施例を示す機能ブロック図であ る。 FIG. 1 is a functional block diagram showing an embodiment of an apparatus for generating a play log according to the present invention.
[図 2]本発明に係るプレイログを生成するステップを示すフローチャートである。 FIG. 2 is a flowchart showing steps for generating a play log according to the present invention.
[図 3]本発明に係るゲーム情報を解析するステップを示すフローチャートである。 FIG. 3 is a flowchart showing steps for analyzing game information according to the present invention.
[図 4]素材データ保存サーバに保存される素材データのデータ構造を示す。 [Figure 4] Shows the data structure of material data stored in the material data storage server.
[図 5]本発明により生成されるプレイログの一例を示す。 FIG. 5 shows an example of a play log generated by the present invention.
符号の説明 Explanation of symbols
[0035] 10 ノ ーソナル.コンピュータ [0035] 10 normal computer
11 ゲーム実行部 11 Game execution part
12 制御部 12 Control unit
13 表示装置 13 Display device
14 入力装置 14 Input device
15 ゲーム情報 15 Game information
16 ゲーム情報解析部 16 Game information analysis part
17 素材データ生成命令 素材データ生成部 素材データ 素材データ保存サーバ 素材データ評価部 素材データ トピックデータ プレイログ生成部 データ変換部 プレイログ保存サーバ ネットワーク コンピュータ 17 Material data generation instruction Material data generation unit Material data Material data storage server Material data evaluation unit Material data Topic data Play log generation unit Data conversion unit Play log storage server Network computer
Claims
Priority Applications (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| PCT/JP2005/013735 WO2007013151A1 (en) | 2005-07-27 | 2005-07-27 | Play log creating device and program for creating play log |
| JP2007526776A JPWO2007013151A1 (en) | 2005-07-27 | 2005-07-27 | Play log generation device and program for generating play log |
| TW095126944A TW200718456A (en) | 2005-07-27 | 2006-07-24 | Play log creating device and program for creating play log |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| PCT/JP2005/013735 WO2007013151A1 (en) | 2005-07-27 | 2005-07-27 | Play log creating device and program for creating play log |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2007013151A1 true WO2007013151A1 (en) | 2007-02-01 |
Family
ID=37683059
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| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2005/013735 Ceased WO2007013151A1 (en) | 2005-07-27 | 2005-07-27 | Play log creating device and program for creating play log |
Country Status (3)
| Country | Link |
|---|---|
| JP (1) | JPWO2007013151A1 (en) |
| TW (1) | TW200718456A (en) |
| WO (1) | WO2007013151A1 (en) |
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| JP2010110566A (en) * | 2008-11-10 | 2010-05-20 | Taito Corp | Automatic live message board generation system |
| JP2013512032A (en) * | 2009-11-30 | 2013-04-11 | ゴルフゾン カンパニー リミテッド | Virtual golf simulation apparatus, system including the same, and virtual golf simulation method |
| JP2014061037A (en) * | 2012-09-19 | 2014-04-10 | Namco Bandai Games Inc | Program, storage medium, and game apparatus |
| JP5513671B1 (en) * | 2013-12-13 | 2014-06-04 | 株式会社gloops | GAME SERVER, GAME CONTROL METHOD, GAME PROGRAM, RECORDING MEDIUM, AND GAME SYSTEM |
Families Citing this family (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| TW201406430A (en) * | 2012-08-13 | 2014-02-16 | Xu Tian Shu | Scoring and rating system with game image display |
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- 2005-07-27 WO PCT/JP2005/013735 patent/WO2007013151A1/en not_active Ceased
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| JP2001325607A (en) * | 2000-05-17 | 2001-11-22 | Sega Corp | Image processing device, electronic game device, and storage medium for video game machine |
| JP2002301264A (en) * | 2001-02-02 | 2002-10-15 | Sega Corp | Card game device, card data reading device, card game control method, recording medium, program, and card |
| JP2002273048A (en) * | 2001-03-14 | 2002-09-24 | Konami Computer Entertainment Osaka:Kk | Competition video game device, control method and control program for competition game article preparation display |
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| JP2013512032A (en) * | 2009-11-30 | 2013-04-11 | ゴルフゾン カンパニー リミテッド | Virtual golf simulation apparatus, system including the same, and virtual golf simulation method |
| JP2014061037A (en) * | 2012-09-19 | 2014-04-10 | Namco Bandai Games Inc | Program, storage medium, and game apparatus |
| JP5513671B1 (en) * | 2013-12-13 | 2014-06-04 | 株式会社gloops | GAME SERVER, GAME CONTROL METHOD, GAME PROGRAM, RECORDING MEDIUM, AND GAME SYSTEM |
Also Published As
| Publication number | Publication date |
|---|---|
| TW200718456A (en) | 2007-05-16 |
| JPWO2007013151A1 (en) | 2009-02-05 |
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