U.S. patent application number 13/043800 was filed with the patent office on 2011-09-22 for game device, control method for a game device, and non-transitory information storage medium.
This patent application is currently assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD.. Invention is credited to Takeshi YAMAGUCHI.
Application Number | 20110230266 13/043800 |
Document ID | / |
Family ID | 44647660 |
Filed Date | 2011-09-22 |
United States Patent
Application |
20110230266 |
Kind Code |
A1 |
YAMAGUCHI; Takeshi |
September 22, 2011 |
GAME DEVICE, CONTROL METHOD FOR A GAME DEVICE, AND NON-TRANSITORY
INFORMATION STORAGE MEDIUM
Abstract
A position acquiring unit acquires, from a position information
generating unit, three-dimensional position information relating to
a position of a player, the position information generating unit
generating the three-dimensional position information based on a
photographed image acquired from a photographing unit for
photographing the player and depth information relating to a
distance between a measurement reference position of a depth
measuring unit and the player. A determination unit determines
whether or not the position of the player is contained in a
determination subject space. A game processing execution unit
executes game processing based on a result of the determination
made by the determination unit. A determination subject space
changing unit changes, in a case where it is determined that the
position of the player is not contained in the determination
subject space, a position of the determination subject space based
on the position of the player.
Inventors: |
YAMAGUCHI; Takeshi; (Tokyo,
JP) |
Assignee: |
KONAMI DIGITAL ENTERTAINMENT CO.,
LTD.
Tokyo
JP
|
Family ID: |
44647660 |
Appl. No.: |
13/043800 |
Filed: |
March 9, 2011 |
Current U.S.
Class: |
463/36 |
Current CPC
Class: |
A63F 13/52 20140902;
G06F 3/011 20130101; A63F 13/40 20140902; A63F 2300/1018 20130101;
A63F 13/655 20140902; A63F 13/213 20140902; A63F 13/5375 20140902;
A63F 2300/1087 20130101; A63F 2300/6607 20130101; G06F 3/017
20130101; A63F 13/428 20140902; A63F 13/44 20140902 |
Class at
Publication: |
463/36 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Mar 16, 2010 |
JP |
2010-059465 |
Claims
1. A game device, comprising: position acquiring means for
acquiring, from position information generating means,
three-dimensional position information relating to a position of a
player in a three-dimensional space, the position information
generating means generating the three-dimensional position
information based on a photographed image acquired from
photographing means for photographing the player and depth
information relating to a distance between a measurement reference
position of depth measuring means and the player; determination
means for determining whether or not the position of the player in
the three-dimensional space is contained in a determination subject
space; game processing execution means for executing game
processing based on a result of the determination made by the
determination means; and determination subject space changing means
for changing, in a case where it is determined that the position of
the player in the three-dimensional space is not contained in the
determination subject space, a position of the determination
subject space based on the position of the player in the
three-dimensional space.
2. The game device according to claim 1, wherein the determination
subject space changing means comprises: means for determining
whether or not a state in which the position of the player in the
three-dimensional space is not contained in the determination
subject space has continued for a reference period; and means for
changing the position of the determination subject space in a case
where the state in which the position of the player in the
three-dimensional space is not contained in the determination
subject space has continued for the reference period.
3. The game device according to claim 1, further comprising display
control means for causing display means to display a game screen
containing a game character and a focused area having lightness
thereof set higher than lightness of another area, wherein the
display control means comprises means for controlling a positional
relation between a display position of the game character and a
display position of the focused area based on a positional relation
between the position of the player in the three-dimensional space
and the determination subject space.
4. The game device according to claim 1, further comprising display
control means for causing display means to display a game screen
containing a first game character and a second game character,
wherein the display control means comprises means for controlling a
positional relation between a display position of the first game
character and a display position of the second game character based
on a positional relation between the position of the player in the
three-dimensional space and the determination subject space.
5. A control method for a game device, comprising: a position
acquiring step of acquiring, from position information generating
means, three-dimensional position information relating to a
position of a player in a three-dimensional space, the position
information generating means generating the three-dimensional
position information based on a photographed image acquired from
photographing means for photographing the player and depth
information relating to a distance between a measurement reference
position of depth measuring means and the player; a determination
step of determining whether or not the position of the player in
the three-dimensional space is contained in a determination subject
space; a game processing execution step of executing game
processing based on a result of the determination made in the
determination step; and a determination subject space changing step
of changing, in a case where it is determined that the position of
the player in the three-dimensional space is not contained in the
determination subject space, a position of the determination
subject space based on the position of the player in the
three-dimensional space.
6. A non-transitory computer-readable information storage medium
having a program recorded thereon, the program causing a computer
to function as a game device comprising: position acquiring means
for acquiring, from position information generating means,
three-dimensional position information relating to a position of a
player in a three-dimensional space, the position information
generating means generating the three-dimensional position
information based on a photographed image acquired from
photographing means for photographing the player and depth
information relating to a distance between a measurement reference
position of depth measuring means and the player; determination
means for determining whether or not the position of the player in
the three-dimensional space is contained in a determination subject
space; game processing execution means for executing game
processing based on a result of the determination made by the
determination means; and determination subject space changing means
for changing, in a case where it is determined that the position of
the player in the three-dimensional space is not contained in the
determination subject space, a position of the determination
subject space based on the position of the player in the
three-dimensional space.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] The present application claims priority from Japanese
application JP2010-059465 filed on Mar. 16, 2010, the content of
which is hereby incorporated by reference into this
application.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a game device, a control
method for a game device, and a non-transitory information storage
medium.
[0004] 2. Description of the Related Art
[0005] There is known a game in which an image obtained by
photographing a player with a camera is used. For example, JP
2005-287830 A describes the following technology. That is, an image
obtained by photographing the player and a reference game image
stored in advance are synthesized, and the synthesized image is
displayed on a monitor, to thereby enable the player to understand
a movement that the player should make in the game.
SUMMARY OF THE INVENTION
[0006] In recent years, studies have been made on a game in which,
in addition to the image obtained by photographing the player,
distance information acquired by using an infrared sensor (for
example, distance between the player and the infrared sensor) is
used. For example, based on the image obtained by photographing the
player and the distance information, a determination can be made as
to a position and a movement of the player.
[0007] In such a game, the player moves their (his/her) body to
play the game, and therefore the standing position of the player is
sometimes displaced. As a result, there is a risk of the player
hitting an obstacle in their surroundings. To address this, it is
conceivable to narrow the photographing range of a camera so that
the player does not go out of a predetermined range. However, in
this case, the player is more liable to go out of the photographing
range, and hence there is a risk that some problem will occur to
the gameplay of the player.
[0008] The present invention has been made in view of the
above-mentioned problems, and therefore has an object to provide a
game device, a control method for a game device, and a
non-transitory information storage medium, which are capable of
dealing with displacement in position of a player during
gameplay.
[0009] In order to solve the above-mentioned problems, a game
device according to the present invention includes: position
acquiring means for acquiring, from position information generating
means, three-dimensional position information relating to a
position of a player in a three-dimensional space, the position
information generating means generating the three-dimensional
position information based on a photographed image acquired from
photographing means for photographing the player and depth
information relating to a distance between a measurement reference
position of depth measuring means and the player; determination
means for determining whether or not the position of the player in
the three-dimensional space is contained in a determination subject
space; game processing execution means for executing game
processing based on a result of the determination made by the
determination means; and determination subject space changing means
for changing, in a case where it is determined that the position of
the player in the three-dimensional space is not contained in the
determination subject space, a position of the determination
subject space based on the position of the player in the
three-dimensional space.
[0010] Further, a control method for a game device according to the
present invention includes: a position acquiring step of acquiring,
from position information generating means, three-dimensional
position information relating to a position of a player in a
three-dimensional space, the position information generating means
generating the three-dimensional position information based on a
photographed image acquired from photographing means for
photographing the player and depth information relating to a
distance between a measurement reference position of depth
measuring means and the player; a determination step of determining
whether or not the position of the player in the three-dimensional
space is contained in a determination subject space; a game
processing execution step of executing game processing based on a
result of the determination made in the determination step; and a
determination subject space changing step of changing, in a case
where it is determined that the position of the player in the
three-dimensional space is not contained in the determination
subject space, a position of the determination subject space based
on the position of the player in the three-dimensional space.
[0011] Further, a program according to the present invention causes
a computer to function as a game device including: position
acquiring means for acquiring, from position information generating
means, three-dimensional position information relating to a
position of a player in a three-dimensional space, the position
information generating means generating the three-dimensional
position information based on a photographed image acquired from
photographing means for photographing the player and depth
information relating to a distance between a measurement reference
position of depth measuring means and the player; determination
means for determining whether or not the position of the player in
the three-dimensional space is contained in a determination subject
space; game processing execution means for executing game
processing based on a result of the determination made by the
determination means; and determination subject space changing means
for changing, in a case where it is determined that the position of
the player in the three-dimensional space is not contained in the
determination subject space, a position of the determination
subject space based on the position of the player in the
three-dimensional space.
[0012] Further, a non-transitory computer-readable information
storage medium according to the present invention is a
non-transitory computer-readable information storage medium having
the above-mentioned program recorded thereon.
[0013] According to the present invention, it is possible to deal
with the displacement in position of the player during
gameplay.
