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WO2026018406A1 - Information processing device and moving image display method - Google Patents

Information processing device and moving image display method

Info

Publication number
WO2026018406A1
WO2026018406A1 PCT/JP2024/025897 JP2024025897W WO2026018406A1 WO 2026018406 A1 WO2026018406 A1 WO 2026018406A1 JP 2024025897 W JP2024025897 W JP 2024025897W WO 2026018406 A1 WO2026018406 A1 WO 2026018406A1
Authority
WO
WIPO (PCT)
Prior art keywords
video
game
unit
videos
information processing
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
PCT/JP2024/025897
Other languages
French (fr)
Japanese (ja)
Inventor
達紀 網本
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Sony Interactive Entertainment Inc
Original Assignee
Sony Interactive Entertainment Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Sony Interactive Entertainment Inc filed Critical Sony Interactive Entertainment Inc
Priority to PCT/JP2024/025897 priority Critical patent/WO2026018406A1/en
Publication of WO2026018406A1 publication Critical patent/WO2026018406A1/en
Pending legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N5/00Details of television systems
    • H04N5/76Television signal recording
    • H04N5/91Television signal processing therefor

Definitions

  • This disclosure relates to technology for allowing users to watch videos.
  • Video sharing server When a user enters a string into the search box of a video sharing site, the video sharing server provides the user with game videos that match the entered string, and the user can then play the provided game videos.
  • thumbnails of other videos may appear near the video being played. Users can view related videos by selecting the thumbnail of a related video, but the related videos are often not very relevant to the video being played. This disclosure therefore provides a mechanism for presenting videos that are highly relevant to the video being played.
  • One aspect of the present disclosure is an information processing device with a function for playing videos, which includes a video display unit that plays videos and a thumbnail display unit that displays thumbnails of videos related to the displayed image.
  • the thumbnail display unit changes the thumbnail of the video that it displays depending on the image displayed by the video display unit.
  • Another aspect of the present invention is a method for displaying a video on an information processing device, comprising the steps of playing the video, displaying a thumbnail of the video associated with the displayed image, and, when the displayed image is changed, displaying a thumbnail of the video associated with the changed image.
  • FIG. 1 is a diagram illustrating an information processing system according to an embodiment.
  • FIG. 1 is a diagram illustrating a hardware configuration of an information processing device.
  • FIG. 2 is a diagram illustrating an example of functional blocks of an information processing device.
  • FIG. 10 is a diagram illustrating an example of a game screen.
  • FIG. 2 is a diagram illustrating an example of functional blocks of a video sharing server.
  • 10A and 10B are diagrams illustrating examples of letters and numbers extracted from a game image.
  • FIG. 10 is a diagram showing an example of dividing a game video.
  • FIG. 10 is a diagram illustrating an example of a home screen of a video sharing site.
  • FIG. 10 is a diagram showing an example of a selection screen for a plurality of candidate videos.
  • FIG. 1 is a diagram illustrating an information processing system according to an embodiment.
  • FIG. 1 is a diagram illustrating a hardware configuration of an information processing device.
  • FIG. 2 is a diagram illustrating an example of functional
  • FIG. 10 is a diagram showing an example of a playback screen of a game video.
  • FIG. 10 is a diagram showing an example of a playback screen of a game video.
  • FIG. 10 is a diagram showing another example of a playback screen of a game video.
  • an information processing device which is a user terminal device, executes a game program.
  • the game program When an event occurs in the game, the game program outputs event information identifying the event that has occurred to the system software.
  • An event occurs when there is a change in the progress of game play or when there is a change in the behavior of the player character controlled by the player.
  • the game program incorporates multiple play units, each of which has at least a set end condition.
  • a game program includes activities, which are a type of unit of play and have set start and end conditions. Activities may be made up of stages, quests, missions, tournaments, sessions, etc. Activities are set as appropriate by the game maker, and one quest that appears in the course of the game may constitute one activity, or multiple quests may constitute one activity. When multiple quests make up one activity, completing all of the multiple quests is the end condition for that activity.
  • the game program When the game program starts an activity, it outputs to the system software an activity identifier (activity ID) that identifies the activity and event information that includes information indicating the start of the activity.
  • activity ID activity identifier
  • the game program When the game program ends the activity, it outputs to the system software event information that includes the activity ID and information indicating the end of the activity.
  • the game program may include the result of the activity (success or failure) in the event information.
  • the system software generates event data by adding a user identifier (user account) that identifies the user, a game identifier (game ID) that identifies the game, and time information (timestamp) to the event information output from the game program, and transmits this to an external server device.
  • the server device collects event data transmitted from multiple information processing devices operated by multiple players, and analyzes play trends related to activities. For example, the server device may statistically calculate the average play time of an activity based on the event data transmitted from multiple information processing devices.
  • the server device acquires video of a game played by multiple players and analyzes the game video.
  • the server device performs image analysis of the game video to acquire state values in the game.
  • the state values may be values that indicate the state of a scene in the game, or the static and/or dynamic state of a player character controlled by a player.
  • the state value of a player character may be the HP value of the player character or the name of an action that indicates an action performed by the player character.
  • the server device associates the acquired state value with the time that the state value occurred, and sets this as metadata for the game video.
  • the server device may embed metadata related to the state values in the game video, or it may store it in a database.
  • the server device provides users with a video sharing service that distributes game videos uploaded by multiple players.
  • a video sharing service that distributes game videos uploaded by multiple players.
  • the video sharing server searches for game videos that match the entered string and provides the searched game videos to the user.
  • FIG. 1 shows an information processing system 1 according to an embodiment of the present disclosure.
  • the information processing system 1 of the embodiment is a system that allows a user to watch game videos, and includes an information processing device 10 operated by the user and a server device 5.
  • An access point (hereinafter referred to as "AP") 8 functions as a wireless access point and a router, and the information processing device 10 connects to the AP 8 wirelessly or via a wired connection to communicate with the server device 5 on the network 3.
  • FIG. 1 shows one user and one information processing device 10, in the information processing system 1, multiple information processing devices 10 operated by multiple users are connected to the server device 5 via the network 3.
  • the information processing device 10 is connected wirelessly or via a wire to an input device 6 operated by a user, and the input device 6 outputs information operated by the user to the information processing device 10.
  • the information processing device 10 receives operation information from the input device 6, it reflects the information in the processing of the system software and game program, and outputs the processing results from the output device 4.
  • the information processing device 10 is a game device (game console) that executes the game
  • the input device 6 is a device such as a game controller that supplies user operation information to the information processing device 10.
  • the input device 6 may also be an input interface such as a keyboard or mouse.
  • the auxiliary storage device 2 is a large-capacity storage device such as an HDD (hard disk drive) or SSD (solid state drive), and may be an internal storage device, or an external storage device connected to the information processing device 10 via a USB (universal serial bus) or the like.
  • the output device 4 may be a television having a display for outputting images and speakers for outputting sound.
  • the output device 4 may be connected to the information processing device 10 via a wired cable, or may be connected wirelessly.
  • the server device 5 of the embodiment includes a management server 12 and a video sharing server 14.
  • the management server 12 and the video sharing server 14 are described as separate, distinct servers, but the management server 12 and the video sharing server 14 may also be integrated into one server.
  • the management server 12 provides network services to users of the information processing system 1.
  • the management server 12 manages user identifiers (user accounts) that identify each user, and each user signs in to the network services provided by the management server 12 using their user account.
  • user identifiers user accounts
  • users can register game save data and trophies, which are virtual rewards acquired during game play, on the management server 12.
  • users can synchronize save data and trophies even if they use an information processing device other than the information processing device 10.
  • the management server 12 collects event data from multiple information processing devices 10 operated by multiple players (users).
  • the management server 12 records the event data by linking it to user accounts.
  • the management server 12 may perform statistical processing of activity play times from the collected event data to calculate the average play time of an activity, etc.
  • the video sharing server 14 provides a video sharing service that distributes videos of games played by multiple players.
  • the video sharing server 14 has the function of analyzing game videos uploaded by players and generating metadata for the game videos.
  • the video sharing server 14 performs image analysis of the game video to acquire game status values.
  • the video sharing server 14 has an optical character recognition (OCR) function, and may extract the number of combos achieved in battle scenes and the player character's HP (hit points) from the game video to acquire these as game status values.
  • OCR optical character recognition
  • the video sharing server 14 may also have an object detection function, and may detect enemy characters that appear and items that are obtained, and acquire these as game status values.
  • the video sharing server 14 may also have an action recognition function, and may detect the actions of the player character to acquire these as game status values.
  • the video sharing server 14 associates the acquired status value with the time when the status value occurred and sets it as metadata for the game video.
  • the video sharing server 14 may embed the metadata in the game video, or may store it in a database. Note that analysis of the game video may not be performed by the video sharing server 14, but may instead be performed by the management server 12 or another server.
  • FIG. 2 shows the hardware configuration of the information processing device 10.
  • the information processing device 10 is composed of a main power button 20, a power ON LED 21, a standby LED 22, a system controller 24, a clock 26, a device controller 30, a media drive 32, a USB module 34, a flash memory 36, a wireless communication module 38, a wired communication module 40, a subsystem 50, and a main system 60.
  • the main system 60 comprises a main CPU (Central Processing Unit), memory and memory controller as main storage devices, a GPU (Graphics Processing Unit), etc.
  • the GPU is primarily used for processing game programs.
  • the main CPU has the function of starting up the system software and executing game programs installed on the auxiliary storage device 2 in the environment provided by the system software.
  • the subsystem 50 comprises a sub-CPU, memory and memory controller as main storage devices, etc., but does not comprise a GPU.
  • the sub-CPU While the main CPU has the function of executing game programs installed on the auxiliary storage device 2, the sub-CPU does not have such a function. However, the sub-CPU does have the function of accessing the auxiliary storage device 2 and the function of sending and receiving data with the server device 5.
  • the sub-CPU is configured with only these limited processing functions, and therefore can operate with less power consumption than the main CPU. These functions of the sub-CPU are executed when the main CPU is in standby mode.
  • the main power button 20 is an input unit that receives operational input from the user. It is located on the front of the housing of the information processing device 10 and is operated to turn on or off the power supply to the main system 60 of the information processing device 10.
  • the power ON LED 21 lights up when the main power button 20 is turned on, and the standby LED 22 lights up when the main power button 20 is turned off.
  • the system controller 24 detects when the main power button 20 is pressed by the user.
  • the clock 26 is a real-time clock that generates current date and time information and supplies it to the system controller 24, subsystem 50, and main system 60.
  • the device controller 30 is configured as an LSI (Large-Scale Integrated Circuit) that, like a southbridge, transfers information between devices. As shown in the figure, devices such as the system controller 24, media drive 32, USB module 34, flash memory 36, wireless communication module 38, wired communication module 40, subsystem 50, and main system 60 are connected to the device controller 30.
  • the device controller 30 absorbs differences in the electrical characteristics and data transfer speeds of each device and controls the timing of data transfer.
  • the media drive 32 is a drive device that operates by loading a ROM medium 44 that stores application software such as games and license information, and reads programs, data, and the like from the ROM medium 44.
  • the ROM medium 44 is a read-only recording medium such as an optical disc, magneto-optical disc, or Blu-ray disc.
  • the USB module 34 is a module that connects to external devices via a USB cable.
  • the USB module 34 may also be connected to the auxiliary storage device 2 and camera 7 via USB cables.
  • the flash memory 36 is an auxiliary storage device that constitutes internal storage.
  • the wireless communication module 38 communicates wirelessly with the input device 6 using a communication protocol such as the Bluetooth (registered trademark) protocol or the IEEE802.11 protocol.
  • the wired communication module 40 communicates wired with external devices and connects to the network 3 via the AP 8.
  • FIG. 3 shows an example of functional blocks of the information processing device 10.
  • the information processing device 10 of the embodiment includes a processing unit 100 and a communication unit 102.
  • the processing unit 100 includes a game execution unit 110, a game image generation unit 112, a display processing unit 114, an event information acquisition unit 120, an event data transmission unit 122, a game video acquisition unit 130, a game video transmission unit 132, a reception unit 140, and an acquisition unit 142.
  • the display processing unit 114 includes a video display unit 116 and a thumbnail display unit 118.
  • the functions of the components in the information processing device 10 may be implemented in circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), CPUs (Central Processing Units), conventional circuits, and/or combinations thereof, configured or programmed to implement the functions described herein.
  • a processor is considered to be a circuitry or processing circuitry that includes transistors and other circuits.
  • a processor may also be a programmed processor that executes a program stored in memory.
  • a circuit, unit, or means is hardware that is programmed to realize or executes the described functions.
  • the hardware may be any hardware disclosed in this specification or any hardware known to be programmed to realize or execute the described functions.
  • the hardware is a processor, which is considered to be a type of circuitry
  • the circuitry, means, or unit may be a combination of hardware and software used to configure the hardware and/or processor.
  • the communication unit 102 combines the functions of the wireless communication module 38 and the wired communication module 40. While the user is playing a game, the communication unit 102 receives information about the user's operation of the input device 6 (game operation information) and provides this information to the game execution unit 110.
  • game operation information information about the user's operation of the input device 6
  • the game execution unit 110 executes the game in accordance with the user's operations. While the user is playing the game, the game execution unit 110 executes a game program based on game operation information and performs calculations to move the player character within the virtual space.
  • the game image generation unit 112 includes a GPU (Graphics Processing Unit), and receives the results of calculations in the virtual space, generating game images from a viewpoint position (virtual camera) within the virtual space and game sounds at the viewpoint position within the virtual space.
  • the video display unit 116 outputs the game images and game sounds generated by the game image generation unit 112 from the output device 4.
  • Figure 4 shows an example of a game screen displayed on the output device 4.
  • the user plays the game by operating the input device 6 while viewing the game images and game sounds output from the output device 4.
  • the game images and game sounds may also be simply referred to as "game video.”
  • the game program When an activity is started during the game, the game program outputs event information indicating the occurrence of an activity start event, and when the activity is ended, it outputs event information indicating the occurrence of an activity end event.
  • the event information acquisition unit 120 acquires event information from the game program, it provides the event information to the game video acquisition unit 130.
  • the event information acquisition unit 120 also generates event data by adding the user account, game ID, and time information (timestamp) indicating the time the event occurred to the acquired event information, and provides this to the event data transmission unit 122.
  • Game developers may incorporate various activities into their games. For example, if a battle activity against an enemy boss is incorporated into the game, the game program will output, at the start of the battle, event information including an activity ID that identifies the battle activity and information indicating the start of the battle activity. When the player wins the battle against the enemy boss, the game program will output event information including an activity ID that identifies the battle activity, information indicating the end of the battle activity, and information indicating the success of the activity.
  • the event data transmission unit 122 transmits the event data provided by the event information acquisition unit 120 to the management server 12 via the communication unit 102.
  • the event data transmission process is performed by all information processing devices 10 connected to the management server 12, and the management server 12 acquires event data for various games from multiple information processing devices 10.
  • the event information acquisition unit 120 preferably immediately generates event data with a user account and timestamp added, and the event data transmission unit 122 transmits the event data to the management server 12.
  • the game video acquisition unit 130 has a ring buffer and has the function of automatically recording game videos generated by the game image generation unit 112 into the ring buffer in the background.
  • the ring buffer logically links the end and beginning to allow cyclical use of memory space, and may be generated by setting the start and end addresses of the memory space in the auxiliary storage device 2.
  • the game video acquisition unit 130 records game video data into the ring buffer in real time from the start address in a predetermined address order, and once it has recorded up to the end address, it returns to the start address and overwrites the data, repeating this process.
  • the ring buffer can record up to 60 minutes of game video, and therefore the ring buffer will record game video played by the user over the last 60 minutes along with time information (timestamps).
  • the user can generate user-generated content by cutting out at least a portion of the game video recorded in the ring buffer.
  • a content generation screen is superimposed on the game screen, and the user can select the time period for saving the most recent game play from multiple options (e.g., the last 30 seconds, the last minute, the last 5 minutes, the last 15 minutes, the last 60 minutes, etc.).
  • the game video acquisition unit 130 cuts out the game video for the time period selected by the user from the ring buffer and saves the cut-out game video in the game video recording unit 154 as user-generated content.
  • the user may specify the start point of the content in real time while playing the game, and then specify the end point of the content in real time.
  • the game video acquisition unit 130 extracts the game video from the ring buffer from the start point to the end point specified by the user, and saves the extracted game video in the game video recording unit 154 as user-generated content.
  • the game video acquisition unit 130 is provided with event information from the event information acquisition unit 120.
  • the game video acquisition unit 130 associates the provided event information with time information (timestamp) indicating the time the event occurred and records them in the ring buffer.
  • time information timestamp
  • the game video acquisition unit 130 cuts out game video from the ring buffer, it adds (embeds) event information and timestamps that occurred between the first time of cutting (start time) and the last time of cutting (end time) to the game video as metadata.
  • the game video acquisition unit 130 adds (embeds) the user account and game ID to the game video as metadata.
  • the game video acquisition unit 130 saves the game video with the embedded metadata in the game video recording unit 154 as user-generated content.
  • the game video transmission unit 132 transmits the user-generated content (game video) stored in the game video recording unit 154 to the video sharing server 14.
  • FIG. 5 shows the functional blocks of the video sharing server 14 of the embodiment.
  • the video sharing server 14 includes a processing unit 200, a communication unit 202, and a recording device 240.
  • the processing unit 200 includes a game video acquisition unit 210, an analysis unit 212, a metadata setting unit 214, a video division unit 216, a vector setting unit 218, a search request reception unit 220, a search unit 222, a selection reception unit 224, a related video identification unit 226, a video provision unit 228, and a thumbnail provision unit 230.
  • the recording device 240 includes a video recording unit 242, a metadata recording unit 244, and a vector recording unit 246.
  • the functionality of the components in the video sharing server 14 may be implemented in circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), a CPU (Central Processing Unit), conventional circuitry, and/or combinations thereof, configured or programmed to implement the functionality described herein.
  • a processor is considered to be a circuitry or processing circuitry that includes transistors and other circuits.
  • a processor may also be a programmed processor that executes a program stored in memory.
  • a circuit, unit, or means is hardware that is programmed to realize or executes the described functions.
  • the hardware may be any hardware disclosed in this specification or any hardware known to be programmed to realize or execute the described functions.
  • the hardware is a processor, which is considered to be a type of circuitry
  • the circuitry, means, or unit may be a combination of hardware and software used to configure the hardware and/or processor.
  • the game video acquisition unit 210 acquires video of games played by multiple players from multiple information processing devices 10 and records it in the video recording unit 242.
  • the video recording unit 242 stores the game videos, linking them to the players' user identifiers (user accounts).
  • the analysis unit 212 is equipped with AI (artificial intelligence) with image analysis capabilities.
  • AI artificial intelligence
  • the analysis unit 212 performs image analysis of game videos using a trained model prepared for each game title, obtains game state values, and sets them as metadata for the game videos.
  • the analysis unit 212 may have various image analysis functions, as described below.
  • the analysis unit 212 may have an optical character recognition (OCR) function.
  • OCR optical character recognition
  • the analysis unit 212 recognizes text included in the game video and extracts character data. For example, letters and numbers are displayed in the upper left corner of the game screen shown in Figure 4, and the analysis unit 212 extracts the letters and numbers included in the game screen using the character recognition function.
  • Figure 6 shows an example of letters and numbers extracted from a game image by the analysis unit 212.
  • the analysis unit 212 sets a coordinate system for the game image with the horizontal axis as the X axis and the vertical axis as the Y axis, and specifies the coordinates of the recognized letters and numbers.
  • the analysis unit 212 extracts the number "150" at position (x1, y3), the letters “HP” at position (x1, y4), the letters “combo” at position (x2, y1), and the number "13” at position (x2, y2).
  • the analysis unit 212 derives the center of gravity of the letter or number as the coordinate of the letter or number.
  • the analysis unit 212 identifies the object indicated by the number from the relative positions of the letters and numbers.
  • "HP” is displayed near the number displayed at position (x1, y3)
  • "combo” is displayed near the number displayed at position (x2, y2). Therefore, the analysis unit 212 determines that the number displayed at position (x1, y3) represents “HP (hit points),” and the number displayed at position (x2, y2) represents “combo number.” Therefore, the analysis unit 212 recognizes that the player character's HP at this point is 150, and the combo number is 13.
  • the number displayed at the (x1, y3) position is a status value indicating the HP
  • the metadata setting unit 214 records the number displayed at the (x1, y3) position together with time information (timestamp) as metadata in the metadata recording unit 244.
  • time information timestamp
  • the number displayed at the (x2, y2) position is a status value indicating the combo count
  • the metadata setting unit 214 records the number displayed at the (x2, y2) position together with time information in the metadata recording unit 244 as a status value indicating the combo count.
  • the analysis unit 212 may have an object detection function and detect objects in game images. For example, the analysis unit 212 detects an item obtained by the player character. When the analysis unit 212 detects an item obtained by the player character, the analysis unit 212 records the name of the detected item and time information indicating the time of detection in the metadata recording unit 244 as a status value indicating the obtained item.
  • the analysis unit 212 may also detect enemy characters that the player character will face. When the analysis unit 212 detects an enemy character that the player character will face, it records the name of the detected enemy character and time information indicating the time of detection in the metadata recording unit 244 as a status value indicating the enemy character.
  • the analysis unit 212 may have a behavior recognition function and detect the behavior of the player character in the game video.
  • the analysis unit 212 detects the behavior of the player character in the game video using a trained model prepared for each game title.
  • the trained model may be an action detection model that has been trained using machine learning on game videos of multiple players.
  • the action detection model performs machine learning using training game videos and the names of actions performed by player characters in the game videos as training data.
  • deep learning techniques such as CNN, RNN, and LSTM may be used.
  • the trained action detection model is trained to output the names of detected actions and the time at which the actions occurred.
  • an action detection model trained on game video of the game title “Battle XZ” will detect any of the following actions from the player character's movements: “punch,” “kick,” “guard,” “jump,” “run,” or “jog.” Because the types of player character actions differ depending on the game title, it is preferable to train an action detection model for each game title. Therefore, an action detection model trained on game video of another game title may detect different types of actions from those in the game title "Battle XZ.” Training an action detection model for each game title makes it possible to detect actions in game videos with high accuracy.
  • the metadata setting unit 214 records the action name and the time of action occurrence extracted by image analysis of the game video in the metadata recording unit 244 as status values indicating the action.
  • the metadata setting unit 214 sets the metadata for the game video.
  • the video sharing server 14 has the function of dividing a single game video and expressing the characteristics of the resulting multiple videos as vectors.
  • the video dividing unit 216 divides the game video.
  • the video dividing unit 216 may divide the game video into predetermined unit times. For example, the video dividing unit 216 divides the game video into 20-second units.
  • Figure 7 shows an example of dividing a game video.
  • the game video shown in Figure 7 is a four-minute video A in which player A plays "Battle XZ," and the video dividing unit 216 divides video A into 20-second segments. Therefore, video A is divided into 12 divided videos A1 to A12.
  • the vector setting unit 218 has the function of expressing the features of the divided videos as vectors.
  • the vector setting unit 218 may express the features of the divided videos as sentences (text) and vectorize this sentence to express the features of the divided videos as vectors.
  • the vector setting unit 218 expresses the features of the divided videos as sentences (text) using the metadata of the divided videos and converts this sentence into a text vector using a known conversion technique.
  • a known method such as doc2vec may be used to vectorize the text.
  • the vector setting unit 218 extracts event information and state values associated with time information (time stamps) between 0:00 and 0:20 from the metadata embedded in video A and the metadata recorded in the metadata recording unit 244.
  • the vector setting unit 218 expresses the characteristics of the divided video A1 in text from the extracted event information and state values.
  • the vector setting unit 218 detects that the player character has not received any damage in divided video A1. Also, if the number of punches is 15, the number of kicks is 0, the number of guards is 0, and the enemy character is zombie Z, the vector setting unit 218 detects that the player character has thrown a punch and attacked zombie Z. Therefore, the vector setting unit 218 converts these metadata into text to represent the characteristics of divided video A1 as follows: "The player character attacks Zombie Z with 15 punches without taking any damage.”
  • the vector setting unit 218 vectorizes the description of the divided video A1 to generate a feature vector A1.
  • the vector setting unit 218 records the generated feature vector A1 in the vector recording unit 246.
  • the vector setting unit 218 extracts event information and state values associated with time information (timestamps) between 0:20 and 0:40 from the metadata embedded in video A and the metadata recorded in the metadata recording unit 244.
  • the vector setting unit 218 expresses the characteristics of divided video A2 in text from the extracted event information and state values.
  • the vector setting unit 218 will detect that the player character has received significant damage in divided video A2. Also, if the number of punches is 0, the number of kicks is 0, the number of guards is 6, and the enemy character is zombie Z, the vector setting unit 218 will detect that the player character has been unilaterally attacked by zombie Z and has been unable to counterattack. Therefore, the vector setting unit 218 will convert the characteristics of divided video A2 from this metadata into text as follows: "The player character guards against attacks from Zombie Z, but his HP is greatly reduced and he is unable to counterattack.”
  • the vector setting unit 218 vectorizes the description of the divided video A2 to generate a feature vector A2.
  • the vector setting unit 218 records the generated feature vector A2 in the vector recording unit 246.
  • the vector setting unit 218 also performs the above vectorization process on the remaining divided videos A3 to A12, and records the feature vectors A3 to A12 of the divided videos A3 to A12 in the vector recording unit 246. In this way, the feature vectors A1 to A12 of the divided videos A1 to A12 obtained by dividing video A are recorded in the vector recording unit 246.
  • the video dividing unit 216 divides all game videos recorded in the video recording unit 242, and the vector setting unit 218 generates feature vectors for the divided videos (divided videos) and records them in the vector recording unit 246.
  • the relevance of the two split videos can be evaluated based on the similarity between the two feature vectors.
  • the similarity between the two feature vectors may be calculated, for example, using cosine similarity.
  • Cosine similarity may be calculated for all combinations of two feature vectors recorded in the vector recording unit 246, and a data set indicating the correspondence between the combinations of the two split videos and the cosine similarity may be recorded in the vector recording unit 246.
  • the vector setting unit 218 generates a description indicating the characteristics of the divided videos using the metadata embedded in video A and the metadata recorded in the metadata recording unit 244.
  • the vector setting unit 218 may use a VLM (Vision and Language Model) to generate a description indicating the characteristics of the divided videos, and vectorize the description generated by the VLM.
  • VLM Vision and Language Model
  • the video sharing server 14 records multiple game videos uploaded by multiple players in the video recording unit 242, and records the feature vectors of the multiple divided videos that make up the game video in the vector recording unit 246.
  • a user can operate the information processing device 10 to access the video sharing server 14 and watch game videos uploaded to the video sharing server 14. The following describes the processing procedure when a user watches game videos recorded on the video sharing server 14.
  • Figure 8 shows an example of the home screen of a video sharing site.
  • a user enters a string of characters indicating the game video they wish to watch into the search box 300.
  • the user enters "video of playing Battle XZ" into the search box 300, and the reception unit 140 receives the string of characters entered by the user.
  • the acquisition unit 142 sends a search request including the search string to the video sharing server 14.
  • the search request receiving unit 220 receives a search request from the information processing device 10, obtains the search string included in the search request, and supplies it to the search unit 222.
  • the search unit 222 searches for game videos that match the search string from among multiple game videos recorded in the video recording unit 242. At this time, the search unit 222 references the metadata embedded in the game videos and searches for game videos that include the game ID of the game title "Battle XZ" as metadata.
  • the search unit 222 searches for game videos and identifies multiple candidate videos
  • the video providing unit 228 transmits thumbnail images of the multiple candidate videos to the information processing device 10.
  • the information processing device 10 displays the multiple thumbnail images on the output device 4 in a selectable manner.
  • Figure 9 shows an example of a selection screen for multiple candidate videos. All of these game videos are videos of playing "Battle XZ.” The user selects one game video on the selection screen, and the reception unit 140 accepts the selection of the game video. It is assumed that the user has selected the game video of player A on the selection screen shown in Figure 9. When the user selects the game video of player A, the acquisition unit 142 notifies the video sharing server 14 that the game video of player A has been selected.
  • the selection receiving unit 224 receives the selection of the game video of player A.
  • the video providing unit 228 provides the game video of player A to the information processing device 10. It is assumed that the game video of player A is the four-minute video A shown in Figure 7.
  • the related video identification unit 226 identifies the divided video to be played on the information processing device 10, and identifies a game video that includes a divided video that is related to the divided video being played.
  • the first divided video to be played on the information processing device 10 is divided video A1, which is located at the beginning of video A (see Figure 7). Therefore, the related video identification unit 226 identifies a game video that includes a divided video that is related to divided video A1.
  • the vector recording unit 246 records feature vectors of multiple segmented videos.
  • the related video identification unit 226 calculates the cosine similarity between the feature vector A1 of the segmented video A1 and the feature vectors of the other segmented videos recorded in the vector recording unit 246, and identifies the feature vectors of a predetermined number of other segmented videos with relatively high calculated cosine similarities. For example, the vector recording unit 246 may identify three feature vectors in descending order of cosine similarity with the feature vector A1 of the segmented video A1. Note that if the vector recording unit 246 records a dataset showing the correspondence between all combinations of feature vectors of two segmented videos and cosine similarities, the related video identification unit 226 may identify the top three feature vectors with highest cosine similarities for feature vector A1.
  • the cosine similarity between feature vector A1 and feature vector H3 of divided video H3 in video H is highest
  • the cosine similarity between feature vector A1 and feature vector K7 of divided video K7 in video K is second highest
  • the cosine similarity between feature vector A1 and feature vector S2 of divided video S2 in video S is third highest.
  • the related video identification unit 226 recognizes that video H, video K, and video S contain divided videos that are highly related to divided video A1.
  • the thumbnail providing unit 230 provides thumbnails of videos H, video K, and video S to the information processing device 10.
  • the thumbnail providing unit 230 provides thumbnails of videos H, video K, and video S related to divided video A1 to the information processing device 10.
  • the acquisition unit 142 acquires video A from the video sharing server 14, as well as thumbnail images of video H, video K, and video S.
  • the video display unit 116 plays video A, and the thumbnail display unit 118 displays thumbnails of video H, video K, and video S.
  • FIG 10 shows an example of a game video playback screen.
  • the video display unit 116 plays video A in the first display area 310.
  • the video display unit 116 displays a seek bar that represents the overall time length of the game video as the length of a bar and the playback position of the game video as the slider position on the bar.
  • the acquisition unit 142 acquires video A
  • the video display unit 116 plays divided video A1 located at the beginning of video A.
  • the thumbnail display unit 118 displays in the second display area 312 thumbnails of videos related to the image displayed in the first display area 310.
  • the thumbnail display unit 118 displays thumbnails 314a, 314b, and 314c of videos H, K, and S related to the divided video A1 displayed in the first display area 310.
  • the video display unit 116 may play video H in the first display area 310.
  • the acquisition unit 142 notifies the video sharing server 14 of the playback status of video A. Specifically, the acquisition unit 142 notifies time information (playback time) indicating the playback time of video A. In the example shown in FIG. 10, the playback time of video A is 10 seconds, and the acquisition unit 142 notifies this playback time to the video sharing server 14.
  • the related video identification unit 226 is notified of the playback time of video A and identifies the segmented video being played in video A.
  • segmented video A1 is in the time range of 0:00 to 0:20, if the playback time is 10 seconds, the related video identification unit 226 recognizes that segmented video A1 is currently being played. When the playback time exceeds 20 seconds, the related video identification unit 226 recognizes that playback of segmented video A1 has ended and playback of segmented video A2 has begun.
  • the related video identification unit 226 identifies a game video that includes a segmented video related to the newly changed segmented video.
  • the related video identification unit 226 recognizes that segmented video A2 is being played, it identifies the top three feature vectors with the highest cosine similarity to feature vector A2 of segmented video A2.
  • the cosine similarity between feature vector A2 and feature vector L4 of divided video L4 in video L is the highest
  • the cosine similarity between feature vector A2 and feature vector Y5 of divided video Y5 in video Y is the second highest
  • the cosine similarity between feature vector A2 and feature vector G2 of divided video G2 in video G is the third highest.
  • the related video identification unit 226 recognizes that video L, video Y, and video G contain divided videos that are highly related to divided video A2.
  • the thumbnail providing unit 230 provides thumbnails of videos L, video Y, and video G to the information processing device 10.
  • the acquisition unit 142 acquires thumbnail images of the video L, the video Y, and the video G from the video sharing server 14.
  • 11 shows an example of a game video playback screen.
  • the video display unit 116 is playing divided video A2 of video A in the first display area 310.
  • the thumbnail display unit 118 displays thumbnails of videos related to the image displayed in the first display area 310 in the second display area 312.
  • the thumbnail display unit 118 displays thumbnails 316a, 316b, and 316c of videos L, Y, and G related to divided video A2 displayed in the first display area 310.
  • the thumbnail display unit 118 changes the thumbnail of the related video that it displays depending on the image that the video display unit 116 displays.
  • the thumbnail display unit 118 displays thumbnails 316a, 316b, and 316c of videos that are related to the displayed image. This allows the video display unit 116 to play a video that is highly related to the image of video A that was being displayed when the user selects one of the thumbnails 316a, 316b, or 316c.
  • At least a playback start time may be set for a related video.
  • the start time of divided video L4 may be set as the playback start time, and when the user selects thumbnail 316a, the video display unit 116 may play video L from the start time of divided video L4. This allows the user to immediately watch divided video L4, which is related to divided video A2.
  • the start time of divided video Y5 is set as the playback start time, and when the user selects thumbnail 316b, the video display unit 116 plays video Y from the start time of divided video Y5.
  • the start time of divided video G2 is set as the playback start time, and when the user selects thumbnail 316c, the video display unit 116 plays video G from the start time of divided video G2.
  • a playback end time may be set for each related video.
  • the end time of divided video L4 may be set as the playback end time;
  • the end time of divided video Y5 may be set as the playback end time;
  • the end time of divided video G2 may be set as the playback end time.
  • the thumbnail display unit 118 changes the thumbnail image displayed in the second display area 312 each time the split video being played switches, but it is also possible not to change the thumbnail image while video A is being played. Instead, the thumbnail display unit 118 may be configured to display a thumbnail of a video related to the image that is being paused and displayed when playback of video A is paused. Furthermore, after the user moves the slider on the seek bar, the thumbnail display unit 118 may be configured to display a thumbnail of a video related to the displayed image when playing a video.
  • Figure 12 shows another example of a game video playback screen.
  • the video display unit 116 plays video A in the first display area 310.
  • the thumbnail display unit 118 displays thumbnails of multiple split videos of the video A being played in the third display area 318, and displays thumbnails of videos including split videos related to the split videos of video A in the second display area 312.
  • the user can efficiently watch videos related to the split videos of video A.
  • the output device 4 may also be a head-mounted display (HMD) output device.
  • HMD head-mounted display
  • the thumbnail display unit 118 displays thumbnails of multiple videos related to the image that was displayed when the gaze was removed.
  • the video display unit 116 may display video A in a reduced size.
  • the video display unit 116 starts playing the related video, and the thumbnail display unit 118 hides the thumbnail of the related video.
  • the user wants to watch a video related to the currently displayed image, they can display thumbnails of the related video by looking away from the displayed image, making it easy to watch the related video.
  • the video sharing server 14 can analyze user preferences by monitoring the user's viewing of related videos.
  • the video sharing server 14 may identify the segmented videos that the user has viewed among the related videos, thereby more accurately grasping the user's preferences.
  • the video sharing server 14 may refer to the cosine similarity of the related videos viewed by the user and investigate the trend in the cosine similarity of the related videos viewed by the user. For example, if the cosine similarity of the related videos viewed by the user tends to be above a predetermined value, related videos with cosine similarity below the predetermined value may not be presented to the user.
  • the video dividing unit 216 divides the game video into 20-second units, but it may also divide into other time units, for example, 5-second units. Furthermore, the video dividing unit 216 may divide the game video into units that take into account semantic continuity, rather than dividing into predetermined time intervals. For example, the video dividing unit 216 may divide the game video into scene units such as conversation scenes, battle scenes, etc.
  • the information processing system 1 may include a cloud game server (not shown) that executes a game program in accordance with user operations.
  • the information processing device 10 transmits information (game operation information) about the user's operation of the input device 6 to the game server.
  • the game server generates game images and game sounds based on the game operation information, and streams the game images and game sounds to the information processing device 10.
  • the information processing device 10 does not need to have the function of executing a game program, and may be a terminal device that outputs game images and game sounds from the output device 4.
  • the present disclosure may include the following aspects.
  • An information processing device having a function of playing back moving images, the information processing device comprising a circuit configured to: The circuitry comprises: Play the video, Displays thumbnails of videos related to the displayed image, displaying a thumbnail of a video related to the displayed image; When the displayed image changes, a thumbnail of the video related to the changed image is displayed.
  • Information processing device. [Item 2] The circuit comprises: When you pause a video, it will display thumbnails of videos related to the image that is currently being displayed. Item 1. The information processing device according to item 1.
  • the circuit comprises: When playing a video, display thumbnails of videos related to the image being displayed, Item 1. The information processing device according to item 1.
  • the circuit comprises: Displaying multiple thumbnails of the video to be played and displaying thumbnails of videos related to the multiple thumbnails in the vicinity of the thumbnails; Item 1.
  • the circuit comprises: When a thumbnail of a related video is selected, the related video will be played. Item 1.
  • the related videos have a playback start time set, The circuit comprises: Play the related video from the set playback start time, Item 6.
  • a method for displaying a moving image in an information processing device comprising: Play the video, Displays thumbnails of videos related to the displayed image, When the displayed image changes, a thumbnail of the video related to the changed image is displayed.
  • Video display method [Item 8] A recording medium on which a program executed in a computer of an information processing device is recorded, the program being recorded on the computer, On the computer, The ability to play videos, The ability to display thumbnails of videos related to the displayed image, When the displayed image is changed, a function to display a thumbnail of the video related to the changed image, Make this a reality.
  • This disclosure can be used in the technical field of allowing users to watch videos.
  • 1...information processing system 4...output device, 5...server device, 6...input device, 10...information processing device, 12...management server, 14...video sharing server, 100...processing unit, 102...communication unit, 110...game execution unit, 112...game image generation unit, 114...display processing unit, 116...video display unit, 118...thumbnail display unit, 120...event information acquisition unit, 122...event data transmission unit, 130...game video acquisition unit, 132...game video transmission unit, 140...reception unit, 142 ...acquisition unit, 154...game video recording unit, 200...processing unit, 202...communication unit, 210...game video acquisition unit, 212...analysis unit, 214...metadata setting unit, 216...video division unit, 218...vector setting unit, 220...search request reception unit, 222...search unit, 224...selection reception unit, 226...related video identification unit, 228...video provision unit, 230...thumbnail provision unit, 240...recording device, 242...