[0014] Further, according to one aspect of the present invention,
the determination subject space changing means includes: means for
determining whether or not a state in which the position of the
player in the three-dimensional space is not contained in the
determination subject space has continued for a reference period;
and means for changing the position of the determination subject
space in a case where the state in which the position of the player
in the three-dimensional space is not contained in the
determination subject space has continued for the reference
period.
[0015] Further, according to one aspect of the present invention,
the game device further includes display control means for causing
display means to display a game screen containing a game character
and a focused area having lightness thereof set higher than
lightness of another area, in which the display control means
includes means for controlling positional relation between a
display position of the game character and a display position of
the focused area based on a positional relation between the
position of the player in the three-dimensional space and the
determination subject space.
[0016] Further, according to one aspect of the present invention,
the game device further includes display control means for causing
display means to display a game screen containing a first game
character and a second game character, in which the display control
means includes means for controlling a positional relation between
a display position of the first game character and a display
position of the second game character based on a positional
relation between the position of the player in the
three-dimensional space and the determination subject space.
BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In the accompanying drawings:
[0018] FIG. 1 is a diagram illustrating a positional relation among
a position detecting device, a game device, and a player;
[0019] FIG. 2 is a diagram illustrating an example of a
photographed image generated by a CCD camera;
[0020] FIG. 3 is a diagram for describing a method of measuring a
depth of the player, which is performed by an infrared sensor;
[0021] FIG. 4 is a diagram illustrating an example of a depth image
acquired by the infrared sensor;
[0022] FIG. 5 is a diagram illustrating an example of
three-dimensional position information generated by the position
detecting device;
[0023] FIG. 6 is a diagram illustrating a position of the player,
which is identified by the three-dimensional position
information;
[0024] FIG. 7 is a diagram illustrating a space to be photographed
by the position detecting device;
[0025] FIG. 8 is a diagram illustrating an example of a game screen
displayed by the game device;
[0026] FIG. 9 is a diagram illustrating, as an example, the game
screen displayed by the game device in a case where the player has
stepped out of a determination subject space;
[0027] FIG. 10 is a diagram illustrating the position detecting
device and the player viewed from an Xw-Zw plane;
[0028] FIG. 11 is an example of the game screen displayed in the
case where the player has stepped out of the determination subject
space;
[0029] FIG. 12 is a diagram illustrating the position detecting
device and the player viewed from an Xw-Yw plane;
[0030] FIG. 13 is an example of the game screen displayed in the
case where the player has stepped out of the determination subject
space;
[0031] FIG. 14 is a diagram illustrating a hardware configuration
of the position detecting device;
[0032] FIG. 15 is a diagram illustrating a hardware configuration
of the game device;
[0033] FIG. 16 is a functional block diagram illustrating a group
of functions to be implemented on the game device;
[0034] FIG. 17 is a diagram illustrating an example of reference
action information;
[0035] FIG. 18 is a diagram illustrating an example of action
determination criterion information;
[0036] FIG. 19 is a flow chart illustrating an example of
processing to be executed on the game device;
[0037] FIG. 20 is a diagram illustrating the determination subject
space after change;
[0038] FIG. 21 is a diagram illustrating a case where a display
position of an image contained in the game screen has been
changed;
[0039] FIG. 22 is a diagram illustrating another example of the
game screen;
[0040] FIG. 23 is a diagram illustrating an example of the game
screen;
[0041] FIG. 24 is a diagram illustrating an example of the game
screen; and
[0042] FIG. 25 is a diagram illustrating a case where the display
position of an image contained in the game screen has been
changed.
DETAILED DESCRIPTION OF THE INVENTION
First Embodiment
[0043] Hereinafter, detailed description is given of an example of
an embodiment of the present invention with reference to the
drawings.
[0044] A game device according to the embodiment of the present
invention is implemented by, for example, a home-use game machine
(stationary game machine), a portable game machine, a mobile phone,
a personal digital assistant (PDA), or a personal computer. In this
specification, description is given of a case where the game device
according to the embodiment of the present invention is implemented
by a home-use game machine.
1-1. General Outline
[0045] FIG. 1 is a diagram illustrating a positional relation among
a position detecting device 1, a game device 20, and a player 100.
As illustrated in FIG. 1, the player 100 is positioned, for
example, in front of the position detecting device 1. The position
detecting device 1 and the game device 20 are connected to each
other so as to be able to communicate data therebetween. Further,
the player 100 plays a game in, for example, a living room where
items of furniture F are placed.
[0046] The position detecting device 1 generates information
relating to a position of the player 100 based on an image acquired
by photographing the player 100 and information relating to a
distance between the position detecting device 1 and the player
100. For example, the position detecting device 1 detects sets of
three-dimensional coordinates corresponding to a plurality of parts
(for example, head, shoulder, etc.) constituting the body of the
player 100.
[0047] The game device 20 acquires the information relating to the
position of the player 100 from the position detecting device 1.
For example, the game device 20 acquires a three-dimensional
coordinate that indicate a standing position of the player 100 in a
three-dimensional space from the position detecting device 1. The
game device 20 controls the game based on changes in the
three-dimensional coordinate.
[0048] A change in the three-dimensional coordinate associated with
the player 100 corresponds to an action of the player 100. For
example, in a case where the player 100 has performed an action of
raising their right hand, sets of the three-dimensional coordinates
corresponding to the right elbow and the right hand of the player
100 mainly change.
1-2. Operation of Position Detecting Device
[0049] Next, description is given of processing in which the
position detecting device 1 generates the information relating to
the position of the player 100 (three-dimensional position
information). As illustrated in FIG. 1, the position detecting
device 1 includes, for example, a CCD camera 2, an infrared sensor
3, and a microphone 4 including a plurality of microphones. In this
embodiment, the three-dimensional position information of the
player 100 is generated based on information acquired from the CCD
camera 2 and the infrared sensor 3.
[0050] The CCD camera 2 is a publicly-known camera comprising a CCD
image sensor. The CCD camera 2 photographs the player 100. For
example, the CCD camera 2 generates a still image (for example, RGB
digital image) by photographing the player 100 at predetermined
time intervals (for example, every 1/60th of a second).
Hereinafter, the still image generated by the CCD camera 2 is
referred to as a photographed image. The photographed image
contains an object located within a field of view of the CCD camera
2.
[0051] FIG. 2 is a diagram illustrating an example of the
photographed image generated by the CCD camera 2. As illustrated in
FIG. 2, the photographed image contains, for example, the player
100. It should be noted that in a case where the items of furniture
F, the floor and the wall of the living room, and the like are
contained within the field of view of the CCD camera 2, the
photographed image contains those objects, which are omitted in
FIG. 2 for simplicity of description.
[0052] In the photographed image, there are set an Xs-axis and a
Ys-axis, which are orthogonal to each other. For example, the upper
left corner of the photographed image is set as an origin point Os
(0,0). Further, for example, the lower right corner of the
photographed image is set as a coordinate Pmax (Xmax,Ymax). The
position of each pixel in the photographed image is identified by a
two-dimensional coordinate (Xs-Ys coordinate) that is assigned to
each pixel.
[0053] The infrared sensor 3 is formed of, for example, an infrared
emitting device and an infrared receiving device (for example,
infrared diodes). The infrared sensor 3 detects reflected light
obtained by emitting infrared light. The infrared sensor 3 measures
the depth of a subject (for example, player 100) based on a
detection result of the reflected light.
[0054] The depth of a subject is a distance between a measurement
reference position (for example, position of the infrared receiving
device of the infrared sensor 3) and the position of the subject.
The measurement reference position is a position that serves as a
reference in measuring the depth of the position of the player 100.
The measurement reference position may be a predetermined position
associated with the position of the position detecting device 1.
The infrared sensor 3 measures the depth of the player 100 based,
for example, on a time of flight (TOF), which is a time required
for the infrared sensor 3 to receive reflected light after emitting
infrared light.
[0055] FIG. 3 is a diagram for describing a method of measuring the
depth of the player 100, which is performed by the infrared sensor
3. As illustrated in FIG. 3, the infrared sensor 3 emits pulsed
infrared light at predetermined intervals. The infrared light
emitted from the infrared sensor 3 spreads spherically with an
emission position of the infrared sensor 3 at the center.
[0056] The infrared light emitted from the infrared sensor 3
strikes surfaces of, for example, the body of the player 100 and
other objects (for example, furniture F, walls, etc.) located in
the living room. The infrared light that has struck those surfaces
is reflected. The reflected infrared light is detected by the
infrared receiving device of the infrared sensor 3. Specifically,
the infrared sensor 3 detects reflected light having a phase
shifted by 180.degree. from that of the emitted infrared light.
[0057] For example, as illustrated in FIG. 3, in a case where the
player 100 is holding out both hands, those held-out hands are
closer to the infrared sensor 3 than the torso of the player 100.
Specifically, the TOF of the infrared light reflected by both hands
of the player 100 is shorter than the TOF of the infrared light
reflected by the torso of the player 100.
[0058] The value determined as follows corresponds to the distance
between the measurement reference position and the player 100 (that
is, depth). Specifically, the value is determined by multiplying a
time required for the infrared sensor 3 to detect the reflected
light after emitting the infrared light (that is, TOF) by the speed
of the infrared light and then dividing the resultant value by two.