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Abstract

A moving image display unit 116 reproduces a moving image. A thumbnail display unit 118 displays a thumbnail of moving images related to the displayed image. The thumbnail display unit 118 changes the thumbnail of moving images to be displayed, in accordance with the image displayed by the moving image display unit 116.

Description

情報処理装置および動画表示方法Information processing device and video display method

 本開示は、ユーザに動画を視聴させるための技術に関する。 This disclosure relates to technology for allowing users to watch videos.

 動画共有サーバには、様々なプレイヤがプレイしたゲームの動画がアップロードされる。ユーザが動画共有サイトの検索ボックスに文字列を入力すると、動画共有サーバは、入力された文字列にマッチするゲーム動画をユーザに提供し、ユーザは提供されたゲーム動画を再生する。 Videos of games played by various players are uploaded to the video sharing server. When a user enters a string into the search box of a video sharing site, the video sharing server provides the user with game videos that match the entered string, and the user can then play the provided game videos.

 動画の視聴中、再生している動画の周辺に、関連動画と呼ばれる別の動画のサムネイルが表示されることがある。ユーザは関連動画のサムネイルを選択することで当該関連動画を視聴できるが、再生している動画と関連動画との関連性が低いことも多い。そこで本開示は、再生している動画との関連性が高い動画を提示する仕組みを提供する。 While watching a video, thumbnails of other videos, known as related videos, may appear near the video being played. Users can view related videos by selecting the thumbnail of a related video, but the related videos are often not very relevant to the video being played. This disclosure therefore provides a mechanism for presenting videos that are highly relevant to the video being played.

 本開示のある態様は、動画を再生する機能を備える情報処理装置であって、動画を再生する動画表示部と、表示されている画像に関連する動画のサムネイルを表示するサムネイル表示部とを備える。サムネイル表示部は、動画表示部が表示する画像に応じて、表示する動画のサムネイルを変更する。 One aspect of the present disclosure is an information processing device with a function for playing videos, which includes a video display unit that plays videos and a thumbnail display unit that displays thumbnails of videos related to the displayed image. The thumbnail display unit changes the thumbnail of the video that it displays depending on the image displayed by the video display unit.

 本発明の別の態様は、情報処理装置において動画を表示する方法であって、動画を再生するステップと、表示されている画像に関連する動画のサムネイルを表示するステップと、表示されている画像が変更されると、変更された画像に関連する動画のサムネイルを表示するステップとを有する。 Another aspect of the present invention is a method for displaying a video on an information processing device, comprising the steps of playing the video, displaying a thumbnail of the video associated with the displayed image, and, when the displayed image is changed, displaying a thumbnail of the video associated with the changed image.

 なお、以上の構成要素の任意の組合せ、本開示の表現を方法、装置、システム、記録媒体、コンピュータプログラムなどの間で変換したものもまた、本開示の態様として有効である。 In addition, any combination of the above components, and any conversion of the expression of this disclosure into a method, device, system, recording medium, computer program, etc., are also valid aspects of this disclosure.

実施例にかかる情報処理システムを示す図である。FIG. 1 is a diagram illustrating an information processing system according to an embodiment. 情報処理装置のハードウェア構成を示す図である。FIG. 1 is a diagram illustrating a hardware configuration of an information processing device. 情報処理装置の機能ブロックの例を示す図である。FIG. 2 is a diagram illustrating an example of functional blocks of an information processing device. ゲーム画面の例を示す図である。FIG. 10 is a diagram illustrating an example of a game screen. 動画共有サーバの機能ブロックの例を示す図である。FIG. 2 is a diagram illustrating an example of functional blocks of a video sharing server. ゲーム画像から抽出される文字および数字の例を示す図である。10A and 10B are diagrams illustrating examples of letters and numbers extracted from a game image. ゲーム動画を分割した例を示す図である。FIG. 10 is a diagram showing an example of dividing a game video. 動画共有サイトのホーム画面の例を示す図である。FIG. 10 is a diagram illustrating an example of a home screen of a video sharing site. 複数の候補動画の選択画面の例を示す図である。FIG. 10 is a diagram showing an example of a selection screen for a plurality of candidate videos. ゲーム動画の再生画面の例を示す図である。FIG. 10 is a diagram showing an example of a playback screen of a game video. ゲーム動画の再生画面の例を示す図である。FIG. 10 is a diagram showing an example of a playback screen of a game video. ゲーム動画の再生画面の別の例を示す図である。FIG. 10 is a diagram showing another example of a playback screen of a game video.

 実施例では、ユーザ端末装置である情報処理装置がゲームプログラムを実行する。ゲームプログラムは、ゲーム内でイベントが発生すると、発生したイベントを識別するイベント情報をシステムソフトウェアに出力する。イベントは、ゲームプレイの進行に変化があったり、プレイヤが操作するプレイヤキャラクタの行動に変化があったとき等に発生する。ゲームプログラムには、少なくとも終了条件が設定されているプレイ単位が複数組み込まれている。 In this embodiment, an information processing device, which is a user terminal device, executes a game program. When an event occurs in the game, the game program outputs event information identifying the event that has occurred to the system software. An event occurs when there is a change in the progress of game play or when there is a change in the behavior of the player character controlled by the player. The game program incorporates multiple play units, each of which has at least a set end condition.

 ゲームプログラムは、プレイ単位の一種として、開始条件および終了条件が設定されているアクティビティを含む。アクティビティは、ステージや、クエスト、ミッション、トーナメント、セッションなどによって構成されてよい。アクティビティはゲームメーカにより適宜設定され、ゲーム進行上に登場する1つのクエストが1つのアクティビティを構成してよく、または複数のクエストが1つのアクティビティを構成してもよい。複数のクエストが1つのアクティビティを構成している場合、複数のクエストの全てを完了することが、当該アクティビティの終了条件となる。 A game program includes activities, which are a type of unit of play and have set start and end conditions. Activities may be made up of stages, quests, missions, tournaments, sessions, etc. Activities are set as appropriate by the game maker, and one quest that appears in the course of the game may constitute one activity, or multiple quests may constitute one activity. When multiple quests make up one activity, completing all of the multiple quests is the end condition for that activity.

 ゲームプログラムは、アクティビティを開始すると、アクティビティを識別するアクティビティ識別子(アクティビティID)と、アクティビティの開始を示す情報を含むイベント情報をシステムソフトウェアに出力する。ゲームプログラムは、アクティビティを終了すると、アクティビティIDと、アクティビティの終了を示す情報を含むイベント情報をシステムソフトウェアに出力する。アクティビティの終了時、ゲームプログラムは、イベント情報に、アクティビティの結果(成功または失敗)を含ませてよい。 When the game program starts an activity, it outputs to the system software an activity identifier (activity ID) that identifies the activity and event information that includes information indicating the start of the activity. When the game program ends the activity, it outputs to the system software event information that includes the activity ID and information indicating the end of the activity. When the activity ends, the game program may include the result of the activity (success or failure) in the event information.

 システムソフトウェアは、ゲームプログラムから出力されたイベント情報に、ユーザを識別するユーザ識別子(ユーザアカウント)、ゲームを識別するゲーム識別子(ゲームID)および時間情報(タイムスタンプ)を付加したイベントデータを生成し、外部のサーバ装置に送信する。サーバ装置は、複数のプレイヤが操作する複数の情報処理装置から送信されるイベントデータを収集して、アクティビティに関するプレイ動向を分析する。たとえばサーバ装置は、複数の情報処理装置から送信されるイベントデータにもとづいて、アクティビティの平均プレイ時間などを統計的に算出してよい。 The system software generates event data by adding a user identifier (user account) that identifies the user, a game identifier (game ID) that identifies the game, and time information (timestamp) to the event information output from the game program, and transmits this to an external server device. The server device collects event data transmitted from multiple information processing devices operated by multiple players, and analyzes play trends related to activities. For example, the server device may statistically calculate the average play time of an activity based on the event data transmitted from multiple information processing devices.

 実施例のサーバ装置は、複数のプレイヤがプレイしたゲームの動画を取得して、ゲーム動画を解析する。サーバ装置はゲーム動画を画像解析して、ゲームにおける状態値を取得する。状態値は、ゲームにおけるシーンの状態や、プレイヤが操作するプレイヤキャラクタの静的な状態および/または動的な状態などを示す値であってよい。プレイヤキャラクタの状態値は、プレイヤキャラクタのHP値であったり、プレイヤキャラクタが行ったアクションを示すアクション名であってよい。サーバ装置は、取得した状態値と当該状態値が生じた時刻とを対応付けて、ゲーム動画のメタデータとして設定する。サーバ装置は、状態値に関するメタデータをゲーム動画に埋め込んでよいが、データベースに格納してもよい。 In one embodiment, the server device acquires video of a game played by multiple players and analyzes the game video. The server device performs image analysis of the game video to acquire state values in the game. The state values may be values that indicate the state of a scene in the game, or the static and/or dynamic state of a player character controlled by a player. The state value of a player character may be the HP value of the player character or the name of an action that indicates an action performed by the player character. The server device associates the acquired state value with the time that the state value occurred, and sets this as metadata for the game video. The server device may embed metadata related to the state values in the game video, or it may store it in a database.

 実施例のサーバ装置は、複数のプレイヤがアップロードしたゲーム動画を配信する動画共有サービスをユーザに提供する。ユーザが動画共有サイトの検索ボックスに文字列を入力すると、動画共有サーバは、入力された文字列にマッチするゲーム動画を検索し、検索したゲーム動画をユーザに提供する。 In one embodiment, the server device provides users with a video sharing service that distributes game videos uploaded by multiple players. When a user enters a string of characters into a search box on a video sharing site, the video sharing server searches for game videos that match the entered string and provides the searched game videos to the user.

 図1は、本開示の実施例にかかる情報処理システム1を示す。実施例の情報処理システム1は、ユーザがゲーム動画を視聴できるシステムであり、ユーザが操作する情報処理装置10とサーバ装置5とを備える。アクセスポイント(以下、「AP」とよぶ)8は、無線アクセスポイントおよびルータの機能を有し、情報処理装置10は、無線または有線経由でAP8に接続して、ネットワーク3上のサーバ装置5と通信可能に接続する。図1には、1人のユーザおよび1台の情報処理装置10が示されているが、情報処理システム1においては、複数のユーザが操作する複数の情報処理装置10が、サーバ装置5とネットワーク3を介して接続している。 FIG. 1 shows an information processing system 1 according to an embodiment of the present disclosure. The information processing system 1 of the embodiment is a system that allows a user to watch game videos, and includes an information processing device 10 operated by the user and a server device 5. An access point (hereinafter referred to as "AP") 8 functions as a wireless access point and a router, and the information processing device 10 connects to the AP 8 wirelessly or via a wired connection to communicate with the server device 5 on the network 3. While FIG. 1 shows one user and one information processing device 10, in the information processing system 1, multiple information processing devices 10 operated by multiple users are connected to the server device 5 via the network 3.