In this manner, the infrared sensor 3 can measure the depth of the
player 100.
[0059] Further, the infrared sensor 3 can also detect an outline of
a subject (player 100) by detecting depth differences acquired from
the reflected infrared light.
[0060] Specifically, the fact that the infrared sensor 3 receives
the reflected infrared light as described above means that an
object is located at that place. If there is no other object
located behind the object, the depth difference between the object
and the surroundings of the object is large. Specifically, for
example, the depth difference is large between a depth acquired by
the infrared light reflected from the player 100 and a depth
acquired by the infrared light reflected from the wall behind the
player 100, and hence it is possible to detect the outline of the
object by joining portions having the depth differences larger than
a predetermined value.
[0061] It should be noted that the method of detecting the outline
of an object is not limited to the above-mentioned example.
Alternatively, for example, the outline may be detected based on
the brightness of each pixel of the photographed image acquired by
the CCD camera 2. In this case, it is equally possible to detect
the outline of the object by, for example, joining portions having
large brightness differences among the pixels.
[0062] It should be noted that the light that has returned to the
infrared sensor 3 may be subjected to predetermined filtering
processing. Specifically, noise may be reduced by employing such a
configuration that only reflected light corresponding to the
infrared light emitted by the infrared sensor 3 is detected by a
light detection sensor.
[0063] Information relating to the depth of the player 100 (depth
information), which is detected as described above, is expressed
as, for example, a depth image. In this embodiment, description is
given by taking, as an example, a case where the depth information
is expressed as a gray-scale depth image (for example, 256-bit
gray-scale image data).
[0064] FIG. 4 is a diagram illustrating an example of the depth
image acquired by the infrared sensor 3. As illustrated in FIG. 4,
for example, an object located close to the infrared sensor 3 is
expressed as bright (brightness is high), and an object located far
from the infrared sensor 3 is expressed as dark (brightness is
low). For example, in a case where the depth image is expressed as
the 256-bit gray-scale image data, the depth of the player 100
corresponds to the brightness (pixel value) of the depth image.
Specifically, for example, for every 2-cm change in depth of the
player 100, the depth image is changed by one bit. This case means
that the infrared sensor 3 is capable of detecting the depth of the
subject in units of 2 cm.
[0065] As illustrated in FIG. 3, in the case where the player 100
is holding out both hands, those held-out hands are closer to the
infrared sensor 3 than the torso of the player 100. In other words,
the depth of both hands of the player 100 is smaller than that of
the torso. Accordingly, as illustrated in FIG. 4, pixels
corresponding to both hands of the player 100 are expressed as
brighter (brightness is higher) than pixels corresponding to the
torso.
[0066] In this embodiment, similarly to the CCD camera 2, the
infrared sensor 3 generates the depth image at predetermined time
intervals (for example, every 1/60th of a second). Based on the
photographed image acquired by the CCD camera 2 and the depth image
acquired by the infrared sensor 3, the three-dimensional position
information is generated relating to the position of the player
100.
[0067] For example, there is generated such a composite image (RGBD
data) that is obtained by adding the depth information (D: depth)
indicated by the depth image to the photographed image (RGB data)
acquired by the CCD camera 2. In other words, the composite image
contains, for each pixel, color information (lightness of each of
R, G, and B) and the depth information.
[0068] It should be noted that in generating the composite image,
the position of at least one of the photographed image and the
depth image is corrected based on a positional distance between the
CCD camera 2 and the infrared sensor 3. For example, in a case
where the CCD camera 2 and the infrared sensor 3 are spaced apart
from each other by 2 cm in the horizontal direction, the
coordinates of each pixel of the depth image are shifted by the
number of pixels that corresponds to 2 cm, to thereby correct the
position.
[0069] The three-dimensional position information is generated
based on the composite image. In this embodiment, description is
given by taking, as an example, a case where the three-dimensional
position information represents the three-dimensional coordinate
corresponding to each of the parts (for example, head, shoulder,
etc.) of the body of the player 100.
[0070] Specifically, for example, the three-dimensional position
information is generated in the following manner.
[0071] First, as described above, based on the depth image, pixels
corresponding to the outline of the player 100 are identified.
Pixels enclosed within the outline of the player 100 are the pixels
corresponding to the body of the player 100.
[0072] Next, in the photographed image, the color information
(lightnesses of R, G, and B) of the above-mentioned pixels enclosed
within the outline is referred to. Based on the color information
of the photographed image, pixels corresponding to each part of the
body of the player 100 are identified. For this identification
method, for example, a publicly-known method is applicable, such as
a pattern matching method in which the object (that is, each part
of the body of the player 100) is extracted from the image through
a comparison with a comparison image (training image).
[0073] Alternatively, for example, pixels corresponding to the
positions of the head, both elbows, etc. of the player 100 may be
identified by calculating a velocity vector of each part of the
body based on a change in color information of each pixel of the
photographed image and then detecting a motion vector of each pixel
based on an optical flow representing the movement of the object
(for example, gradient method or filtering method).
[0074] Based on the pixel values (RGBD values) of the pixels
identified as described above, the three-dimensional coordinates of
the head, both elbows, etc. of the player 100 are calculated. For
example, the three-dimensional coordinates are generated by
carrying out predetermined matrix transformation processing on
those pixel values. The matrix transformation processing is
executed through, for example, a matrix operation similar to
transformation processing performed in 3D graphics between two
coordinate systems of a world coordinate system and a screen
coordinate system. Specifically, the RGB value indicating the color
information of the pixel and the D value indicating the depth are
substituted into a predetermined determinant, to thereby calculate
the three-dimensional coordinate of the pixel. That is, the
three-dimensional coordinates of each part of the player 100 are
calculated.
[0075] It should be noted that for the method of calculating the
three-dimensional coordinate that correspond to a pixel based on
the pixel value (RGBD value), a publicly-known method may be
applied, and the calculation method is not limited to the
above-mentioned example. Alternatively, for example, the coordinate
transformation may be performed using a lookup table.
[0076] FIG. 5 is a diagram illustrating an example of the
three-dimensional position information generated by the position
detecting device 1. As illustrated in FIG. 5, as the
three-dimensional position information, for example, each part of
the player 100 and the three-dimensional coordinates are stored in
association with each other.
[0077] FIG. 6 is a diagram illustrating the position of the player
100, which is identified by the three-dimensional position
information. In this embodiment, for example, a predetermined
position corresponding to the position detecting device 1 (for
example, the measurement reference position) is set as an origin
point Ow. For example, the origin point Ow represents the
three-dimensional coordinate corresponding to the measurement
reference position of the infrared sensor 3. It should be noted
that the position of the origin point Ow may be set anywhere in the
three-dimensional space in which the player 100 exists. For
example, the three-dimensional coordinate corresponding to the
origin point Os of the photographed image may be set as the origin
point Ow.
[0078] As illustrated in FIG. 6, in this embodiment, description is
given by taking, as an example, a case where sets of
three-dimensional coordinates corresponding to, for example, the
head P1, neck P2, right shoulder P3, left shoulder P4, right elbow
P5, left elbow P6, right hand P7, left hand P8, chest P9, waist
P10, right knee P11, left knee P12, right heel P13, left heel P14,
a right toe P15, and a left toe P16 of the player 100 are acquired
as the three-dimensional position information.
[0079] It should be noted that the part of the body of the player
100, which is indicated by the three-dimensional position
information, may be a part that is determined in advance from the
player's skeletal frame. For example, any part of the body may be
used as long as the part is identifiable by the above-mentioned
pattern matching method.
[0080] In this embodiment, as described above, based on the
photographed image and the depth image which are generated at the
predetermined time intervals, the three-dimensional position
information is generated at predetermined time intervals (for
example, every 1/60th of a second). The generated three-dimensional
position information is transmitted from the position detecting
device 1 to the game device 20 at predetermined time intervals.
[0081] The game device 20 receives the three-dimensional position
information transmitted from the position detecting device 1, and
recognizes the position of the body of the player 100 based on the
three-dimensional position information. Specifically, if the player
100 has performed an action of dancing or kicking a ball, the
three-dimensional position information changes in response to this
action, and hence the game device 20 recognizes the movement of the
player based on the change in three-dimensional position
information. The game device 20 executes the game while recognizing
the movement of the body of the player based on the
three-dimensional position information, details of which are
described later.
[0082] Next, description is given of a space in which the position
detecting device 1 can detect the player 100 (hereinafter, referred
to as detectable space 60).
[0083] FIG. 7 is a diagram illustrating a space to be photographed
by the position detecting device 1. As illustrated in FIG. 7, the
detectable space 60 (space enclosed with broken lines of FIG. 7)
is, for example, a predetermined space within the field of view of
the CCD camera 2. The field of view of the CCD camera 2 is
determined based, for example, on the line-of-sight and the angle
of view of the CCD camera 2.
[0084] Of the space photographed by the position detecting device 1
(that is, space within the field of view), the detectable space 60
is such a space as to allow accurate capturing of the movement of
the player 100.
[0085] For example, in a case where the position detecting device 1
and the player 100 are located too close to each other (for
example, 1 meter or shorter), the position detecting device 1 is
unable to photograph the entire body of the player 100. In such a
case, for example, if the head, the foot, or the like of the player
100 is not contained in the photographed image (FIG. 2), the
position detecting device 1 is unable to acquire accurate
three-dimensional position information. Therefore, a space
relatively close to the position detecting device 1 is excluded
from the detectable space 60 even if the space is within the field
of view of the CCD camera 2.