 情報処理装置10は、ユーザが操作する入力装置6と無線または有線で接続し、入力装置6はユーザが操作した情報を情報処理装置10に出力する。情報処理装置10は入力装置6から操作情報を受け付けるとシステムソフトウェアやゲームプログラムの処理に反映し、出力装置4から処理結果を出力する。情報処理システム1において情報処理装置10はゲームを実行するゲーム装置(ゲームコンソール)であり、入力装置6はゲームコントローラなどのユーザの操作情報を情報処理装置10に供給する機器である。なお入力装置6は、キーボードやマウスなどの入力インタフェースであってもよい。 The information processing device 10 is connected wirelessly or via a wire to an input device 6 operated by a user, and the input device 6 outputs information operated by the user to the information processing device 10. When the information processing device 10 receives operation information from the input device 6, it reflects the information in the processing of the system software and game program, and outputs the processing results from the output device 4. In the information processing system 1, the information processing device 10 is a game device (game console) that executes the game, and the input device 6 is a device such as a game controller that supplies user operation information to the information processing device 10. The input device 6 may also be an input interface such as a keyboard or mouse.

 補助記憶装置2は、HDD(ハードディスクドライブ)やSSD(ソリッドステートドライブ)などの大容量記録装置であり、内蔵型記録装置であってよく、またUSB(Universal Serial Bus)などによって情報処理装置10と接続する外部記録装置であってもよい。出力装置4は画像を出力するディスプレイおよび音を出力するスピーカを有するテレビであってよい。出力装置4は、情報処理装置10に有線ケーブルで接続されてよく、また無線接続されてもよい。 The auxiliary storage device 2 is a large-capacity storage device such as an HDD (hard disk drive) or SSD (solid state drive), and may be an internal storage device, or an external storage device connected to the information processing device 10 via a USB (universal serial bus) or the like. The output device 4 may be a television having a display for outputting images and speakers for outputting sound. The output device 4 may be connected to the information processing device 10 via a wired cable, or may be connected wirelessly.

 撮像装置であるカメラ7は出力装置4の近傍に設けられ、出力装置4周辺の空間を撮像する。図1ではカメラ7が出力装置4の上部に取り付けられている例を示しているが、出力装置4の側部または下部に配置されてもよく、いずれにしても出力装置4の前方に位置するユーザを撮像できる位置に配置される。カメラ7はステレオカメラであってもよい。 Camera 7, which is an imaging device, is installed near output device 4 and captures images of the space around output device 4. While Figure 1 shows an example in which camera 7 is attached to the top of output device 4, it may also be placed on the side or bottom of output device 4, and in either case, it is placed in a position where it can capture an image of a user positioned in front of output device 4. Camera 7 may also be a stereo camera.

 実施例のサーバ装置5は、管理サーバ12および動画共有サーバ14を備える。以下では、管理サーバ12と動画共有サーバ14とを別個の異なるサーバとして説明するが、管理サーバ12と動画共有サーバ14とは一体のサーバであってもよい。 The server device 5 of the embodiment includes a management server 12 and a video sharing server 14. In the following, the management server 12 and the video sharing server 14 are described as separate, distinct servers, but the management server 12 and the video sharing server 14 may also be integrated into one server.

 管理サーバ12は、情報処理システム1のユーザに対してネットワークサービスを提供する。管理サーバ12は、各ユーザを識別するユーザ識別子(ユーザアカウント)を管理しており、各ユーザは、ユーザアカウントを用いて、管理サーバ12が提供するネットワークサービスにサインインする。ユーザは情報処理装置10からネットワークサービスにサインインすることで、管理サーバ12に、ゲームのセーブデータや、ゲームプレイ中に獲得した仮想的な褒賞であるトロフィを登録できる。管理サーバ12にセーブデータやトロフィが登録されることで、ユーザが情報処理装置10とは別の情報処理装置を使用しても、セーブデータやトロフィを同期できるようになる。 The management server 12 provides network services to users of the information processing system 1. The management server 12 manages user identifiers (user accounts) that identify each user, and each user signs in to the network services provided by the management server 12 using their user account. By signing in to the network service from their information processing device 10, users can register game save data and trophies, which are virtual rewards acquired during game play, on the management server 12. By registering save data and trophies on the management server 12, users can synchronize save data and trophies even if they use an information processing device other than the information processing device 10.

 管理サーバ12は、複数のプレイヤ(ユーザ)が操作する複数の情報処理装置10からイベントデータを収集する。管理サーバ12はユーザアカウントに紐付けて、イベントデータを記録する。管理サーバ12は、収集したイベントデータから、アクティビティのプレイ時間を統計処理して、アクティビティの平均プレイ時間などを算出してよい。 The management server 12 collects event data from multiple information processing devices 10 operated by multiple players (users). The management server 12 records the event data by linking it to user accounts. The management server 12 may perform statistical processing of activity play times from the collected event data to calculate the average play time of an activity, etc.

 動画共有サーバ14は、複数のプレイヤがプレイしたゲームの動画を配信する動画共有サービスを提供する。実施例の動画共有サーバ14は、プレイヤからアップロードされたゲーム動画を解析して、ゲーム動画のメタデータを生成する機能を備える。 The video sharing server 14 provides a video sharing service that distributes videos of games played by multiple players. In this embodiment, the video sharing server 14 has the function of analyzing game videos uploaded by players and generating metadata for the game videos.

 動画共有サーバ14は、ゲーム動画を画像解析してゲームにおける状態値を取得する。動画共有サーバ14は光学文字認識(OCR)機能を有し、戦闘シーンで達成したコンボ数や、プレイヤキャラクタのHP(ヒットポイント)をゲーム動画から抽出して、ゲームにおける状態値として取得してよい。また動画共有サーバ14は物体検出機能を有し、登場した敵キャラクタや入手したアイテムを検出して、ゲームにおける状態値として取得してよい。また動画共有サーバ14は行動認識機能を有し、プレイヤキャラクタのアクションを検出して、ゲームにおける状態値として取得してよい。 The video sharing server 14 performs image analysis of the game video to acquire game status values. The video sharing server 14 has an optical character recognition (OCR) function, and may extract the number of combos achieved in battle scenes and the player character's HP (hit points) from the game video to acquire these as game status values. The video sharing server 14 may also have an object detection function, and may detect enemy characters that appear and items that are obtained, and acquire these as game status values. The video sharing server 14 may also have an action recognition function, and may detect the actions of the player character to acquire these as game status values.

 動画共有サーバ14は、取得した状態値と当該状態値が生じた時刻とを対応付けて、ゲーム動画のメタデータとして設定する。動画共有サーバ14は、メタデータをゲーム動画に埋め込んでよいが、データベースに格納してもよい。なおゲーム動画の解析は、動画共有サーバ14が実施するのではなく、管理サーバ12や別のサーバが実施してもよい。 The video sharing server 14 associates the acquired status value with the time when the status value occurred and sets it as metadata for the game video. The video sharing server 14 may embed the metadata in the game video, or may store it in a database. Note that analysis of the game video may not be performed by the video sharing server 14, but may instead be performed by the management server 12 or another server.

 図2は、情報処理装置10のハードウェア構成を示す。情報処理装置10は、メイン電源ボタン20、電源ON用LED21、スタンバイ用LED22、システムコントローラ24、クロック26、デバイスコントローラ30、メディアドライブ32、USBモジュール34、フラッシュメモリ36、無線通信モジュール38、有線通信モジュール40、サブシステム50およびメインシステム60を有して構成される。 Figure 2 shows the hardware configuration of the information processing device 10. The information processing device 10 is composed of a main power button 20, a power ON LED 21, a standby LED 22, a system controller 24, a clock 26, a device controller 30, a media drive 32, a USB module 34, a flash memory 36, a wireless communication module 38, a wired communication module 40, a subsystem 50, and a main system 60.

 メインシステム60は、メインCPU(Central Processing Unit)、主記憶装置であるメモリおよびメモリコントローラ、GPU(Graphics Processing Unit)などを備える。GPUはゲームプログラムの演算処理に主として利用される。メインCPUはシステムソフトウェアを起動し、システムソフトウェアが提供する環境下において、補助記憶装置2にインストールされたゲームプログラムを実行する機能をもつ。サブシステム50は、サブCPU、主記憶装置であるメモリおよびメモリコントローラなどを備え、GPUを備えない。 The main system 60 comprises a main CPU (Central Processing Unit), memory and memory controller as main storage devices, a GPU (Graphics Processing Unit), etc. The GPU is primarily used for processing game programs. The main CPU has the function of starting up the system software and executing game programs installed on the auxiliary storage device 2 in the environment provided by the system software. The subsystem 50 comprises a sub-CPU, memory and memory controller as main storage devices, etc., but does not comprise a GPU.

 メインCPUは補助記憶装置2にインストールされているゲームプログラムを実行する機能をもつ一方で、サブCPUはそのような機能をもたない。しかしながらサブCPUは補助記憶装置2にアクセスする機能や、サーバ装置5との間でデータを送受信する機能を有している。サブCPUは、このような制限された処理機能のみを有して構成されており、したがってメインCPUと比較して小さい消費電力で動作できる。これらのサブCPUの機能は、メインCPUがスタンバイ状態にある際に実行される。 While the main CPU has the function of executing game programs installed on the auxiliary storage device 2, the sub-CPU does not have such a function. However, the sub-CPU does have the function of accessing the auxiliary storage device 2 and the function of sending and receiving data with the server device 5. The sub-CPU is configured with only these limited processing functions, and therefore can operate with less power consumption than the main CPU. These functions of the sub-CPU are executed when the main CPU is in standby mode.

 メイン電源ボタン20は、ユーザからの操作入力が行われる入力部であって、情報処理装置10の筐体の前面に設けられ、情報処理装置10のメインシステム60への電源供給をオンまたはオフするために操作される。電源ON用LED21は、メイン電源ボタン20がオンされたときに点灯し、スタンバイ用LED22は、メイン電源ボタン20がオフされたときに点灯する。システムコントローラ24は、ユーザによるメイン電源ボタン20の押下を検出する。 The main power button 20 is an input unit that receives operational input from the user. It is located on the front of the housing of the information processing device 10 and is operated to turn on or off the power supply to the main system 60 of the information processing device 10. The power ON LED 21 lights up when the main power button 20 is turned on, and the standby LED 22 lights up when the main power button 20 is turned off. The system controller 24 detects when the main power button 20 is pressed by the user.

 クロック26はリアルタイムクロックであって、現在の日時情報を生成し、システムコントローラ24やサブシステム50およびメインシステム60に供給する。 The clock 26 is a real-time clock that generates current date and time information and supplies it to the system controller 24, subsystem 50, and main system 60.

 デバイスコントローラ30は、サウスブリッジのようにデバイス間の情報の受け渡しを実行するLSI(Large-Scale Integrated Circuit)として構成される。図示のように、デバイスコントローラ30には、システムコントローラ24、メディアドライブ32、USBモジュール34、フラッシュメモリ36、無線通信モジュール38、有線通信モジュール40、サブシステム50およびメインシステム60などのデバイスが接続される。デバイスコントローラ30は、それぞれのデバイスの電気特性の違いやデータ転送速度の差を吸収し、データ転送のタイミングを制御する。 The device controller 30 is configured as an LSI (Large-Scale Integrated Circuit) that, like a southbridge, transfers information between devices. As shown in the figure, devices such as the system controller 24, media drive 32, USB module 34, flash memory 36, wireless communication module 38, wired communication module 40, subsystem 50, and main system 60 are connected to the device controller 30. The device controller 30 absorbs differences in the electrical characteristics and data transfer speeds of each device and controls the timing of data transfer.

 メディアドライブ32は、ゲームなどのアプリケーションソフトウェア、およびライセンス情報を記録したROM媒体44を装着して駆動し、ROM媒体44からプログラムやデータなどを読み出すドライブ装置である。ROM媒体44は、光ディスクや光磁気ディスク、ブルーレイディスクなどの読出専用の記録メディアである。 The media drive 32 is a drive device that operates by loading a ROM medium 44 that stores application software such as games and license information, and reads programs, data, and the like from the ROM medium 44. The ROM medium 44 is a read-only recording medium such as an optical disc, magneto-optical disc, or Blu-ray disc.

 USBモジュール34は、外部機器とUSBケーブルで接続するモジュールである。USBモジュール34は補助記憶装置2およびカメラ7とUSBケーブルで接続してもよい。フラッシュメモリ36は、内部ストレージを構成する補助記憶装置である。無線通信モジュール38は、Bluetooth(登録商標)プロトコルやIEEE802.11プロトコルなどの通信プロトコルで、入力装置6と無線通信する。有線通信モジュール40は、外部機器と有線通信し、AP8を介してネットワーク3に接続する。 The USB module 34 is a module that connects to external devices via a USB cable. The USB module 34 may also be connected to the auxiliary storage device 2 and camera 7 via USB cables. The flash memory 36 is an auxiliary storage device that constitutes internal storage. The wireless communication module 38 communicates wirelessly with the input device 6 using a communication protocol such as the Bluetooth (registered trademark) protocol or the IEEE802.11 protocol. The wired communication module 40 communicates wired with external devices and connects to the network 3 via the AP 8.

 図3は、情報処理装置10の機能ブロックの一例を示す。実施例の情報処理装置10は、処理部100および通信部102を備え、処理部100は、ゲーム実行部110、ゲーム画像生成部112、表示処理部114、イベント情報取得部120、イベントデータ送信部122、ゲーム動画取得部130、ゲーム動画送信部132、受付部140および取得部142を有する。表示処理部114は、動画表示部116およびサムネイル表示部118を有する。 Figure 3 shows an example of functional blocks of the information processing device 10. The information processing device 10 of the embodiment includes a processing unit 100 and a communication unit 102. The processing unit 100 includes a game execution unit 110, a game image generation unit 112, a display processing unit 114, an event information acquisition unit 120, an event data transmission unit 122, a game video acquisition unit 130, a game video transmission unit 132, a reception unit 140, and an acquisition unit 142. The display processing unit 114 includes a video display unit 116 and a thumbnail display unit 118.

 情報処理装置10における構成要素の機能は、本明細書にて記載された機能を実現するように構成された又はプログラムされた、汎用プロセッサ、特定用途プロセッサ、集積回路、ASICs (Application Specific Integrated Circuits)、CPU (a Central Processing Unit)、従来型の回路、および/又はそれらの組合せを含む、回路(circuitry)又は処理回路(processing circuitry)において実現されてよい。プロセッサは、トランジスタやその他の回路を含む回路(circuitry)又は処理回路(processing circuitry)とみなされる。プロセッサは、メモリに格納されたプログラムを実行する、プログラムされたプロセッサ(programmed processor)であってもよい。 The functions of the components in the information processing device 10 may be implemented in circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), CPUs (Central Processing Units), conventional circuits, and/or combinations thereof, configured or programmed to implement the functions described herein. A processor is considered to be a circuitry or processing circuitry that includes transistors and other circuits. A processor may also be a programmed processor that executes a program stored in memory.

 本明細書において、回路(circuitry)、ユニット、手段は、記載された機能を実現するようにプログラムされたハードウェア、又は実行するハードウェアである。当該ハードウェアは、本明細書に開示されているあらゆるハードウェア、又は、当該記載された機能を実現するようにプログラムされた、又は、実行するものとして知られているあらゆるハードウェアであってもよい。 In this specification, a circuit, unit, or means is hardware that is programmed to realize or executes the described functions. The hardware may be any hardware disclosed in this specification or any hardware known to be programmed to realize or execute the described functions.

 当該ハードウェアが回路(circuitry)のタイプであるとみなされるプロセッサである場合、当該回路(circuitry)、手段、又はユニットは、ハードウェアと、当該ハードウェア及び又はプロセッサを構成する為に用いられるソフトウェアとの組合せであってよい。 If the hardware is a processor, which is considered to be a type of circuitry, the circuitry, means, or unit may be a combination of hardware and software used to configure the hardware and/or processor.

 通信部102は、無線通信モジュール38および有線通信モジュール40の機能を併せ持つ。ユーザのゲームプレイ中、通信部102は、ユーザが入力装置6を操作した情報(ゲーム操作情報)を受信して、ゲーム実行部110に提供する。 The communication unit 102 combines the functions of the wireless communication module 38 and the wired communication module 40. While the user is playing a game, the communication unit 102 receives information about the user's operation of the input device 6 (game operation information) and provides this information to the game execution unit 110.

 ゲーム実行部110は、ユーザの操作にしたがってゲームを実行する。ユーザによるゲームプレイ中、ゲーム実行部110は、ゲーム操作情報にもとづいてゲームプログラムを実行し、仮想空間内でプレイヤキャラクタを動かす演算処理を行う。ゲーム画像生成部112はGPU(Graphics Processing Unit)を含み、仮想空間における演算処理結果を受けて、仮想空間内の視点位置(仮想カメラ)からのゲーム画像および仮想空間内の視点位置におけるゲーム音を生成する。動画表示部116は、ゲーム画像生成部112が生成したゲーム画像およびゲーム音を、出力装置4から出力する。 The game execution unit 110 executes the game in accordance with the user's operations. While the user is playing the game, the game execution unit 110 executes a game program based on game operation information and performs calculations to move the player character within the virtual space. The game image generation unit 112 includes a GPU (Graphics Processing Unit), and receives the results of calculations in the virtual space, generating game images from a viewpoint position (virtual camera) within the virtual space and game sounds at the viewpoint position within the virtual space. The video display unit 116 outputs the game images and game sounds generated by the game image generation unit 112 from the output device 4.