[0086] Further, for example, in a case where the position detecting
device 1 and the player 100 are located too far from each other
(for example, 5 meters or longer), the infrared light is
attenuated, which results in the position detecting device 1 being
unable to detect the reflected light. In such a case, the position
detecting device 1 is unable to acquire accurate depth information.
Therefore, a space relatively far from the position detecting
device 1 is excluded from the detectable space 60 even if the space
is within the field of view of the CCD camera 2.
[0087] Further, for example, in a case where the standing position
of the player 100 is displaced in the horizontal direction (for
example, Yw-axis direction), the position detecting device 1 is
unable to photograph the entire body of the player 100. In such a
case, the right side of or the left side of the body of the player
100 is omitted from the photographed image (FIG. 2), and hence the
position detecting device 1 is unable to acquire accurate
three-dimensional position information. Therefore, a space close to
both end portions of the horizontal direction is excluded from the
detectable space 60 even if the space is within the field of view
of the CCD camera 2.
[0088] As illustrated in FIG. 7, the detectable space 60 is, for
example, a space obtained by excluding the respective spaces
described above from the space within the field of view of the CCD
camera 2. In other words, the detectable space 60 is a space in
which the position detecting device 1 can generate accurate
three-dimensional position information when the player 100 is
standing inside the space. The size (volume), shape, and position
of the detectable space 60 may be determined in advance by, for
example, a game creator, or may be changed according to a state of
a room where the position detecting device 1 is installed.
[0089] In this embodiment, a determination subject space 70 is set
inside the detectable space 60. As illustrated in FIG. 7, for
example, the determination subject space 70 is set at a
predetermined position inside the detectable space 60 associated
with the position detecting device 1. Further, the determination
subject space 70 contains a representative point 71 for specifying
a position at which the determination subject space 70 is to be
placed.
[0090] The determination subject space 70 is used to define a space
in which the player 100 needs to be located. The size (volume) and
shape of the determination subject space 70 may be determined in
advance by, for example, a game creator. On the other hand, the
position of the determination subject space 70 is changed, for
example, according to the position of the player 100, details of
which are described later.
[0091] Here, description is given of the significance of the
determination subject space 70 illustrated in FIG. 7. As described
above, in the case where the player 100 is in the detectable space
60, in principle, the game device 20 can detect the action of the
player 100.
[0092] However, there is a case where the player 100 is unable to
move freely in the detectable space 60. One example is a case where
the player 100 plays the game in a living room or the like of their
house as illustrated in FIG. 1.
[0093] As illustrated in FIG. 1, the items of furniture F, such as
a desk and a chair, and the walls and the like of the living room
are placed in the living room. Further, there is a case where there
is another player 100 or a person who is watching the game in the
living room. Thus, in a case where the player 100 actually plays
the game, various obstacles are often placed inside the detectable
space 60, and hence, in such a case, the player is unable to move
freely in the detectable space 60.
[0094] Further, in a case where the player 100 gets absorbed in the
gameplay, there is a risk that the player 100 will not notice the
existence of obstacles in their surroundings. Specifically, there
is a risk that the player 100 will move their body despite the
existence of an obstacle and hit their body against the obstacle.
Further, in a case where a plurality of players 100 play the game
simultaneously, there is a risk that those players 100 will hit
each other because each of the players moves their body to play the
game.
[0095] In view of this, in this embodiment, the determination
subject space 70 is set inside the detectable space 60, and the
player is prompted to play the game in the determination subject
space 70. Specifically, as long as the player 100 plays the game in
the determination subject space 70, it is possible to reduce the
risk of the player 100 hitting another player 100 or an obstacle.
Therefore, the determination subject space 70 serves to show the
player 100 a safe space in which the player 100 has a low risk of
hitting an obstacle.
[0096] Normally, the player 100 clears away surrounding items of
furniture F from their standing position to ensure safety in their
surroundings, and then starts to play the game. Thus, the position
of the determination subject space 70 is determined based, for
example, on the position of the player 100 at the time of game
start (alternatively, immediately before or after the game start).
For example, the position of the determination subject space 70 is
set so as to contain a place where the player 100 is standing at
the time of the game start (alternatively, immediately before or
after the game start).
[0097] If the player 100 remains inside the determination subject
space 70 set as described above, there is a high possibility that
there will be no such obstacle as a desk or a chair in their
surroundings, and hence the player 100 can play the game more
safely.
[0098] It should be noted that the setting method for the position
of the determination subject space 70 is not limited to the
above-mentioned example. For example, an extension of the
line-of-sight of the CCD camera 2 may be set as an initial position
of the determination subject space 70. In this case, it is possible
to prompt the player 100 to stand at a position facing the position
detecting device 1 (for example, position in the vicinity of the
front of a TV set) to play the game.
[0099] It should be noted that in the example described above, one
player 100 plays the game, but a plurality of players 100 may play
the game. In the case where there are a plurality of players 100,
through the same processing as described above, the
three-dimensional position information of each player 100 is
generated. Specifically, based on the number of outlines of the
players 100, the position detecting device 1 can recognize the
number of the players 100. The same processing as described above
is executed with respect to pixels corresponding to each of the
plurality of players 100, and hence it is possible to generate the
three-dimensional position information of the plurality of players
100.
[0100] Further, when the player 100 is identified from the
photographed image acquired by the position detecting device 1, an
object having a predetermined height (for example, one meter) or
shorter may be excluded. Specifically, in a case such as where the
player 100 is sitting on the floor and thus their sitting height is
equal to or shorter than the predetermined height, there is a risk
that the player 100 will not be detected accurately. Therefore, in
this case, the player 100 may be prevented from being detected.
[0101] As described above, the game is executed based on the
three-dimensional position information of the player 100 in the
determination subject space 70. Hereinafter, an example of the game
is described.
1-3. Game to be Executed on Game Device
[0102] In this embodiment, description is given by taking, as an
example, a case where the game device 20 recognizes the standing
position and the action of the player based on the
three-dimensional position information to execute a dance game.
[0103] For example, the game device 20 executes a game configured
such that the player 100 dances to movements of a game character on
a game screen 50. In this game, for example, the player 100 is
required to play the game without moving away from a predetermined
standing position. In view of this, according to the game screen 50
displayed in this embodiment, in a case where the player 100 has
stepped out of the determination subject space 70, it is possible
to prompt the player 100 to return to the determination subject
space 70.
[0104] FIG. 8 is a diagram illustrating an example of the game
screen 50 displayed by the game device 20. As illustrated in FIG.
8, the game screen 50 includes, for example, a game character 51, a
spotlight 52, a spotlight area 53 being an area illuminated by the
spotlight 52, and a message 54. In the game according to this
embodiment, in principle, the game character 51 stands within the
spotlight area 53 (focused area) and dances.
[0105] The lightness (brightness) of the spotlight area 53 is
higher (brighter) than the lightness of the other area. On the
other hand, the lightness of an area outside the spotlight area 53
is lower (darker) than the lightness of the spotlight area 53.
Specifically, in a case where the game character 51 moves out of
the spotlight area 53, the game character 51 becomes less
visible.
[0106] The game character 51 moves the respective parts of its
body, thereby serving to show a dance action to be performed by the
player 100. According to movements of the body of the game
character 51, the player 100 dances in front of the position
detecting device 1.
[0107] For example, if the game character 51 has stepped its right
foot forward, the player 100 steps their right foot forward as
well. Further, for example, if the game character 51 has performed
an action of raising its left hand, the player 100 performs an
action of raising their left hand as well. In a case where the
player 100 has succeeded in moving their body according to the
action of the game character 51, for example, the message 54 that
reads "GOOD" is displayed on the game screen 50.
[0108] Further, in a case where the player 100 has stepped out of
the determination subject space 70, the message 54 to that effect
is displayed on the game screen 50.
[0109] FIG. 9 is a diagram illustrating, as an example, the game
screen 50 displayed by the game device 20 in the case where the
player 100 has stepped out of the determination subject space 70.
As illustrated in FIG. 9, for example, the message 54 that reads
"CAUTION" is displayed on the game screen 50. Specifically, because
the player 100 is outside the relatively safe determination subject
space 70, the message 54 that issues a warning is displayed.
[0110] Further, in this case, the display position of the spotlight
area 53 may be configured to correspond to the determination
subject space 70 of the position detecting device 1. Hereinafter,
this example is described. Specifically, in the case where the
player 100 is inside the determination subject space 70, the game
character 51 is located at a position with high lightness. In other
words, in this case, the game character 51 is located in the
spotlight area 53.
[0111] On the other hand, in the case where the player 100 has
stepped out of the determination subject space 70, the game
character 51 is located at a position with low lightness. In other
words, in this case, the game character 51 is located in the area
outside the spotlight area 53.
[0112] FIG. 10 is a diagram illustrating the position detecting
device 1 and the player 100 viewed from an Xw-Zw plane (that is,
from the side). FIG. 10 illustrates a case where the player 100 has
moved backward while dancing. As illustrated in FIG. 10, the player
100 has moved backward and therefore is out of the determination
subject space 70.