 図4は、出力装置4に表示されるゲーム画面の例を示す。ユーザは、出力装置4から出力されるゲーム画像およびゲーム音を視聴しながら入力装置6を操作して、ゲームを進行させる。以下、ゲーム画像およびゲーム音を、説明の便宜上、単に「ゲーム動画」と呼ぶこともある。 Figure 4 shows an example of a game screen displayed on the output device 4. The user plays the game by operating the input device 6 while viewing the game images and game sounds output from the output device 4. Hereinafter, for ease of explanation, the game images and game sounds may also be simply referred to as "game video."

 ゲームプログラムは、ゲーム進行中にアクティビティを開始すると、アクティビティの開始イベントの発生を示すイベント情報を出力し、アクティビティを終了すると、アクティビティの終了イベントの発生を示すイベント情報を出力する。イベント情報取得部120は、ゲームプログラムからイベント情報を取得すると、イベント情報をゲーム動画取得部130に提供する。またイベント情報取得部120は、取得したイベント情報に、ユーザアカウント、ゲームIDおよびイベントが発生した時間を示す時間情報(タイムスタンプ)を付加したイベントデータを生成して、イベントデータ送信部122に提供する。 When an activity is started during the game, the game program outputs event information indicating the occurrence of an activity start event, and when the activity is ended, it outputs event information indicating the occurrence of an activity end event. When the event information acquisition unit 120 acquires event information from the game program, it provides the event information to the game video acquisition unit 130. The event information acquisition unit 120 also generates event data by adding the user account, game ID, and time information (timestamp) indicating the time the event occurred to the acquired event information, and provides this to the event data transmission unit 122.

 ゲーム開発者は様々なアクティビティをゲームに仕込んでよい。たとえば、敵ボスとの戦闘アクティビティがゲームに組み入れられている場合、ゲームプログラムは、戦闘開始時に、戦闘アクティビティを識別するアクティビティIDと、戦闘アクティビティの開始を示す情報を含むイベント情報を出力する。プレイヤが敵ボスとの戦闘に勝利すると、ゲームプログラムは、戦闘アクティビティを識別するアクティビティIDと、戦闘アクティビティの終了を示す情報と、アクティビティの成功を示す情報を含むイベント情報を出力する。 Game developers may incorporate various activities into their games. For example, if a battle activity against an enemy boss is incorporated into the game, the game program will output, at the start of the battle, event information including an activity ID that identifies the battle activity and information indicating the start of the battle activity. When the player wins the battle against the enemy boss, the game program will output event information including an activity ID that identifies the battle activity, information indicating the end of the battle activity, and information indicating the success of the activity.

 イベントデータ送信部122は、イベント情報取得部120から提供されるイベントデータを、通信部102を介して管理サーバ12に送信する。情報処理システム1において、イベントデータの送信処理は、管理サーバ12に接続している全ての情報処理装置10により実施され、管理サーバ12は、複数の情報処理装置10から、様々なゲームのイベントデータを取得する。イベント情報取得部120は、イベント情報をゲームプログラムから取得すると、すぐにユーザアカウントおよびタイムスタンプを付加したイベントデータを生成し、イベントデータ送信部122が管理サーバ12に送信することが好ましい。 The event data transmission unit 122 transmits the event data provided by the event information acquisition unit 120 to the management server 12 via the communication unit 102. In the information processing system 1, the event data transmission process is performed by all information processing devices 10 connected to the management server 12, and the management server 12 acquires event data for various games from multiple information processing devices 10. Upon acquiring event information from a game program, the event information acquisition unit 120 preferably immediately generates event data with a user account and timestamp added, and the event data transmission unit 122 transmits the event data to the management server 12.

 実施例のゲーム動画取得部130はリングバッファを有し、ゲーム画像生成部112が生成したゲーム動画をバックグランドでリングバッファに自動録画する機能を有する。リングバッファは、終端と先端を論理的に連結してメモリ領域を循環的に利用できるようにしたものであり、補助記憶装置2の記憶領域の開始アドレスおよび終了アドレスを設定することで生成されてよい。ゲーム動画取得部130はゲーム動画データを、予め定められたアドレス順に開始アドレスからリアルタイムでリングバッファに記録し、終了アドレスまで記録すると、開始アドレスに戻って上書き記録し、それを繰り返す。たとえばリングバッファは、最長60分間のゲーム動画を記録し、したがってリングバッファには、ユーザが直近の60分間にプレイしたゲーム動画が、時間情報(タイムスタンプ)とともに記録されることになる。 In this embodiment, the game video acquisition unit 130 has a ring buffer and has the function of automatically recording game videos generated by the game image generation unit 112 into the ring buffer in the background. The ring buffer logically links the end and beginning to allow cyclical use of memory space, and may be generated by setting the start and end addresses of the memory space in the auxiliary storage device 2. The game video acquisition unit 130 records game video data into the ring buffer in real time from the start address in a predetermined address order, and once it has recorded up to the end address, it returns to the start address and overwrites the data, repeating this process. For example, the ring buffer can record up to 60 minutes of game video, and therefore the ring buffer will record game video played by the user over the last 60 minutes along with time information (timestamps).

 ユーザはゲームプレイ中に、リングバッファに記録されたゲーム動画の少なくとも一部を切り出してユーザ生成コンテンツを生成できる。ゲームプレイ中、ユーザが入力装置6の所定のボタンを操作すると、コンテンツの生成画面がゲーム画面上に重畳表示されて、ユーザは、直前のゲームプレイを保存する時間を複数の選択肢(たとえば直近の30秒、直近の1分、直近の5分、直近の15分、直近の60分など)の中から選択できる。ユーザが保存時間を選択すると、ゲーム動画取得部130は、リングバッファから、ユーザが選択した時間分のゲーム動画を切り出し、切り出したゲーム動画をユーザ生成コンテンツとしてゲーム動画記録部154に保存する。 During game play, the user can generate user-generated content by cutting out at least a portion of the game video recorded in the ring buffer. When the user operates a predetermined button on the input device 6 during game play, a content generation screen is superimposed on the game screen, and the user can select the time period for saving the most recent game play from multiple options (e.g., the last 30 seconds, the last minute, the last 5 minutes, the last 15 minutes, the last 60 minutes, etc.). When the user selects the saving time, the game video acquisition unit 130 cuts out the game video for the time period selected by the user from the ring buffer and saves the cut-out game video in the game video recording unit 154 as user-generated content.

 コンテンツの別の生成手法として、ユーザはゲームプレイ中に、コンテンツの開始点をリアルタイムで指定し、その後、コンテンツの終了点をリアルタイムで指定してよい。終了点が指定されると、ゲーム動画取得部130はリングバッファから、ユーザが指定した開始点から終了点までのゲーム動画を切り出し、切り出したゲーム動画をユーザ生成コンテンツとしてゲーム動画記録部154に保存する。 As another method of generating content, the user may specify the start point of the content in real time while playing the game, and then specify the end point of the content in real time. Once the end point is specified, the game video acquisition unit 130 extracts the game video from the ring buffer from the start point to the end point specified by the user, and saves the extracted game video in the game video recording unit 154 as user-generated content.

 上記したようにゲーム動画取得部130は、イベント情報取得部120からイベント情報を提供される。ゲーム動画取得部130は、提供されたイベント情報と、イベントが発生した時間を示す時間情報(タイムスタンプ)とを対応付けてリングバッファに記録する。ゲーム動画取得部130は、リングバッファからゲーム動画を切り出すとき、切り出す最初の時刻(開始時刻)から切り出す最後の時刻(終了時刻)までの間に発生したイベント情報およびタイムスタンプを、メタデータとしてゲーム動画に付加する(埋め込む)。さらにゲーム動画取得部130は、ユーザアカウントおよびゲームIDを、メタデータとしてゲーム動画に付加する(埋め込む)。ゲーム動画取得部130は、メタデータを埋め込んだゲーム動画をユーザ生成コンテンツとしてゲーム動画記録部154に保存する。 As described above, the game video acquisition unit 130 is provided with event information from the event information acquisition unit 120. The game video acquisition unit 130 associates the provided event information with time information (timestamp) indicating the time the event occurred and records them in the ring buffer. When the game video acquisition unit 130 cuts out game video from the ring buffer, it adds (embeds) event information and timestamps that occurred between the first time of cutting (start time) and the last time of cutting (end time) to the game video as metadata. Furthermore, the game video acquisition unit 130 adds (embeds) the user account and game ID to the game video as metadata. The game video acquisition unit 130 saves the game video with the embedded metadata in the game video recording unit 154 as user-generated content.

 ユーザは、動画共有サーバ14にユーザ生成コンテンツをアップロードすることで、ユーザ生成コンテンツを不特定多数のユーザに配信できる。ユーザが入力装置6を操作してユーザ生成コンテンツのアップロード指示を情報処理装置10に入力すると、ゲーム動画送信部132は、ゲーム動画記録部154に保存したユーザ生成コンテンツ(ゲーム動画)を動画共有サーバ14に送信する。 By uploading user-generated content to the video sharing server 14, users can distribute the user-generated content to an unspecified number of users. When a user operates the input device 6 to input an instruction to upload user-generated content into the information processing device 10, the game video transmission unit 132 transmits the user-generated content (game video) stored in the game video recording unit 154 to the video sharing server 14.

 図5は、実施例の動画共有サーバ14の機能ブロックを示す。動画共有サーバ14は、処理部200、通信部202および記録装置240を備える。処理部200は、ゲーム動画取得部210、解析部212、メタデータ設定部214、動画分割部216、ベクトル設定部218、検索リクエスト受付部220、検索部222、選択受付部224、関連動画特定部226、動画提供部228およびサムネイル提供部230を有する。記録装置240は、動画記録部242、メタデータ記録部244およびベクトル記録部246を有する。 Figure 5 shows the functional blocks of the video sharing server 14 of the embodiment. The video sharing server 14 includes a processing unit 200, a communication unit 202, and a recording device 240. The processing unit 200 includes a game video acquisition unit 210, an analysis unit 212, a metadata setting unit 214, a video division unit 216, a vector setting unit 218, a search request reception unit 220, a search unit 222, a selection reception unit 224, a related video identification unit 226, a video provision unit 228, and a thumbnail provision unit 230. The recording device 240 includes a video recording unit 242, a metadata recording unit 244, and a vector recording unit 246.

 動画共有サーバ14における構成要素の機能は、本明細書にて記載された機能を実現するように構成された又はプログラムされた、汎用プロセッサ、特定用途プロセッサ、集積回路、ASICs (Application Specific Integrated Circuits)、CPU (a Central Processing Unit)、従来型の回路、および/又はそれらの組合せを含む、回路(circuitry)又は処理回路(processing circuitry)において実現されてよい。プロセッサは、トランジスタやその他の回路を含む回路(circuitry)又は処理回路(processing circuitry)とみなされる。プロセッサは、メモリに格納されたプログラムを実行する、プログラムされたプロセッサ(programmed processor)であってもよい。 The functionality of the components in the video sharing server 14 may be implemented in circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), a CPU (Central Processing Unit), conventional circuitry, and/or combinations thereof, configured or programmed to implement the functionality described herein. A processor is considered to be a circuitry or processing circuitry that includes transistors and other circuits. A processor may also be a programmed processor that executes a program stored in memory.

 本明細書において、回路(circuitry)、ユニット、手段は、記載された機能を実現するようにプログラムされたハードウェア、又は実行するハードウェアである。当該ハードウェアは、本明細書に開示されているあらゆるハードウェア、又は、当該記載された機能を実現するようにプログラムされた、又は、実行するものとして知られているあらゆるハードウェアであってもよい。 In this specification, a circuit, unit, or means is hardware that is programmed to realize or executes the described functions. The hardware may be any hardware disclosed in this specification or any hardware known to be programmed to realize or execute the described functions.

 当該ハードウェアが回路(circuitry)のタイプであるとみなされるプロセッサである場合、当該回路(circuitry)、手段、又はユニットは、ハードウェアと、当該ハードウェア及び又はプロセッサを構成する為に用いられるソフトウェアとの組合せであってよい。 If the hardware is a processor, which is considered to be a type of circuitry, the circuitry, means, or unit may be a combination of hardware and software used to configure the hardware and/or processor.

 ゲーム動画取得部210は、複数の情報処理装置10から、複数のプレイヤがプレイしたゲームの動画を取得し、動画記録部242に記録する。動画記録部242は、プレイヤのユーザ識別子(ユーザアカウント)に紐付けて、ゲーム動画を格納する。 The game video acquisition unit 210 acquires video of games played by multiple players from multiple information processing devices 10 and records it in the video recording unit 242. The video recording unit 242 stores the game videos, linking them to the players' user identifiers (user accounts).

 解析部212は、画像解析機能を有するAI(人工知能)を備える。解析部212は、ゲームタイトルごとに用意された学習済みモデルを用いてゲーム動画を画像解析し、ゲームにおける状態値を取得してゲーム動画のメタデータとして設定する。解析部212は、以下に示すように、様々な画像解析機能を有してよい。 The analysis unit 212 is equipped with AI (artificial intelligence) with image analysis capabilities. The analysis unit 212 performs image analysis of game videos using a trained model prepared for each game title, obtains game state values, and sets them as metadata for the game videos. The analysis unit 212 may have various image analysis functions, as described below.

<文字認識機能>
 解析部212は光学文字認識(OCR)機能を有してよい。解析部212は、ゲーム動画に含まれるテキストを認識して、文字データを抽出する。たとえば図4に示すゲーム画面の左上には文字と数字が表示されており、解析部212は文字認識機能により、ゲーム画面に含まれる文字および数字を抽出する。
<Character recognition function>
The analysis unit 212 may have an optical character recognition (OCR) function. The analysis unit 212 recognizes text included in the game video and extracts character data. For example, letters and numbers are displayed in the upper left corner of the game screen shown in Figure 4, and the analysis unit 212 extracts the letters and numbers included in the game screen using the character recognition function.

 図6は、解析部212によりゲーム画像から抽出される文字および数字の例を示す。解析部212は、横軸をX軸、縦軸をY軸とする座標系をゲーム画像に設定し、認識した文字および数字の座標を特定する。図6に示す例では、解析部212が、(x1,y3)の位置に数字「150」を、(x1,y4)の位置に文字「HP」を、(x2,y1)の位置に文字「コンボ」を、(x2,y2)の位置に数字「13」を抽出している。解析部212は、文字ないしは数字の重心位置を、文字ないしは数字の座標として導出する。 Figure 6 shows an example of letters and numbers extracted from a game image by the analysis unit 212. The analysis unit 212 sets a coordinate system for the game image with the horizontal axis as the X axis and the vertical axis as the Y axis, and specifies the coordinates of the recognized letters and numbers. In the example shown in Figure 6, the analysis unit 212 extracts the number "150" at position (x1, y3), the letters "HP" at position (x1, y4), the letters "combo" at position (x2, y1), and the number "13" at position (x2, y2). The analysis unit 212 derives the center of gravity of the letter or number as the coordinate of the letter or number.

 解析部212は、文字および数字の位置関係から、数字が示す対象を特定する。この例では、(x1,y3)の位置に表示される数字の近傍に「HP」と表示され、(x2,y2)の位置に表示される数字の近傍に「コンボ」と表示されている。したがって解析部212は、(x1,y3)の位置に表示される数字が「HP(ヒットポイント)」を表現し、(x2,y2)の位置に表示される数字が「コンボ数」を表現していることを特定する。したがって解析部212は、この時点におけるプレイヤキャラクタのHPが150であり、コンボ数が13であることを認識する。 The analysis unit 212 identifies the object indicated by the number from the relative positions of the letters and numbers. In this example, "HP" is displayed near the number displayed at position (x1, y3), and "combo" is displayed near the number displayed at position (x2, y2). Therefore, the analysis unit 212 determines that the number displayed at position (x1, y3) represents "HP (hit points)," and the number displayed at position (x2, y2) represents "combo number." Therefore, the analysis unit 212 recognizes that the player character's HP at this point is 150, and the combo number is 13.

 このように(x1,y3)の位置に表示される数字は、HPを示す状態値であり、メタデータ設定部214は、(x1,y3)の位置に表示される数字を時間情報(タイムスタンプ)とともに、メタデータとしてメタデータ記録部244に記録する。(x1,y3)の位置に表示される数字を時間情報とともに記録することで、メタデータ記録部244には、HPの推移が記録されることになる。 In this way, the number displayed at the (x1, y3) position is a status value indicating the HP, and the metadata setting unit 214 records the number displayed at the (x1, y3) position together with time information (timestamp) as metadata in the metadata recording unit 244. By recording the number displayed at the (x1, y3) position together with time information, the progression of the HP is recorded in the metadata recording unit 244.

 また(x2,y2)の位置に表示される数字は、コンボ数を示す状態値であり、メタデータ設定部214は、(x2,y2)の位置に表示される数字を時間情報とともに、コンボ数を示す状態値としてメタデータ記録部244に記録する。(x2,y2)の位置に表示される数字を時間情報とともに記録することで、メタデータ記録部244には、コンボ数の推移が記録されることになる。 The number displayed at the (x2, y2) position is a status value indicating the combo count, and the metadata setting unit 214 records the number displayed at the (x2, y2) position together with time information in the metadata recording unit 244 as a status value indicating the combo count. By recording the number displayed at the (x2, y2) position together with time information, the progress of the combo count is recorded in the metadata recording unit 244.

<物体検出機能>
 解析部212は物体検出機能を有して、ゲーム画像における物体(オブジェクト)を検出してよい。たとえば解析部212は、プレイヤキャラクタが入手したアイテムを検出する。解析部212は、プレイヤキャラクタが入手したアイテムを検出すると、検出したアイテム名および検出した時刻を示す時間情報を、入手アイテムを示す状態値としてメタデータ記録部244に記録する。
<Object detection function>
The analysis unit 212 may have an object detection function and detect objects in game images. For example, the analysis unit 212 detects an item obtained by the player character. When the analysis unit 212 detects an item obtained by the player character, the analysis unit 212 records the name of the detected item and time information indicating the time of detection in the metadata recording unit 244 as a status value indicating the obtained item.

 また解析部212は、プレイヤキャラクタが対戦する敵キャラクタを検出してよい。解析部212は、プレイヤキャラクタが対戦する敵キャラクタを検出すると、検出した敵キャラクタ名および検出した時刻を示す時間情報を、敵キャラクタを示す状態値としてメタデータ記録部244に記録する。 The analysis unit 212 may also detect enemy characters that the player character will face. When the analysis unit 212 detects an enemy character that the player character will face, it records the name of the detected enemy character and time information indicating the time of detection in the metadata recording unit 244 as a status value indicating the enemy character.

<行動認識機能>
 解析部212は行動認識機能を有して、ゲーム動画におけるプレイヤキャラクタの行動を検出してよい。解析部212は、ゲームタイトルごとに用意された学習済みモデルを用いてゲーム動画におけるプレイヤキャラクタの行動を検出する。
<Action recognition function>
The analysis unit 212 may have a behavior recognition function and detect the behavior of the player character in the game video. The analysis unit 212 detects the behavior of the player character in the game video using a trained model prepared for each game title.

 学習済みモデルは、複数のプレイヤのゲーム動画を機械学習したアクション検出モデルであってよい。アクション検出モデルは、学習用のゲーム動画と、ゲーム動画内でプレイヤキャラクタが行ったアクション名とを教師データとして用いた機械学習を実施する。機械学習には、ディープラーニングの一種であるCNN、RNN、LSTMなどを使用してよい。学習済みアクション検出モデルは、ゲーム動画を入力すると、検出したアクション名と、アクションの発生時刻とを出力するように訓練される。 The trained model may be an action detection model that has been trained using machine learning on game videos of multiple players. The action detection model performs machine learning using training game videos and the names of actions performed by player characters in the game videos as training data. For machine learning, deep learning techniques such as CNN, RNN, and LSTM may be used. When a game video is input, the trained action detection model is trained to output the names of detected actions and the time at which the actions occurred.

 たとえばゲームタイトル「バトルXZ」のゲーム動画を学習したアクション検出モデルは、プレイヤキャラクタの動きから、「パンチ」、「キック」、「ガード」、「ジャンプ」、「ラン」、「ジョグ」のいずれかのアクションを検出する。プレイヤキャラクタのアクションの種類はゲームタイトルによって異なるため、アクション検出モデルは、ゲームタイトルごとに訓練されることが好ましい。このため別のゲームタイトルのゲーム動画を学習したアクション検出モデルは、ゲームタイトル「バトルXZ」とは異なる種類のアクションを検出してよい。ゲームタイトルごとにアクション検出モデルを訓練することで、ゲーム動画におけるアクションを高精度に検出することが可能となる。メタデータ設定部214は、ゲーム動画を画像解析して抽出されるアクション名およびアクション発生時刻を、アクションを示す状態値としてメタデータ記録部244に記録する。 For example, an action detection model trained on game video of the game title "Battle XZ" will detect any of the following actions from the player character's movements: "punch," "kick," "guard," "jump," "run," or "jog." Because the types of player character actions differ depending on the game title, it is preferable to train an action detection model for each game title. Therefore, an action detection model trained on game video of another game title may detect different types of actions from those in the game title "Battle XZ." Training an action detection model for each game title makes it possible to detect actions in game videos with high accuracy. The metadata setting unit 214 records the action name and the time of action occurrence extracted by image analysis of the game video in the metadata recording unit 244 as status values indicating the action.

 以上のように、メタデータ設定部214は、ゲーム動画のメタデータを設定する。実施例の動画共有サーバ14は、1つのゲーム動画を分割し、分割した複数の動画の特徴をベクトルで表現する機能を有する。 As described above, the metadata setting unit 214 sets the metadata for the game video. In this embodiment, the video sharing server 14 has the function of dividing a single game video and expressing the characteristics of the resulting multiple videos as vectors.

 動画分割部216は、ゲーム動画を分割する。動画分割部216は、ゲーム動画を所定の単位時間で分割してよい。たとえば動画分割部216は、ゲーム動画を20秒単位で分割する。 The video dividing unit 216 divides the game video. The video dividing unit 216 may divide the game video into predetermined unit times. For example, the video dividing unit 216 divides the game video into 20-second units.

 図7は、ゲーム動画を分割した例を示す。図7に示すゲーム動画は、プレイヤAが「バトルXZ」をプレイした4分間の動画Aであり、動画分割部216は、動画Aを20秒ごとに分割する。したがって動画Aは、12個の分割動画A1~A12に分割される。 Figure 7 shows an example of dividing a game video. The game video shown in Figure 7 is a four-minute video A in which player A plays "Battle XZ," and the video dividing unit 216 divides video A into 20-second segments. Therefore, video A is divided into 12 divided videos A1 to A12.

 ベクトル設定部218は、分割動画の特徴を、ベクトルで表現する機能を有する。ベクトル設定部218は、分割動画の特徴を文章(テキスト)で表現し、この文章をベクトル化することで、分割動画の特徴をベクトルで表現してよい。具体的にベクトル設定部218は、分割動画のメタデータを用いて分割動画の特徴を文章(テキスト)で表現し、この文章を既知の変換技術を用いて文章ベクトルに変換する。文章のベクトル化には、たとえばdoc2vecなどの既知の手法を用いてよい。分割動画の特徴をベクトル化することで、2つの分割動画の特徴の類似度を算出することが可能となり、したがって2つの分割動画の関連性を評価することが可能となる。 The vector setting unit 218 has the function of expressing the features of the divided videos as vectors. The vector setting unit 218 may express the features of the divided videos as sentences (text) and vectorize this sentence to express the features of the divided videos as vectors. Specifically, the vector setting unit 218 expresses the features of the divided videos as sentences (text) using the metadata of the divided videos and converts this sentence into a text vector using a known conversion technique. A known method such as doc2vec may be used to vectorize the text. By vectorizing the features of the divided videos, it becomes possible to calculate the similarity between the features of two divided videos, and therefore to evaluate the relevance of the two divided videos.

 以下、分割動画の特徴ベクトルを設定する手法について説明する。
(分割動画A1の特徴ベクトル)
 まずベクトル設定部218は、動画Aに埋め込まれたメタデータおよびメタデータ記録部244に記録されたメタデータのうち、0:00~0:20の間の時間情報(タイムスタンプ)を対応付けられたイベント情報および状態値を抽出する。ベクトル設定部218は、抽出したイベント情報および状態値から、分割動画A1の特徴をテキストで表現する。
A method for setting feature vectors of divided moving pictures will be described below.
(Feature vector of divided video A1)
First, the vector setting unit 218 extracts event information and state values associated with time information (time stamps) between 0:00 and 0:20 from the metadata embedded in video A and the metadata recorded in the metadata recording unit 244. The vector setting unit 218 expresses the characteristics of the divided video A1 in text from the extracted event information and state values.

 たとえば0:00~0:20の間、HPに変化がなく、HPが同じ値で推移している場合、ベクトル設定部218は、分割動画A1においてプレイヤキャラクタがダメージを受けなかったことを検出する。またパンチ回数が15回、キック回数が0回、ガード回数が0回であって、敵キャラクタがゾンビZである場合、ベクトル設定部218は、プレイヤキャラクタがパンチを繰り出して、ゾンビZを攻撃したことを検出する。したがってベクトル設定部218は、これらのメタデータから、分割動画A1の特徴を以下のようにテキスト化する。
 「プレイヤキャラクタがダメージを受けることなく、パンチを15回繰り出して、ゾンビZを攻撃した。」
For example, if there is no change in HP between 0:00 and 0:20 and HP remains at the same value, the vector setting unit 218 detects that the player character has not received any damage in divided video A1. Also, if the number of punches is 15, the number of kicks is 0, the number of guards is 0, and the enemy character is zombie Z, the vector setting unit 218 detects that the player character has thrown a punch and attacked zombie Z. Therefore, the vector setting unit 218 converts these metadata into text to represent the characteristics of divided video A1 as follows:
"The player character attacks Zombie Z with 15 punches without taking any damage."

 ベクトル設定部218は、分割動画A1の説明文をベクトル化して、特徴ベクトルA1を生成する。ベクトル設定部218は、生成した特徴ベクトルA1をベクトル記録部246に記録する。 The vector setting unit 218 vectorizes the description of the divided video A1 to generate a feature vector A1. The vector setting unit 218 records the generated feature vector A1 in the vector recording unit 246.

(分割動画A2の特徴ベクトル)
 次にベクトル設定部218は、動画Aに埋め込まれたメタデータおよびメタデータ記録部244に記録されたメタデータのうち、0:20~0:40の間の時間情報(タイムスタンプ)を対応付けられたイベント情報および状態値を抽出する。ベクトル設定部218は、抽出したイベント情報および状態値から、分割動画A2の特徴をテキストで表現する。
(Feature vector of divided video A2)
Next, the vector setting unit 218 extracts event information and state values associated with time information (timestamps) between 0:20 and 0:40 from the metadata embedded in video A and the metadata recorded in the metadata recording unit 244. The vector setting unit 218 expresses the characteristics of divided video A2 in text from the extracted event information and state values.

 たとえば0:20~0:40の間にHPが半分に減少している場合、ベクトル設定部218は、分割動画A2においてプレイヤキャラクタが大きなダメージを受けたことを検出する。またパンチ回数が0回、キック回数が0回、ガード回数が6回であって、敵キャラクタがゾンビZである場合、ベクトル設定部218は、プレイヤキャラクタがゾンビZから一方的に攻撃され、反撃できなかったことを検出する。したがってベクトル設定部218は、これらのメタデータから、分割動画A2の特徴を以下のようにテキスト化する。
 「プレイヤキャラクタがゾンビZからの攻撃をガードでしのぐが、HPを大きく削られ、反撃できなかった。」
For example, if the HP is reduced to half between 0:20 and 0:40, the vector setting unit 218 will detect that the player character has received significant damage in divided video A2. Also, if the number of punches is 0, the number of kicks is 0, the number of guards is 6, and the enemy character is zombie Z, the vector setting unit 218 will detect that the player character has been unilaterally attacked by zombie Z and has been unable to counterattack. Therefore, the vector setting unit 218 will convert the characteristics of divided video A2 from this metadata into text as follows:
"The player character guards against attacks from Zombie Z, but his HP is greatly reduced and he is unable to counterattack."

 ベクトル設定部218は、分割動画A2の説明文をベクトル化して、特徴ベクトルA2を生成する。ベクトル設定部218は、生成した特徴ベクトルA2をベクトル記録部246に記録する。 The vector setting unit 218 vectorizes the description of the divided video A2 to generate a feature vector A2. The vector setting unit 218 records the generated feature vector A2 in the vector recording unit 246.

 ベクトル設定部218は、以上のベクトル化処理を残りの分割動画A3~A12に対しても行い、分割動画A3~A12の特徴ベクトルA3~A12をベクトル記録部246に記録する。このようにして動画Aを分割した分割動画A1~A12の特徴ベクトルA1~A12がベクトル記録部246に記録される。実施例において動画分割部216は、動画記録部242に記録された全てのゲーム動画を分割し、ベクトル設定部218は、分割した動画(分割動画)の特徴ベクトルを生成して、ベクトル記録部246に記録する。 The vector setting unit 218 also performs the above vectorization process on the remaining divided videos A3 to A12, and records the feature vectors A3 to A12 of the divided videos A3 to A12 in the vector recording unit 246. In this way, the feature vectors A1 to A12 of the divided videos A1 to A12 obtained by dividing video A are recorded in the vector recording unit 246. In this embodiment, the video dividing unit 216 divides all game videos recorded in the video recording unit 242, and the vector setting unit 218 generates feature vectors for the divided videos (divided videos) and records them in the vector recording unit 246.

 このように分割動画の特徴ベクトルを生成することで、2つの分割動画の関連度を、2つの特徴ベクトルの類似度により評価することができる。2つの特徴ベクトルの類似度は、たとえばコサイン類似度により算出されてよい。ベクトル記録部246に記録された2つの特徴ベクトルの全ての組合せについてコサイン類似度が算出されて、2つの分割動画の組合せとコサイン類似度の対応関係を示すデータセットがベクトル記録部246に記録されてよい。 By generating feature vectors for the split videos in this manner, the relevance of the two split videos can be evaluated based on the similarity between the two feature vectors. The similarity between the two feature vectors may be calculated, for example, using cosine similarity. Cosine similarity may be calculated for all combinations of two feature vectors recorded in the vector recording unit 246, and a data set indicating the correspondence between the combinations of the two split videos and the cosine similarity may be recorded in the vector recording unit 246.

 なお上記例では、ベクトル設定部218が、動画Aに埋め込まれたメタデータおよびメタデータ記録部244に記録されたメタデータを用いて分割動画の特徴を示す説明文を生成しているが、別の例でベクトル設定部218は、VLM(Vision and Language Model)を利用して、分割動画の特徴を示す説明文を生成し、VLMにより生成された説明文をベクトル化してもよい。 In the above example, the vector setting unit 218 generates a description indicating the characteristics of the divided videos using the metadata embedded in video A and the metadata recorded in the metadata recording unit 244. However, in another example, the vector setting unit 218 may use a VLM (Vision and Language Model) to generate a description indicating the characteristics of the divided videos, and vectorize the description generated by the VLM.

<動画共有サービスの提供>
 以上のように、動画共有サーバ14は、複数のプレイヤからアップロードされた複数のゲーム動画を動画記録部242に記録し、ゲーム動画を構成する複数の分割動画の特徴ベクトルをベクトル記録部246に記録している。
 ユーザは情報処理装置10を操作して、動画共有サーバ14にアクセスし、動画共有サーバ14にアップロードされたゲーム動画を視聴できる。以下、ユーザが、動画共有サーバ14に記録されたゲーム動画を視聴するときの処理手順について説明する。
<Provision of video sharing services>
As described above, the video sharing server 14 records multiple game videos uploaded by multiple players in the video recording unit 242, and records the feature vectors of the multiple divided videos that make up the game video in the vector recording unit 246.
A user can operate the information processing device 10 to access the video sharing server 14 and watch game videos uploaded to the video sharing server 14. The following describes the processing procedure when a user watches game videos recorded on the video sharing server 14.

 図8は、動画共有サイトのホーム画面の例を示す。ユーザは、検索ボックス300に視聴したいゲーム動画を示す文字列を入力する。この例でユーザは、検索ボックス300に「バトルXZをプレイした動画」と入力し、受付部140は、ユーザが入力した文字列を受け付ける。ユーザが検索ボタン302を押すと、取得部142は、動画共有サーバ14に、検索用の文字列を含む検索リクエストを送信する。 Figure 8 shows an example of the home screen of a video sharing site. A user enters a string of characters indicating the game video they wish to watch into the search box 300. In this example, the user enters "video of playing Battle XZ" into the search box 300, and the reception unit 140 receives the string of characters entered by the user. When the user presses the search button 302, the acquisition unit 142 sends a search request including the search string to the video sharing server 14.