[0113] If the player 100 is unaware of this fact and continues the
gameplay, there is a risk that the player 100 will hit the
furniture located therebehind, such as a sofa. Thus, there is
displayed a game screen 50 that prompts the player 100 to move
forward to return to the inside of the determination subject space
70.
[0114] FIG. 11 is an example of the game screen 50 displayed in the
case where the player 100 has stepped out of the determination
subject space 70. The game screen 50 of FIG. 11 is displayed in the
case where the player 100 is standing at the position of FIG. 10.
As illustrated in FIG. 11, the game character 51 is displayed in
the area outside the spotlight area 53 (for example, at a
predetermined position in the rear). As described above, the area
outside the spotlight area 53 is set low in lightness.
[0115] Specifically, because the game character 51 is displayed in
a relatively dark area, the player 100 finds the game character 51
less visible. In such a case, it is conceivable that the player 100
will move forward so as to cause the game character 51 to move to
the spotlight area 53, which is bright and thus makes the game
character 51 more visible. Specifically, in a case where the player
100 has stepped backward out of the determination subject space 70
when viewed from the position detecting device 1, by causing the
position of the game character 51 to move out of the spotlight area
53, it is possible to prompt the player 100 to move toward the
determination subject space 70.
[0116] FIG. 12 is a diagram illustrating the position detecting
device 1 and the player 100 viewed from an Xw-Yw plane (that is,
from the above). FIG. 12 illustrates a case where the player 100
has moved in the horizontal direction (for example, Yw-axis
direction) while dancing. As illustrated in FIG. 12, for example,
the player 100 is displaced in the horizontal direction and is
therefore out of the determination subject space 70.
[0117] FIG. 13 is an example of the game screen 50 displayed in the
case where the player 100 has stepped out of the determination
subject space 70. The game screen 50 of FIG. 13 is displayed in the
case where the player 100 is standing at the position of FIG.
12.
[0118] Specifically, because the game character 51 is displayed in
a relatively dark area, the player 100 finds the game character 51
less visible. The player 100 moves leftward so as to cause the game
character 51 to move to the spotlight area 53, which is bright and
thus makes the game character 51 more visible. Specifically, in a
case where the player 100 has stepped in the horizontal direction
out of the determination subject space 70 when viewed from the
position detecting device 1, it is possible to prompt the player
100 to move toward the determination subject space 70.
[0119] As described above, for example, in a dance game configured
such that the player 100 dances to the movements of the game
character 51, there is a case where the standing position of the
player 100 changes gradually during the gameplay. Specifically,
even though the player 100 has ensured safety in their surroundings
at the time of starting the game, if the player 100 gets absorbed
in the game, there is a risk that the player 100 will move closer
to an obstacle. To address this, the game device 20 sets the
determination subject space 70 for showing the standing position of
the player 100, and hence it is possible to show the standing
position to the player 100.
[0120] By the way, in the case where the player 100 has stepped out
of the determination subject space 70, if the position of the game
character 51 is moved out of the spotlight area 53 as illustrated
in FIG. 11 or FIG. 13, the game character 51 becomes less visible.
It is possible to guide the player 100 to a safe position, but
there is a case where no obstacle is actually placed in the area
outside the determination subject space 70. Specifically, there is
a fear of such inconvenience that the player 100 feels difficulty
playing the game because the determination subject space 70 is
fixed to the initial position. Hereinafter, description is given of
detailed processing relating to technology that solves this
inconvenience.
[0121] First, detailed description is given of configurations of
the position detecting device 1 and the game device 20.
1-4. Configuration of Position Detecting Device
[0122] FIG. 14 is a diagram illustrating a hardware configuration
of the position detecting device 1. As illustrated in FIG. 14, the
position detecting device 1 includes a microprocessor 10, a storage
unit 11, a photographing unit 12, a depth measuring unit 13, an
audio processing unit 14, and a communication interface unit 15.
The respective components of the position detecting device 1 are
connected to one another by a bus 16 so as to be able to exchange
data thereamong.
[0123] The microprocessor 10 controls the respective units of the
position detecting device 1 according to an operating system and
various kinds of programs which are stored in the storage unit
11.
[0124] The storage unit 11 stores programs and various kinds of
parameters which are used for operating the operating system, the
photographing unit 12, and the depth measuring unit 13. Further,
the storage unit 11 stores a program for generating the
three-dimensional position information based on the photographed
image and the depth image.
[0125] The photographing unit 12 includes the CCD camera 2 and the
like. The photographing unit 12 generates, for example, the
photographed image of the player 100.
[0126] The depth measuring unit 13 includes the infrared sensor 3
and the like. The depth measuring unit 13 generates the depth image
based, for example, on the TOF acquired using the infrared sensor
3.
[0127] As described above, the microprocessor 10 generates the
three-dimensional position information based on the photographed
image generated by the photographing unit 12 and the depth image
generated by the depth measuring unit 13. The microprocessor 10
identifies the positions of pixels corresponding to the respective
parts (for example, head P1 to left toe P16) of the player 100
based on the photographed image.
[0128] Next, the microprocessor 10 executes coordinate
transformation processing and calculates the three-dimensional
coordinate based on the RGBD values of the identified pixels. The
coordinate transformation processing is performed based on the
matrix operation as described above. Through a series of those
processing steps, the three-dimensional position information (FIG.
5) is generated at the predetermined time intervals (for example,
every 1/60th of a second).
[0129] The audio processing unit 14 includes the microphone 4 and
the like. For example, the audio processing unit 14 can identify a
position at which the player 100 has made a sound based on time
lags among sounds detected using a plurality of (for example,
three) microphones. Further, as the microphone 4 of the audio
processing unit 14, a unidirectional microphone that detects sounds
originating from a sound source located along the line-of-sight of
the CCD camera 2 may be applied.
[0130] The communication interface unit 15 is an interface for
transmitting various kinds of data, such as the three-dimensional
position information, to the game device 20.
1-5. Configuration of Game Device
[0131] FIG. 15 is a diagram illustrating a hardware configuration
of the game device 20. As illustrated in FIG. 15, the game device
20 according to this embodiment includes a home-use game machine
21, a display unit 40, an audio output unit 41, an optical disk 42,
and a memory card 43. The display unit 40 and the audio output unit
41 are connected to the home-use game machine 21. For example, a
home-use television set is used as the display unit 40. Further,
for example, a speaker integrated into the home-use television set
is used as the audio output unit 41.
[0132] The optical disk 42 and the memory card 43 are information
storage media, and are inserted into the home-use game machine
21.
[0133] The home-use game machine 21 is a publicly-known computer
game system, and, as illustrated in FIG. 15, includes a bus 22, a
microprocessor 23, a main memory 24, an image processing unit 25,
an audio processing unit 26, an optical disk reproducing unit 27, a
memory card slot 28, a communication interface (I/F) 29, a
controller interface (I/F) 30, and a controller 31. Components
other than the controller 31 are accommodated in an enclosure of
the home-use game machine 21.
[0134] The bus 22 is used for exchanging addresses and data among
the units constituting the home-use game machine 21. Specifically,
the microprocessor 23, the main memory 24, the image processing
unit 25, the audio processing unit 26, the optical disk reproducing
unit 27, the memory card slot 28, the communication interface 29,
and the controller interface 30 are connected to one another by the
bus 22 so as to be able to communicate data thereamong.
[0135] The microprocessor 23 executes various kinds of information
processing based on an operating system stored in a ROM (not
shown), or programs read from the optical disk 42 or the memory
card 43.
[0136] The main memory 24 includes, for example, a RAM. The program
and data read from the optical disk 42 or the memory card 43 are
written into the main memory 24 as necessary. The main memory 24 is
also used as a working memory for the microprocessor 23.
[0137] Further, the main memory 24 stores the three-dimensional
position information received from the position detecting device 1
at the predetermined time intervals. The microprocessor 23 controls
the game based on the three-dimensional position information stored
in the main memory 24.
[0138] The image processing unit 25 includes a VRAM, and renders,
based on image data transmitted from the microprocessor 23, the
game screen 50 in the VRAM. The image processing unit 25 converts
the game screen 50 into video signals, and outputs the video
signals to the display unit 40 at a predetermined timing.
[0139] The audio processing unit 26 includes a sound buffer. The
audio processing unit 26 outputs, from the audio output unit 41,
various kinds of audio data (game music, game sound effects,
messages, etc.) that have been read from the optical disk 42 into
the sound buffer.
[0140] The optical disk reproducing unit 27 reads a program and
data recorded on the optical disk 42. In this embodiment,
description is given by taking, as an example, a case where the
optical disk 42 is used for supplying the program and the data to
the home-use game machine 21. Alternatively, for example, another
information storage medium (for example, memory card 43 or the
like) may be used. Further, the program and the data may be
supplied to the home-use game machine 21 via a data communication
network such as the Internet.
[0141] The memory card slot 28 is an interface for the memory card
43 to be inserted into. The memory card 43 includes a nonvolatile
memory (for example, EEPROM etc.). The memory card 43 stores
various kinds of game data, such as saved data.
[0142] The communication interface 29 is an interface for
establishing communication connection to a communication network
such as the Internet.
[0143] The controller interface 30 is an interface for establishing
wireless connection or wired connection to the controller 31. As
the controller interface 30, an interface compliant with, for
example, the Bluetooth (registered trademark) interface standard
may be used. It should be noted that the controller interface 30
may be an interface for establishing wired connection to the
controller 31.