 動画共有サーバ14において、検索リクエスト受付部220は、情報処理装置10から検索リクエストを受け付け、検索リクエストに含まれる検索用の文字列を取得し、検索部222に供給する。検索部222は、動画記録部242に記録された複数のゲーム動画の中から、検索用の文字列にマッチするゲーム動画を検索する。このとき検索部222は、ゲーム動画に埋め込まれたメタデータを参照して、ゲームタイトル「バトルXZ」のゲームIDをメタデータとして含んでいるゲーム動画を検索する。 In the video sharing server 14, the search request receiving unit 220 receives a search request from the information processing device 10, obtains the search string included in the search request, and supplies it to the search unit 222. The search unit 222 searches for game videos that match the search string from among multiple game videos recorded in the video recording unit 242. At this time, the search unit 222 references the metadata embedded in the game videos and searches for game videos that include the game ID of the game title "Battle XZ" as metadata.

 検索部222がゲーム動画を検索して、複数の候補動画を特定すると、動画提供部228は、複数の候補動画のサムネイル画像を情報処理装置10に送信する。情報処理装置10は、複数のサムネイル画像を選択可能に出力装置4に表示する。 When the search unit 222 searches for game videos and identifies multiple candidate videos, the video providing unit 228 transmits thumbnail images of the multiple candidate videos to the information processing device 10. The information processing device 10 displays the multiple thumbnail images on the output device 4 in a selectable manner.

 図9は、複数の候補動画の選択画面の例を示す。これらのゲーム動画は、すべて「バトルXZ」をプレイした動画である。ユーザは選択画面において1つのゲーム動画を選択し、受付部140は、ゲーム動画の選択を受け付ける。図9に示す選択画面において、ユーザはプレイヤAのゲーム動画を選択したものとする。ユーザがプレイヤAのゲーム動画を選択すると、取得部142が、プレイヤAのゲーム動画を選択したことを動画共有サーバ14に通知する。 Figure 9 shows an example of a selection screen for multiple candidate videos. All of these game videos are videos of playing "Battle XZ." The user selects one game video on the selection screen, and the reception unit 140 accepts the selection of the game video. It is assumed that the user has selected the game video of player A on the selection screen shown in Figure 9. When the user selects the game video of player A, the acquisition unit 142 notifies the video sharing server 14 that the game video of player A has been selected.

 動画共有サーバ14において、選択受付部224が、プレイヤAのゲーム動画の選択を受け付ける。選択受付部224がプレイヤAのゲーム動画の選択を受け付けると、動画提供部228は、プレイヤAのゲーム動画を情報処理装置10に提供する。プレイヤAのゲーム動画は、図7に示した4分間の動画Aであるものとする。 In the video sharing server 14, the selection receiving unit 224 receives the selection of the game video of player A. When the selection receiving unit 224 receives the selection of the game video of player A, the video providing unit 228 provides the game video of player A to the information processing device 10. It is assumed that the game video of player A is the four-minute video A shown in Figure 7.

 このとき関連動画特定部226は、情報処理装置10において再生される分割動画を特定し、再生される分割動画に関連する分割動画を含むゲーム動画を特定する。情報処理装置10において最初に再生される分割動画は、動画Aの先頭に位置する分割動画A1である(図7参照)。そこで関連動画特定部226は、分割動画A1に関連する分割動画を含むゲーム動画を特定する。 At this time, the related video identification unit 226 identifies the divided video to be played on the information processing device 10, and identifies a game video that includes a divided video that is related to the divided video being played. The first divided video to be played on the information processing device 10 is divided video A1, which is located at the beginning of video A (see Figure 7). Therefore, the related video identification unit 226 identifies a game video that includes a divided video that is related to divided video A1.

 ベクトル記録部246には、複数の分割動画の特徴ベクトルが記録されている。関連動画特定部226は、分割動画A1の特徴ベクトルA1と、ベクトル記録部246に記録されている他の分割動画の特徴ベクトルとのコサイン類似度を算出し、算出したコサイン類似度が相対的に高い所定数の他の分割動画の特徴ベクトルを特定する。たとえばベクトル記録部246は、分割動画A1の特徴ベクトルA1とのコサイン類似度が高い順に3つの特徴ベクトルを特定してよい。なおベクトル記録部246に、2つの分割動画の特徴ベクトルの全ての組合せとコサイン類似度の対応関係を示すデータセットが記録されている場合、関連動画特定部226は、特徴ベクトルA1についてコサイン類似度が高い上位3つの特徴ベクトルを特定してよい。 The vector recording unit 246 records feature vectors of multiple segmented videos. The related video identification unit 226 calculates the cosine similarity between the feature vector A1 of the segmented video A1 and the feature vectors of the other segmented videos recorded in the vector recording unit 246, and identifies the feature vectors of a predetermined number of other segmented videos with relatively high calculated cosine similarities. For example, the vector recording unit 246 may identify three feature vectors in descending order of cosine similarity with the feature vector A1 of the segmented video A1. Note that if the vector recording unit 246 records a dataset showing the correspondence between all combinations of feature vectors of two segmented videos and cosine similarities, the related video identification unit 226 may identify the top three feature vectors with highest cosine similarities for feature vector A1.

 ここで、特徴ベクトルA1と動画Hにおける分割動画H3の特徴ベクトルH3とのコサイン類似度が最も高く、特徴ベクトルA1と動画Kにおける分割動画K7の特徴ベクトルK7とのコサイン類似度が2番目に高く、特徴ベクトルA1と動画Sにおける分割動画S2の特徴ベクトルS2とのコサイン類似度が3番目に高いものとする。コサイン類似度の算出結果から、関連動画特定部226は、動画H、動画Kおよび動画Sが、分割動画A1に関連度の高い分割動画を含んでいることを認識する。関連動画特定部226が、分割動画A1に関連度の高い分割動画を含む動画H、動画Kおよび動画Sを特定すると、サムネイル提供部230が、動画H、動画Kおよび動画Sのサムネイルを情報処理装置10に提供する。このように動画共有サーバ14においては、動画提供部228が、ユーザが選択したプレイヤAの動画Aを情報処理装置10に提供する際に、サムネイル提供部230が、分割動画A1に関連する動画H、動画Kおよび動画Sのサムネイルを情報処理装置10に提供する。 Here, the cosine similarity between feature vector A1 and feature vector H3 of divided video H3 in video H is highest, the cosine similarity between feature vector A1 and feature vector K7 of divided video K7 in video K is second highest, and the cosine similarity between feature vector A1 and feature vector S2 of divided video S2 in video S is third highest. From the cosine similarity calculation results, the related video identification unit 226 recognizes that video H, video K, and video S contain divided videos that are highly related to divided video A1. When the related video identification unit 226 identifies videos H, video K, and video S that contain divided videos that are highly related to divided video A1, the thumbnail providing unit 230 provides thumbnails of videos H, video K, and video S to the information processing device 10. In this way, in the video sharing server 14, when the video providing unit 228 provides video A of player A selected by the user to the information processing device 10, the thumbnail providing unit 230 provides thumbnails of videos H, video K, and video S related to divided video A1 to the information processing device 10.

 情報処理装置10において、取得部142は、動画共有サーバ14から、動画Aを取得するとともに、動画H、動画Kおよび動画Sのサムネイル画像を取得する。動画表示部116は、動画Aを再生し、サムネイル表示部118は、動画H、動画Kおよび動画Sのサムネイルを表示する。 In the information processing device 10, the acquisition unit 142 acquires video A from the video sharing server 14, as well as thumbnail images of video H, video K, and video S. The video display unit 116 plays video A, and the thumbnail display unit 118 displays thumbnails of video H, video K, and video S.

 図10は、ゲーム動画の再生画面の例を示す。動画表示部116は、第1表示領域310において動画Aを再生する。動画表示部116は、ゲーム動画全体の時間長をバーの長さで表現し、ゲーム動画の再生位置をバー上のスライダ位置で表現するシークバーを表示する。取得部142が動画Aを取得すると、動画表示部116は、動画Aの先頭に位置する分割動画A1を再生する。 Figure 10 shows an example of a game video playback screen. The video display unit 116 plays video A in the first display area 310. The video display unit 116 displays a seek bar that represents the overall time length of the game video as the length of a bar and the playback position of the game video as the slider position on the bar. When the acquisition unit 142 acquires video A, the video display unit 116 plays divided video A1 located at the beginning of video A.

 サムネイル表示部118は、第1表示領域310に表示されている画像に関連する動画のサムネイルを、第2表示領域312に表示する。この例でサムネイル表示部118は、第1表示領域310に表示されている分割動画A1に関連する動画H、動画Kおよび動画Sのサムネイル314a、314b、314cを表示している。ユーザが、たとえばサムネイル314aを選択すると、動画表示部116は、第1表示領域310に動画Hを再生してよい。 The thumbnail display unit 118 displays in the second display area 312 thumbnails of videos related to the image displayed in the first display area 310. In this example, the thumbnail display unit 118 displays thumbnails 314a, 314b, and 314c of videos H, K, and S related to the divided video A1 displayed in the first display area 310. When the user selects, for example, thumbnail 314a, the video display unit 116 may play video H in the first display area 310.

 実施例において、取得部142は動画共有サーバ14に、動画Aの再生状況を通知する。具体的に取得部142は、動画Aの再生時刻を示す時間情報(再生時間)を通知する。図10に示す例では、動画Aの再生時間が10秒であり、取得部142は、この再生時間を動画共有サーバ14に通知する。 In this embodiment, the acquisition unit 142 notifies the video sharing server 14 of the playback status of video A. Specifically, the acquisition unit 142 notifies time information (playback time) indicating the playback time of video A. In the example shown in FIG. 10, the playback time of video A is 10 seconds, and the acquisition unit 142 notifies this playback time to the video sharing server 14.

 動画共有サーバ14において関連動画特定部226は、動画Aの再生時間の通知を受けて、動画Aで再生されている分割動画を特定する。図7を参照して、分割動画A1は0:00~0:20の時間範囲であるため、再生時間が10秒であれば、関連動画特定部226は、分割動画A1が再生中であることを認識する。再生時間が20秒を超えると、関連動画特定部226は、分割動画A1の再生が終了し、分割動画A2の再生が開始されたことを認識する。 In the video sharing server 14, the related video identification unit 226 is notified of the playback time of video A and identifies the segmented video being played in video A. Referring to Figure 7, since segmented video A1 is in the time range of 0:00 to 0:20, if the playback time is 10 seconds, the related video identification unit 226 recognizes that segmented video A1 is currently being played. When the playback time exceeds 20 seconds, the related video identification unit 226 recognizes that playback of segmented video A1 has ended and playback of segmented video A2 has begun.

 関連動画特定部226は、情報処理装置10において再生されている分割動画に変更があると、新たに変更された分割動画に関連する分割動画を含むゲーム動画を特定する。関連動画特定部226は、分割動画A2が再生されていることを認識すると、分割動画A2の特徴ベクトルA2とコサイン類似度が高い上位3つの特徴ベクトルを特定する。 When a change is made to the segmented video being played on the information processing device 10, the related video identification unit 226 identifies a game video that includes a segmented video related to the newly changed segmented video. When the related video identification unit 226 recognizes that segmented video A2 is being played, it identifies the top three feature vectors with the highest cosine similarity to feature vector A2 of segmented video A2.

 ここで、特徴ベクトルA2と動画Lにおける分割動画L4の特徴ベクトルL4とのコサイン類似度が最も高く、特徴ベクトルA2と動画Yにおける分割動画Y5の特徴ベクトルY5とのコサイン類似度が2番目に高く、特徴ベクトルA2と動画Gにおける分割動画G2の特徴ベクトルG2とのコサイン類似度が3番目に高いものとする。コサイン類似度の算出結果から、関連動画特定部226は、動画L、動画Yおよび動画Gが、分割動画A2に関連度の高い分割動画を含んでいることを認識する。関連動画特定部226が、分割動画A2に関連度の高い分割動画を含む動画L、動画Yおよび動画Gを特定すると、サムネイル提供部230が、動画L、動画Yおよび動画Gのサムネイルを情報処理装置10に提供する。 Here, the cosine similarity between feature vector A2 and feature vector L4 of divided video L4 in video L is the highest, the cosine similarity between feature vector A2 and feature vector Y5 of divided video Y5 in video Y is the second highest, and the cosine similarity between feature vector A2 and feature vector G2 of divided video G2 in video G is the third highest. From the cosine similarity calculation results, the related video identification unit 226 recognizes that video L, video Y, and video G contain divided videos that are highly related to divided video A2. When the related video identification unit 226 identifies videos L, video Y, and video G that contain divided videos that are highly related to divided video A2, the thumbnail providing unit 230 provides thumbnails of videos L, video Y, and video G to the information processing device 10.

 情報処理装置10において、取得部142は、動画共有サーバ14から、動画L、動画Yおよび動画Gのサムネイル画像を取得する。
 図11は、ゲーム動画の再生画面の例を示す。動画表示部116は、第1表示領域310において動画Aの分割動画A2を再生している。サムネイル表示部118は、第1表示領域310に表示されている画像に関連する動画のサムネイルを、第2表示領域312に表示する。この例でサムネイル表示部118は、第1表示領域310に表示されている分割動画A2に関連する動画L、動画Yおよび動画Gのサムネイル316a、316b、316cを表示している。
In the information processing device 10, the acquisition unit 142 acquires thumbnail images of the video L, the video Y, and the video G from the video sharing server 14.
11 shows an example of a game video playback screen. The video display unit 116 is playing divided video A2 of video A in the first display area 310. The thumbnail display unit 118 displays thumbnails of videos related to the image displayed in the first display area 310 in the second display area 312. In this example, the thumbnail display unit 118 displays thumbnails 316a, 316b, and 316c of videos L, Y, and G related to divided video A2 displayed in the first display area 310.

 このようにサムネイル表示部118は、動画表示部116が表示する画像に応じて、表示する関連動画のサムネイルを変更する。動画表示部116が動画Aを再生しているとき、サムネイル表示部118が、表示されている画像に関連する動画のサムネイル316a、316b、316cを表示することで、ユーザが、サムネイル316a、316b、316cのいずれかを選択したときに、動画表示部116は、表示していた動画Aの画像に関連度の高い動画を再生することができる。 In this way, the thumbnail display unit 118 changes the thumbnail of the related video that it displays depending on the image that the video display unit 116 displays. When the video display unit 116 is playing video A, the thumbnail display unit 118 displays thumbnails 316a, 316b, and 316c of videos that are related to the displayed image. This allows the video display unit 116 to play a video that is highly related to the image of video A that was being displayed when the user selects one of the thumbnails 316a, 316b, or 316c.

 関連動画には、少なくとも再生開始時刻が設定されていてよい。たとえば動画Lには、分割動画L4の開始時刻が再生開始時刻に設定されており、ユーザがサムネイル316aを選択すると、動画表示部116は、分割動画L4の開始時刻から動画Lを再生してよい。これによりユーザは、分割動画A2に関連する分割動画L4をすぐに視聴することができる。同じく動画Yには、分割動画Y5の開始時刻が再生開始時刻に設定されており、ユーザがサムネイル316bを選択すると、動画表示部116は、分割動画Y5の開始時刻から動画Yを再生する。また動画Gには、分割動画G2の開始時刻が再生開始時刻に設定されており、ユーザがサムネイル316cを選択すると、動画表示部116は、分割動画G2の開始時刻から動画Gを再生する。 At least a playback start time may be set for a related video. For example, for video L, the start time of divided video L4 may be set as the playback start time, and when the user selects thumbnail 316a, the video display unit 116 may play video L from the start time of divided video L4. This allows the user to immediately watch divided video L4, which is related to divided video A2. Similarly, for video Y, the start time of divided video Y5 is set as the playback start time, and when the user selects thumbnail 316b, the video display unit 116 plays video Y from the start time of divided video Y5. Furthermore, for video G, the start time of divided video G2 is set as the playback start time, and when the user selects thumbnail 316c, the video display unit 116 plays video G from the start time of divided video G2.

 なお関連動画には、再生終了時刻が設定されていてもよい。動画Lには、分割動画L4の終了時刻が再生終了時刻に設定されており、動画Yには、分割動画Y5の終了時刻が再生終了時刻に設定されており、動画Gには、分割動画G2の終了時刻が再生終了時刻に設定されていてよい。動画表示部116は、関連動画を再生終了時刻まで再生すると、動画Aの再生を再開してよいが、別の関連動画を再生開始時刻から再生終了時刻まで再生してもよい。 Note that a playback end time may be set for each related video. For video L, the end time of divided video L4 may be set as the playback end time; for video Y, the end time of divided video Y5 may be set as the playback end time; and for video G, the end time of divided video G2 may be set as the playback end time. Once the video display unit 116 has played a related video up to the playback end time, it may resume playback of video A, or it may play another related video from its playback start time to its playback end time.