1-6. Functions to be Implemented on Game Device
[0144] FIG. 16 is a functional block diagram illustrating a group
of functions to be implemented on the game device 20. As
illustrated in FIG. 16, on the game device 20, there are
implemented a game data storage unit 80, a position acquiring unit
82, a determination unit 84, a game processing execution unit 86, a
determination subject space changing unit 88, and a display control
unit 90. Those functions are implemented by the microprocessor 23
operating according to programs read from the optical disk 42.
1-6-1. Game Data Storage Unit
[0145] The game data storage unit 80 is mainly implemented by the
main memory 24 and the memory card 43. The game data storage unit
80 stores information necessary for executing the game. For
example, the game data storage unit 80 stores animation information
indicating how the game character 51 moves its body.
[0146] Further, for example, the game data storage unit 80 stores
reference action information for identifying an action to be
performed by the player 100.
[0147] FIG. 17 is a diagram illustrating an example of the
reference action information. As illustrated in FIG. 17, as the
reference action information, time information indicating a timing
at which an action is to be performed and information for
identifying an action to be performed by the player 100 are stored.
The time information indicates, for example, an elapsed time after
the game is started. In a data storage example illustrated in FIG.
17, for example, a time t.sub.1 indicates that the player 100
should perform an action of putting their right foot forward.
[0148] As described above, the game character 51 plays a role of
showing an action to be performed by the player 100, and thus, when
the time t.sub.1 arrives, the game character 51 performs an action
that looks like putting its right foot forward. The animation
information is created in such a manner as to correspond to the
reference action information illustrated in FIG. 17. Specifically,
every time a time indicated by the time information stored in the
reference action information arrives, the game character 51
performs a predetermined animation action based on the animation
information.
[0149] Further, for example, the game data storage unit 80 stores
action determination criterion information, which serves as a
condition for making a determination as to the action of the player
based on the three-dimensional position information.
[0150] FIG. 18 is a diagram illustrating an example of the action
determination criterion information. As illustrated in FIG. 18, as
the action determination criterion information, for example,
information for identifying the movement of the body of the player
100 and a determination criterion to be satisfied by the
three-dimensional position information are stored in association
with each other. The determination criterion includes, for example,
a change amount, a change direction, a change speed, and the like
of the three-dimensional coordinate of each part of the player 100.
Specifically, for example, the determination criterion is a
condition to be satisfied by the motion vector (three-dimensional
vector) of each part of the player 100.
[0151] In a case where "putting the right foot forward" is the
movement of the body which is stored in the action determination
criterion information, for example, conditions relating to the
change amounts, the change directions, and the change speeds of the
sets of the three-dimensional coordinates of the right heel P13 and
the right toe P15 are associated with this movement of the body. In
this case, if the change amounts, the change directions, and the
change speeds of the sets of the three-dimensional coordinates of
the right heel P13 and the right toe P15 satisfy the conditions
stored in the action determination criterion information, it is
determined that the player 100 has put their right foot
forward.
[0152] The same applies to other actions of the player 100 (for
example, punching with the right hand, etc.), and the action of the
player 100 is determined based on whether or not the
three-dimensional coordinates indicated by the three-dimensional
position information satisfy the conditions stored in the action
determination criterion information. Specifically, in this
embodiment, the determination criterion information is obtained by
storing information for making a determination as to dancing of the
player 100. It should be noted that the determination criterion
information may be stored in a ROM (not shown) or the like of the
game device 20.
[0153] Further, the game data storage unit 80 stores, for example,
determination subject space information for identifying the
determination subject space 70. For example, in a case where the
shape of the determination subject space 70 is such a truncated
pyramid as illustrated in FIG. 7, the length of each side of the
determination subject space 70 and information indicating the
representative point 71 are stored. That is, based on those items
of information, the position of the determination subject space is
identified. Further, the length of each side of the determination
subject space 70 may be a value determined in advance.
[0154] For example, when the player 100 starts the game, the
initial position of the representative point 71 is determined. For
example, the position of the determination subject space 70 is
determined so as to contain the position of the player 100 when the
game is started. Specifically, for example, the representative
point 71 is determined so as to correspond to the standing position
of the player 100 at the time starting the game. Alternatively, for
example, the representative point 71 may be a point located along
the line-of-sight of the CCD camera 2.
[0155] It should be noted that information that may be used as the
determination subject space information is not limited to the
above-mentioned example. The determination subject space
information may be any information as long as the information
allows the position and the size of the determination subject space
70 to be identified. For example, in the case where the shape of
the determination subject space 70 is a truncated pyramid, the
determination subject space information may be information
indicating the upper left vertices and the lower right vertices of
the top surface and the bottom surface of the determination subject
space 70 and information indicating the representative point
71.
[0156] Further, the game data storage unit 80 stores information
for identifying the detectable space 60. Similarly to the
determination subject space information, this information may be
any information as long as the information allows the position and
the size of the detectable space 60 to be identified.
1-6-2. Position Acquiring Unit
[0157] The position acquiring unit 82 is mainly implemented by the
microprocessor 23. The position acquiring unit 82 acquires the
three-dimensional position information (FIG. 5) from position
information generating means (microprocessor 10) for generating the
three-dimensional position information relating to the position of
the player 100 in the three-dimensional space based on the
photographed image acquired from the position detecting device
(photographing unit 12) for photographing the player 100 and the
depth information relating to a distance between the measurement
reference position of the depth measuring means (depth measuring
unit 13) and the player 100.
[0158] In this embodiment, the position acquiring unit 82 acquires
the three-dimensional position information generated by the
microprocessor 10 (position information generating means) of the
position detecting device 1.
1-6-3. Determination Unit
[0159] The determination unit 84 is mainly implemented by the
microprocessor 23. The determination unit 84 determines whether or
not the position of the player 100 in the three-dimensional space
is contained in the determination subject space 70. For example, in
a case where any one of the sets of the three-dimensional
coordinates contained in the three-dimensional position information
is outside the determination subject space 70, it is determined
that the position of the player corresponding to the
three-dimensional position information is not contained in the
determination subject space 70 of the position detecting device
1.
[0160] It should be noted that the determination method performed
by the determination unit 84 may be any method as long as the
method is performed based on the three-dimensional position
information and the determination subject space 70, and that the
determination method of the determination unit 84 is not limited
thereto. For example, in a case where sets of the three-dimensional
coordinates corresponding to a plurality of (for example, three)
portions of a plurality of (for example, sixteen) parts of the
player 100 indicated by the three-dimensional position information
are outside the determination subject space 70, it may be
determined that the position of the player 100 is not contained in
the determination subject space 70.
1-6-4. Game Processing Execution Unit
[0161] The game processing execution unit 86 is mainly implemented
by the microprocessor 23. The game processing execution unit 86
executes game processing based on a result of a determination made
by the determination unit 84. Details of operation of the game
processing execution unit 86 are described later (see S105, S106,
and S107 of FIG. 19).
1-6-5. Determination Subject Space Changing Unit
[0162] The determination subject space changing unit 88 is mainly
implemented by the microprocessor 23. In a case where it is
determined that the position of the player 100 in the
three-dimensional space is not contained in the determination
subject space 70, the determination subject space changing unit 88
changes the position of the determination subject space 70 based on
the position of the player 100 in the three-dimensional space.
Details of operation of the determination subject space changing
unit 88 are described later (see S108 and S109 of FIG. 19).
1-6-6. Display Control Unit
[0163] The display control unit 90 is mainly implemented by the
microprocessor 23. The display control unit 90 displays the game
screen 50 on the display unit 40. In this embodiment, the display
control unit 90 causes display means (display unit 40) to display
the game screen 50 containing the game character 51 and the focused
area (spotlight area 53) having its lightness set higher than that
of the other area.
[0164] Further, the display control unit 90 includes means for
controlling the positional relation between the display position of
the game character 51 and the display position of the focused area
based on the positional relation between the position of the player
100 in the three-dimensional space and the determination subject
space 70. Details of operation of the display control unit 90 are
described later (see S102 of FIG. 19).
1-7. Processing to be Executed on Game Device
[0165] FIG. 19 is a flow chart illustrating an example of
processing to be executed on the game device 20. The processing of
FIG. 19 is executed by the microprocessor 23 operating according to
programs read from the optical disk 42. For example, the processing
of FIG. 19 is executed at predetermined time intervals (for
example, every 1/60th of a second).
[0166] As illustrated in FIG. 19, first, the microprocessor 23
(position acquiring unit 82) acquires the three-dimensional
position information of the player 100 (S101).
[0167] The microprocessor 23 (display control unit 90) changes the
position of the game character 51 to be displayed on the game
screen 50 (S102). In S102, for example, the display position of the
game character 51 is changed based on the positional relation
between the three-dimensional position information of the player
100 and the representative point 71. For example, a determination
is made as to the positional relation between the three-dimensional
coordinates of the waist P10 contained in the three-dimensional
position information of the player 100 and the representative point
71. Specifically, a direction D from the representative point 71 of
the determination subject space 70 toward the three-dimensional
coordinate of the waist P10 of the player and a distance L
therebetween are acquired (FIG. 7).