 以上は、サムネイル表示部118が、再生している分割動画が切り替わる度に、第2表示領域312に表示するサムネイル画像を変更する例であるが、動画Aの再生中、サムネイル画像を変更しないようにしてもよい。その代わりにサムネイル表示部118は、動画Aの再生が一時停止されたときに、一時停止されて表示されている画像に関連する動画のサムネイルを表示するようにしてもよい。またサムネイル表示部118は、シークバーのスライダがユーザにより動かされた後、動画を再生する際に、表示される画像に関連する動画のサムネイルを表示するようにしてもよい。 The above is an example in which the thumbnail display unit 118 changes the thumbnail image displayed in the second display area 312 each time the split video being played switches, but it is also possible not to change the thumbnail image while video A is being played. Instead, the thumbnail display unit 118 may be configured to display a thumbnail of a video related to the image that is being paused and displayed when playback of video A is paused. Furthermore, after the user moves the slider on the seek bar, the thumbnail display unit 118 may be configured to display a thumbnail of a video related to the displayed image when playing a video.

 図12は、ゲーム動画の再生画面の別の例を示す。動画表示部116は、第1表示領域310において動画Aを再生する。サムネイル表示部118は、第3表示領域318に、再生する動画Aの複数の分割動画のサムネイルを表示するとともに、第2表示領域312に、動画Aの分割動画に関連する分割動画を含む動画のサムネイルを表示する。動画Aの分割動画のサムネイルの近傍に、当該分割動画に関連する動画のサムネイルを表示することで、ユーザは、動画Aの分割動画に関連する動画を効率的に視聴することが可能となる。 Figure 12 shows another example of a game video playback screen. The video display unit 116 plays video A in the first display area 310. The thumbnail display unit 118 displays thumbnails of multiple split videos of the video A being played in the third display area 318, and displays thumbnails of videos including split videos related to the split videos of video A in the second display area 312. By displaying thumbnails of videos related to the split videos of video A near the thumbnails of those split videos, the user can efficiently watch videos related to the split videos of video A.

 以上は、据置型の出力装置4に表示されるゲーム動画の再生画面について説明したが、出力装置4は、ヘッドマウントディスプレイ(HMD)の出力装置であってもよい。以下ではHMDが、ユーザの視線を検出する機能を備えるものとする。動画表示部116がHMDの出力装置に動画Aを表示しているときに、ユーザが動画Aから視線を所定時間外すと、サムネイル表示部118は、視線を外したときに表示されていた画像に関連する複数の動画のサムネイルを表示する。このとき動画表示部116は動画Aを縮小表示してよい。この状態でユーザが関連動画のサムネイルに視線を向けると、動画表示部116は、当該関連動画の再生を開始し、サムネイル表示部118が関連動画のサムネイルを非表示とする。ユーザは、表示中の画像に関連する動画を視聴したいときには、表示中の画像から視線を外すことで関連動画のサムネイルを表示させることができ、関連動画を簡単に視聴することが可能となる。 The above has described the playback screen of a game video displayed on a stationary output device 4, but the output device 4 may also be a head-mounted display (HMD) output device. Below, it is assumed that the HMD has a function to detect the user's gaze. When the video display unit 116 is displaying video A on the HMD output device and the user looks away from video A for a predetermined period of time, the thumbnail display unit 118 displays thumbnails of multiple videos related to the image that was displayed when the gaze was removed. At this time, the video display unit 116 may display video A in a reduced size. In this state, when the user looks at a thumbnail of a related video, the video display unit 116 starts playing the related video, and the thumbnail display unit 118 hides the thumbnail of the related video. When the user wants to watch a video related to the currently displayed image, they can display thumbnails of the related video by looking away from the displayed image, making it easy to watch the related video.

 動画共有サーバ14は、ユーザによる関連動画の視聴状況を監視することで、ユーザの嗜好を解析できる。動画共有サーバ14は、ユーザが関連動画において視聴した分割動画を特定することで、ユーザの嗜好をより正確に把握してよい。たとえば動画共有サーバ14は、ユーザが視聴した関連動画のコサイン類似度を参照して、ユーザが視聴する関連動画のコサイン類似度の傾向を調査してもよい。たとえばユーザが視聴する関連動画のコサイン類似度が所定値以上となる傾向がある場合、コサイン類似度が所定値未満となる関連動画はユーザに提示しないようにしてもよい。 The video sharing server 14 can analyze user preferences by monitoring the user's viewing of related videos. The video sharing server 14 may identify the segmented videos that the user has viewed among the related videos, thereby more accurately grasping the user's preferences. For example, the video sharing server 14 may refer to the cosine similarity of the related videos viewed by the user and investigate the trend in the cosine similarity of the related videos viewed by the user. For example, if the cosine similarity of the related videos viewed by the user tends to be above a predetermined value, related videos with cosine similarity below the predetermined value may not be presented to the user.

 以上、本開示を実施例をもとに説明した。この実施例は例示であり、それらの各構成要素や各処理プロセスの組合せにいろいろな変形例が可能なこと、またそうした変形例も本開示の範囲にあることは当業者に理解されるところである。実施例では情報処理装置10がゲーム動画を再生する場合について説明したが、ゲーム動画以外の動画を再生してもよい。 The present disclosure has been described above based on examples. These examples are merely illustrative, and those skilled in the art will understand that various modifications are possible in the combinations of the components and processing processes, and that such modifications are also within the scope of the present disclosure. In the examples, a case has been described in which the information processing device 10 plays game videos, but videos other than game videos may also be played.

 実施例では動画分割部216がゲーム動画を20秒単位で分割したが、別の時間単位、たとえば5秒単位で分割してもよい。また動画分割部216は、ゲーム動画を所定の時間ごとに分割するのではなく、意味的な連続性を考慮した単位で分割してもよい。たとえば動画分割部216は、会話シーン、戦闘シーンなどのシーン単位でゲーム動画を分割してもよい。 In the embodiment, the video dividing unit 216 divides the game video into 20-second units, but it may also divide into other time units, for example, 5-second units. Furthermore, the video dividing unit 216 may divide the game video into units that take into account semantic continuity, rather than dividing into predetermined time intervals. For example, the video dividing unit 216 may divide the game video into scene units such as conversation scenes, battle scenes, etc.

 変形例で情報処理システム1は、ユーザの操作にしたがってゲームプログラムを実行するクラウドゲームサーバ(図示せず)を備えてよい。この変形例において情報処理装置10は、ゲームサーバに対してユーザが入力装置6を操作した情報(ゲーム操作情報)を送信する。ゲームサーバは、ゲーム操作情報にもとづいてゲーム画像およびゲーム音を生成し、ゲーム画像およびゲーム音を情報処理装置10にストリーミングする。この変形例で情報処理装置10はゲームプログラムの実行機能を有しなくてよく、ゲーム画像およびゲーム音を出力装置4から出力する端末装置であってよい。 In a modified example, the information processing system 1 may include a cloud game server (not shown) that executes a game program in accordance with user operations. In this modified example, the information processing device 10 transmits information (game operation information) about the user's operation of the input device 6 to the game server. The game server generates game images and game sounds based on the game operation information, and streams the game images and game sounds to the information processing device 10. In this modified example, the information processing device 10 does not need to have the function of executing a game program, and may be a terminal device that outputs game images and game sounds from the output device 4.

 本開示は、以下の態様を含んでよい。
[項目1]
 動画を再生する機能を備える情報処理装置であって、以下のように構成された回路(circuitry configured to)を備え、
 前記回路(circuitry)は、
 動画を再生し、
 表示されている画像に関連する動画のサムネイルを表示し、
 表示されている画像に関連する動画のサムネイルを表示するステップと、
 表示されている画像が変更されると、変更された画像に関連する動画のサムネイルを表示する、
 情報処理装置。
[項目2]
 前記回路は、
 動画の再生を一時停止すると、再生が一時停止されて表示されている画像に関連する動画のサムネイルを表示する、
 項目1に記載の情報処理装置。
[項目3]
 前記回路は、
 動画を再生しているとき、表示されている画像に関連する動画のサムネイルを表示する、
 項目1に記載の情報処理装置。
[項目4]
 前記回路は、
 再生する動画の複数のサムネイルを表示するとともに、複数のサムネイルの近傍に、当該サムネイルに関連する動画のサムネイルを表示する、
 項目1に記載の情報処理装置。
[項目5]
 前記回路は、
 関連動画のサムネイルが選択されると、当該関連動画を再生する、
 項目1に記載の情報処理装置。
[項目6]
 関連動画には、再生開始時刻が設定されており、
 前記回路は、
 設定された再生開始時刻から当該関連動画を再生する、
 項目5に記載の情報処理装置。
[項目7]
 情報処理装置において動画を表示する方法であって、
 動画を再生し、
 表示されている画像に関連する動画のサムネイルを表示し、
 表示されている画像が変更されると、変更された画像に関連する動画のサムネイルを表示する、
 動画表示方法。
[項目8]
 情報処理装置のコンピュータにおいて実行されるプログラムを記録した記録媒体であって、前記プログラムは前記コンピュータに、
 コンピュータに、
 動画を再生する機能と、
 表示されている画像に関連する動画のサムネイルを表示する機能と、
 表示されている画像が変更されると、変更された画像に関連する動画のサムネイルを表示する機能と、
 を実現させる。
The present disclosure may include the following aspects.
[Item 1]
An information processing device having a function of playing back moving images, the information processing device comprising a circuit configured to:
The circuitry comprises:
Play the video,
Displays thumbnails of videos related to the displayed image,
displaying a thumbnail of a video related to the displayed image;
When the displayed image changes, a thumbnail of the video related to the changed image is displayed.
Information processing device.
[Item 2]
The circuit comprises:
When you pause a video, it will display thumbnails of videos related to the image that is currently being displayed.
Item 1. The information processing device according to item 1.
[Item 3]
The circuit comprises:
When playing a video, display thumbnails of videos related to the image being displayed,
Item 1. The information processing device according to item 1.
[Item 4]
The circuit comprises:
Displaying multiple thumbnails of the video to be played and displaying thumbnails of videos related to the multiple thumbnails in the vicinity of the thumbnails;
Item 1. The information processing device according to item 1.
[Item 5]
The circuit comprises:
When a thumbnail of a related video is selected, the related video will be played.
Item 1. The information processing device according to item 1.
[Item 6]
The related videos have a playback start time set,
The circuit comprises:
Play the related video from the set playback start time,
Item 6. The information processing device according to item 5.
[Item 7]
A method for displaying a moving image in an information processing device, comprising:
Play the video,
Displays thumbnails of videos related to the displayed image,
When the displayed image changes, a thumbnail of the video related to the changed image is displayed.
Video display method.
[Item 8]
A recording medium on which a program executed in a computer of an information processing device is recorded, the program being recorded on the computer,
On the computer,
The ability to play videos,
The ability to display thumbnails of videos related to the displayed image,
When the displayed image is changed, a function to display a thumbnail of the video related to the changed image,
Make this a reality.

 本開示は、ユーザに動画を視聴させるための技術分野に利用できる。 This disclosure can be used in the technical field of allowing users to watch videos.

1・・・情報処理システム、4・・・出力装置、5・・・サーバ装置、6・・・入力装置、10・・・情報処理装置、12・・・管理サーバ、14・・・動画共有サーバ、100・・・処理部、102・・・通信部、110・・・ゲーム実行部、112・・・ゲーム画像生成部、114・・・表示処理部、116・・・動画表示部、118・・・サムネイル表示部、120・・・イベント情報取得部、122・・・イベントデータ送信部、130・・・ゲーム動画取得部、132・・・ゲーム動画送信部、140・・・受付部、142・・・取得部、154・・・ゲーム動画記録部、200・・・処理部、202・・・通信部、210・・・ゲーム動画取得部、212・・・解析部、214・・・メタデータ設定部、216・・・動画分割部、218・・・ベクトル設定部、220・・・検索リクエスト受付部、222・・・検索部、224・・・選択受付部、226・・・関連動画特定部、228・・・動画提供部、230・・・サムネイル提供部、240・・・記録装置、242・・・動画記録部、244・・・メタデータ記録部、246・・・ベクトル記録部。 1...information processing system, 4...output device, 5...server device, 6...input device, 10...information processing device, 12...management server, 14...video sharing server, 100...processing unit, 102...communication unit, 110...game execution unit, 112...game image generation unit, 114...display processing unit, 116...video display unit, 118...thumbnail display unit, 120...event information acquisition unit, 122...event data transmission unit, 130...game video acquisition unit, 132...game video transmission unit, 140...reception unit, 142 ...acquisition unit, 154...game video recording unit, 200...processing unit, 202...communication unit, 210...game video acquisition unit, 212...analysis unit, 214...metadata setting unit, 216...video division unit, 218...vector setting unit, 220...search request reception unit, 222...search unit, 224...selection reception unit, 226...related video identification unit, 228...video provision unit, 230...thumbnail provision unit, 240...recording device, 242...video recording unit, 244...metadata recording unit, 246...vector recording unit.

Claims (8)

 動画を再生する機能を備える情報処理装置であって、
 動画を再生する動画表示部と、
 表示されている画像に関連する動画のサムネイルを表示するサムネイル表示部と、を備え、
 前記サムネイル表示部は、前記動画表示部が表示する画像に応じて、表示する動画のサムネイルを変更する、
 ことを特徴とする情報処理装置。
An information processing device having a function of playing video,
a video display unit for playing videos;
a thumbnail display unit that displays thumbnails of videos related to the displayed image,
the thumbnail display unit changes the thumbnail of the moving image to be displayed in accordance with the image displayed by the moving image display unit.
1. An information processing device comprising:
 前記動画表示部が動画の再生を一時停止すると、前記サムネイル表示部は、再生が一時停止されて表示されている画像に関連する動画のサムネイルを表示する、
 ことを特徴とする請求項1に記載の情報処理装置。
When the video display unit pauses playback of the video, the thumbnail display unit displays a thumbnail of a video related to the image that is being displayed while playback is paused.
2. The information processing apparatus according to claim 1, wherein:
 前記動画表示部が動画を再生しているとき、前記サムネイル表示部は、表示されている画像に関連する動画のサムネイルを表示する、
 ことを特徴とする請求項1に記載の情報処理装置。
When the video display unit is playing a video, the thumbnail display unit displays a thumbnail of a video related to the displayed image.
2. The information processing apparatus according to claim 1, wherein:
 前記サムネイル表示部は、再生する動画の複数のサムネイルを表示するとともに、複数のサムネイルの近傍に、当該サムネイルに関連する動画のサムネイルを表示する、
 ことを特徴とする請求項1に記載の情報処理装置。
the thumbnail display unit displays a plurality of thumbnails of the moving image to be played, and displays thumbnails of moving images related to the plurality of thumbnails in the vicinity of the thumbnails;
2. The information processing apparatus according to claim 1, wherein:
 前記動画表示部は、関連動画のサムネイルが選択されると、当該関連動画を再生する、
 ことを特徴とする請求項1に記載の情報処理装置。
When a thumbnail of a related video is selected, the video display unit plays the related video.
2. The information processing apparatus according to claim 1, wherein:
 関連動画には、再生開始時刻が設定されており、
 前記動画表示部は、設定された再生開始時刻から当該関連動画を再生する、
 ことを特徴とする請求項5に記載の情報処理装置。
The related videos have a playback start time set,
the video display unit plays the related video from the set playback start time;
6. The information processing apparatus according to claim 5,
 情報処理装置において動画を表示する方法であって、
 動画を再生するステップと、
 表示されている画像に関連する動画のサムネイルを表示するステップと、
 表示されている画像が変更されると、変更された画像に関連する動画のサムネイルを表示するステップと、
 を有することを特徴とする動画表示方法。
A method for displaying a moving image in an information processing device, comprising:
playing the video;
displaying a thumbnail of a video related to the displayed image;
when the displayed image is changed, displaying a thumbnail of a video associated with the changed image;
A moving image display method comprising:
 コンピュータに、
 動画を再生する機能と、
 表示されている画像に関連する動画のサムネイルを表示する機能と、
 表示されている画像が変更されると、変更された画像に関連する動画のサムネイルを表示する機能と、
 を実現させるためのプログラム。
On the computer,
The ability to play videos,
The ability to display thumbnails of videos related to the displayed image,
When the displayed image is changed, a function to display a thumbnail of the video related to the changed image,
A program to achieve this.
PCT/JP2024/025897 2024-07-19 2024-07-19 Information processing device and moving image display method Pending WO2026018406A1 (en)

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Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20090097748A1 (en) * 2007-10-16 2009-04-16 Samsung Electronics Co., Ltd. Image display apparatus and method
JP2009124298A (en) * 2007-11-13 2009-06-04 Mitsubishi Electric Corp Encoded video playback apparatus and encoded video playback method
JP2016526343A (en) * 2013-05-29 2016-09-01 トムソン ライセンシングThomson Licensing Apparatus and method for navigating media content
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