[0168] Next, the display position of the game character 51 is
changed so that the positional relation between the display
position of the game character 51 and a guidance position 55 of the
spotlight area 53 corresponds to the positional relation between
the three-dimensional coordinate of the waist P10 of the player and
the representative point 71 of the determination subject space
70.
[0169] For example, as illustrated in FIG. 11 and FIG. 13, the
display position of the game character 51 is changed from the
guidance position 55 of the spotlight area 53 to a position 57
obtained by shifting the guidance position 55 of the spotlight area
53 by a distance Ls corresponding to the above-mentioned distance L
in a direction Ds corresponding to the above-mentioned direction D.
The direction Ds and the distance Ls are respectively calculated
based, for example, on the direction D or the distance L and a
predetermined mathematical expression. The predetermined
mathematical expression may be, for example, a predetermined matrix
(for example, projection matrix) for transforming a
three-dimensional vector to a two-dimensional vector.
[0170] Further, the guidance position 55, which is a position for
guiding the game character 51, corresponds to the representative
point 71. For example, the guidance position 55 is a position
located a predetermined distance above a center point of the
spotlight area 53.
[0171] Through the processing of S102, the display position of the
game character 51 is controlled. Specifically, by referring to the
positional relation between the game character 51 and the spotlight
area 53 which are displayed on the game screen 50, the player 100
can recognize whether or not the position of the body of the player
100 is out of the determination subject space 70.
[0172] As a result, the player can adjust their own standing
position. Further, in a case where the game character 51 has moved
out of the spotlight area 53, the game character 51 becomes less
visible, and hence it is conceivable that the player will
unconsciously adjust their own standing position so that the game
character 51 is positioned within the spotlight area 53. By
controlling the display position of the game character 51 as
described above, it also becomes possible to make the player
unconsciously adjust their own standing position.
[0173] Referring back to FIG. 19, the microprocessor 23 (display
control unit 90) updates the posture of the game character 51
displayed on the game screen 50 based on animation data (S103).
[0174] The microprocessor 23 (determination unit 84) determines
whether or not at least one position of the body of the player 100
indicated by the three-dimensional position information is outside
the determination subject space 70 (S104). The determination of
S104 is performed by, for example, comparing the three-dimensional
position information and the determination subject space
information. Specifically, for example, a determination is made
based on whether or not the three-dimensional coordinates (FIG. 5)
contained in the three-dimensional position information are inside
the determination subject space 70 (FIG. 7).
[0175] In a case where the position of the player is not outside
the determination subject space 70 (S104; N), that is, in a case
where all the positions corresponding to the player 100 are inside
the determination subject space 70, the microprocessor 23 (game
processing execution unit 86) determines whether or not the player
100 has moved their body according to the movement of the body of
the game character 51 (S105).
[0176] In S105, it is determined whether or not the player 100 has
performed an action similar to the action (movement of the body)
performed by the game character 51. This determination is executed
based, for example, on the three-dimensional position information,
the reference action information (FIG. 17), and the determination
criterion information (FIG. 18).
[0177] In a case where the reference action information is the data
storage example illustrated in FIG. 17, for example, it is
indicated that the game character 51 puts its right foot forward at
the time t.sub.1. In this case, at a time at which the game
character 51 puts its right foot forward (hereinafter, referred to
as "reference time"), it is determined whether or not the player
has put their right foot forward. The reference time is, for
example, a time within a predetermined period including times (for
example, time t.sub.1) stored in the reference action
information.
[0178] Here, the "predetermined period" is, for example, a period
from a start time that is a predetermined time before the reference
time until an end time that is a predetermined time after the
reference time. In a case where the player 100 has put their right
foot forward within the above-mentioned predetermined period, it is
determined that the player has moved their foot according to the
movement of the foot of the game character 51. In other words, it
is determined that the player 100 has performed an action according
to the movement of the game character 51. As described above,
whether or not the player 100 has put their right foot forward is
determined based on the determination criterion information (FIG.
18).
[0179] In a case where it is determined that the player 100 has
performed an action according to the movement of the game character
51 (S105; Y), the microprocessor 23 (game processing execution unit
86) displays the message 54 such as "GOOD" on the game screen 50
(S106).
[0180] On the other hand, in a case where it is not determined that
the player 100 has performed an action according to the movement of
the game character 51 (S105; N), the microprocessor 23 does not
display such a message as in S106 and ends the processing.
[0181] On the other hand, in a case where at least one position of
the body of the player is outside the determination subject space
70 (S104; Y), the microprocessor 23 (game processing execution unit
86) displays the message 54 such as "CAUTION" on the game screen
(S107).
[0182] The microprocessor 23 (determination subject space changing
unit 88) determines whether or not a state in which at least one
position of the body of the player is outside the determination
subject space 70 has continued for a reference period (for example,
three seconds) (S108).
[0183] In a case where the state in which at least one position of
the body of the player is outside the determination subject space
70 has continued for the reference period (S108; Y), the
microprocessor 23 (determination subject space changing unit 88)
changes the position of the determination subject space 70
(S109).
[0184] In S109, for example, the three-dimensional coordinate of
the waist P10 in the three-dimensional position information is
referred to. Subsequently, the position of the determination
subject space 70 is changed so that the representative point 71 of
the determination subject space 70 coincides with the
three-dimensional coordinate corresponding to the waist P10 of the
player.
[0185] FIG. 20 is a diagram illustrating the determination subject
space 70 after the change. As illustrated in FIG. 20, the position
of the determination subject space 70 is changed so that the
position of the waist P10 of the player 100 coincides with the
representative point 71.
[0186] It should be noted that the change method for the position
of the determination subject space 70 performed in S109 may be any
method as long as the position of the player 100 is contained in
the determination subject space 70 based on the position of the
player 100 indicated by the three-dimensional position information,
and that the change method is not limited to the above-mentioned
example. In addition, for example, the position of the
determination subject space 70 may be changed so that an average
value of the sets of three-dimensional coordinates contained in the
three-dimensional position information coincides with the
representative point 71.
[0187] For example, in a case where the player 100 has moved closer
to an obstacle, it is conceivable that the player 100 will notice
that fact within a predetermined time period and return to the
original position. Specifically, in view of the above, in a case
where the state in which the player 100 is out of the determination
subject space 70 before the change has continued for the
predetermined time period, it is conceivable that there is a high
possibility that there is no obstacle around the current standing
position of the player 100. Thus, in this case, in order to allow
the player 100 to continue the gameplay, as illustrated in FIG. 19,
the position of the determination subject space 70 is changed so
that the position of the body of the player is contained in the
determination subject space 70.
[0188] On the other hand, in a case where the state in which at
least one position of the body of the player is outside the
determination subject space 70 has not continued for the reference
period (S108; N), the microprocessor 23 ends the processing.
Specifically, in this case, the microprocessor 23 does not perform
the processing of displaying the message 54 such as "GOOD" based on
the movement of the body of the player 100. In other words, by
making no response to the dance action performed by the player 100,
it is also possible to make the player 100 understand that the
player 100 is not in the determination subject space 70.
1-8. Summary of Embodiment
[0189] In the game device 20 described above, when the game
processing is executed, whether or not the message 54 such as
"CAUTION" is to be displayed or whether or not detection of the
action of the player 100 is to be avoided is determined based on
whether or not the player 100 is in the determination subject space
70. Further, the position of the determination subject space 70 is
changed based on the position of the player 100 in the
three-dimensional space, and hence it is possible to change the
determination subject space 70 for the player 100 to be able to
continue the gameplay while prompting the player 100 to stay in the
determination subject space 70.
[0190] As described above, at the time of starting the game
(alternatively, immediately before or after starting the game), it
is possible to ensure safety of the player 100 within their
surroundings are safe. Accordingly, by guiding the player 100 to
this safe position, it is possible to reduce a risk that the player
100 will hit an obstacle or another player 100. Therefore, even if
a game is configured to require the player 100 to move their body,
the player 100 can play the game safely.
[0191] Further, based on the positional relation between the
position of the body of the player 100 and the position of the
determination subject space 70, the positional relation between the
display position of the game character 51 and the display position
of the spotlight area 53 is controlled. For example, in the case
where the position of the body of the player 100 is out of the
determination subject space 70, the game character 51 is located
outside the spotlight area 53 (see FIG. 11 and FIG. 13).
[0192] According to the game device 20, by referring to the
positional relation between the game character 51 and the spotlight
area 53 which are displayed on the game screen 50, the player 100
can recognize whether or not the position of the body of the player
100 is out of the determination subject space 70. As a result, in
the case where the standing position of the player 100 has changed
during the gameplay, the player 100 can know that their standing
position has changed. Therefore, the player 100 can adjust their
own standing position.
[0193] Further, in the case where the game character 51 has moved
out of the spotlight area 53, the game character 51 becomes less
visible. Accordingly, it is conceivable that the player 100 will
try to unconsciously adjust their own standing position so that the
game character 51 is located within the spotlight area 53. As
described above, according to the game device 20, it is also
possible to make the player 100 unconsciously adjust their own
standing position.
[0194] Further, in the game device 20, in the case where the state
in which at least one position of the body of the player 100 is
outside the determination subject space 70 has continued for the
reference period (for example, three seconds), the position of the
determination subject space 70 is changed so that the position of
the body of the player 100 is contained in the determination
subject space 70 (see FIG. 20).
[0195] According to the above-mentioned processing of the game
device 20, in the state in which the position of at least one part
of the body of the player 100 is outside the determination subject
space 70 because the standing position of the player 100 has
changed during the gameplay, it is possible to continue the game
even if the player 100 does not adjust their standing position. As
described above, in the case where the state in which the player
100 is outside the determination subject space 70 has continued for
the reference period, there is a high possibility that no obstacle
is around the standing position of the player 100, and hence it is
possible to guarantee safety for the player 100 even if the
position of the determination subject space 70 is changed.
[0196] Further, for example, if the position of the determination
subject space 70 is changed even in a case where any one position
of the body of the player is outside the determination subject
space 70 for a brief moment, there arises a fear that the player
will become confused instead. In this respect, the game device 20
is capable of preventing the player from feeling such
confusion.
2. Modified Examples
[0197] It should be noted that the present invention is not limited
to the embodiment described above.
2-1. First Modified Example
[0198] In S102 of FIG. 19, the display position of the spotlight
area 53 (and the spotlight 52) may be changed so that the
positional relation between the display position of the game
character 51 and the guidance position 55 of the spotlight area 53
corresponds to the positional relation between the position of the
player 100 (for example, the three-dimensional coordinate of the
waist P10) and the representative point 71 of the determination
subject space 70. In other words, the spotlight area 53 may be
moved instead of moving the game character 51.
[0199] Alternatively, the display positions of both the game
character 51 and the spotlight area 53 (and the spotlight 52) may
be changed so that the positional relation between the display
position of the game character 51 and the guidance position 55 of
the spotlight area 53 corresponds to the positional relation
between the position of the player 100 (for example, the
three-dimensional coordinate of the waist P10) and the
representative point 71 of the determination subject space 70.
[0200] Further, without changing the relative positions of the game
character 51, the spotlight area 53, and the like, the display
position of the game character 51 may be moved to the right-hand
side, the left-hand side, or the like of the game screen 50.
Specifically, for example, in a case where the game screen 50 is a
screen showing a situation of a virtual game space viewed from a
virtual camera, by changing the position of the virtual camera, the
display position of the game character 51 is changed as described
above.
[0201] FIG. 21 is a diagram illustrating a case where the display
position of an image contained in the game screen 50 has been
changed. The game screen 50 illustrated in FIG. 21 is displayed,
for example, in a case where the player 100 has moved to the
right-hand side of the determination subject space 70 with respect
to the position detecting device 1. The position of the virtual
camera is changed to the left, and thus, for example, the game
character 51 located in the vicinity of the center of the game
screen 50 is moved to the right in relation to a center point of
the game screen 50.
[0202] Further, for example, like an area 50a, the vicinity of a
left end portion of the game screen 50 is displayed in black. The
width and the position of the area 50a are determined based, for
example, on the distance L and the direction D between the
representative point 71 and the waist P10 of the player 100. It
seems to the player 100 that nothing is displayed in the area 50a
located in the vicinity of the left end portion of the game screen
50. In this case, it is conceivable that the player 100 will move
to their left, trying to move the display position of the game
character 51 back to the original position. Thus, according to the
game screen 50, it is possible to guide the player 100 to the
inside of the determination subject space 70.
[0203] By performing the display control of the game screen 50 as
described above, it is possible to notify the player 100 that their
standing position is displaced, without changing the relative
positions of respective images (game character 51 and the like)
contained in the game screen 50. Here, the description above is
directed to the case where the position of the virtual camera is
changed. However, the notification of the standing position of the
player 100 may be performed by changing the angle of view or the
line-of-sight of the virtual camera.
2-2. Second Modified Example
[0204] Further, the game screen 50 only needs to show the
positional relation between the display positions of the standing
position of the player 100 and the representative point 71 of the
determination subject space 70, and thus the example of the game
screen 50 is not limited to the example of this embodiment.
[0205] FIG. 22 is a diagram illustrating another example of the
game screen 50. On the game screen 50 illustrated in FIG. 22, a
player character 51a (first game character) corresponding to the
player 100 and an instructor character 51b (second game character)
are displayed.
[0206] In this case, for example, the player 100 moves their body
according to the movement of the instructor character 51b. Then,
based on the movement of the player 100, the player character 51a
performs an action. Similarly to the embodiment, in a case where
the player 100 has succeeded in performing the action, the message
54 such as "GOOD" is displayed.
[0207] Alternatively, the player character 51a and the instructor
character 51b may move in the same manner, and the player 100 may
move their body according to the movement of the player character
51a and the instructor character 51b.
[0208] In the second modified example, the positional relation
between the player character 51a and the instructor character 51b
is changed based on the positional relation between the position of
the player 100 and the determination subject space 70. For example,
in the case where the position of the player 100 is contained in
the determination subject space 70, the player character 51a is
displayed substantially in front of the instructor character 51b as
illustrated in FIG. 22.
[0209] On the other hand, for example, in the case where the
position of the player 100 is out of the determination subject
space 70 as illustrated in FIG. 10, the player character 51a is
displayed at a position displaced far from the instructor character
51b as illustrated in FIG. 23, for example. Further, the message 54
such as "CAUTION" is displayed.
[0210] Further, for example, in the case where the position of the
player 100 is out of the determination subject space 70 as
illustrated in FIG. 12, the player character 51a is displayed at a
position significantly displaced sideways from the instructor
character 51b as illustrated in FIG. 24, for example.
[0211] In the second modified example, for example, processing
similar to the processing of S102 of FIG. 19 is executed.
Specifically, at least one of the display positions of the player
character 51a and the instructor character 51b is changed so that
the positional relation between the display position of the player
character 51a and the display position of the instructor character
Sib corresponds to the positional relation between the position of
the player 100 and the representative point 71 of the determination
subject space 70.
[0212] For example, first, the three-dimensional coordinate of the
waist P10 of the player 100 are referred to. Subsequently, a
determination is made as to the positional relation between the
three-dimensional coordinate of the waist P10 of the player 100 and
the representative point 71 of the determination subject space 70.
For example, a difference between the three-dimensional coordinate
of the waist P10 of the player 100 and the representative point 71
of the determination subject space 70 is acquired. Specifically,
the direction D from the representative point 71 of the
determination subject space 70 toward the three-dimensional
coordinate of the waist P10 of the player 100 and the distance L
therebetween are acquired.
[0213] After that, the display position of the player character 51a
is changed so that the positional relation between the display
position of the player character 51a and the display position of
the instructor character 51b corresponds to the positional relation
between the three-dimensional coordinate of the waist P10 of the
player 100 and the representative point 71 of the determination
subject space 70. For example, as illustrated in FIG. 23 and FIG.
24, the display position of the player character 51a is changed
from a basic position 56 set in front of the instructor character
51b to a position 57 obtained by shifting the basic position 56 by
the distance Ls corresponding to the above-mentioned distance L in
the direction Ds corresponding to the above-mentioned direction
D.
[0214] According to the second modified example, by referring to
the positional relation between the player character 51a and the
instructor character 51b, the player 100 can recognize whether or
not the position of the body of the player 100 is out of the
determination subject space 70. As a result, in such a case where
the standing position of the player 100 has changed during the
gameplay, the player 100 can know that their standing position has
changed, and accordingly can adjust their own standing position.
Therefore, the player 100 can play the game in a relatively safe
place within the determination subject space 70.
[0215] Here, in the case where the position of the player character
51a is displaced from the front of the instructor character 51b or
displaced far from the instructor character 51b, it is generally
conceivable that the player 100 will try to set the position of the
player character 51a to the front of the instructor character
51b.
[0216] Specifically, in the case where the position of the player
character 51a is displaced from the front of the instructor
character 51b or displaced far from the instructor character 51b,
the player 100 conceivably feels difficulty in imitating the
movement of the instructor character 51b. Therefore, it is
conceivable that the player 100 will unconsciously adjust their own
standing position so that the position of the player character 51a
is set to the front of the instructor character 51b.
[0217] As described above, by controlling the positional relation
between the player character 51a and the instructor character 51b,
it is possible to make the player 100 unconsciously adjust their
own standing position.
[0218] In the second modified example, too, the display control as
illustrated in FIG. 21 may be performed. Specifically, without
changing the relative positions of the player character 51a and the
instructor character 51b, the display positions of the player
character 51a and the instructor character 51b may be moved to the
right-hand side, the left-hand side, or the like of the game screen
50. In this case, too, similarly to the case illustrated in FIG.
21, by changing the position of the virtual camera, for example,
the display positions of the player character 51a and the
instructor character 51b are changed as described above.
[0219] FIG. 25 is a diagram illustrating a case where the display
position of an image contained in the game screen 50 has been
changed. The game screen 50 illustrated in FIG. 25 is displayed,
for example, in the case where the player 100 has moved to the
right-hand side of the determination subject space 70 with respect
to the position detecting device 1. The position of the virtual
camera is changed to the left, and thus, for example, the player
character 51a and the instructor character 51b located in the
vicinity of the center of the game screen 50 are moved to the right
in relation to the center point of the game screen 50.
[0220] Further, for example, similarly to FIG. 21, the area 50a is
displayed. In this case, it is conceivable that the player 100 will
move to their left so as to move the display positions of the
player character 51a and the instructor character 51b back to the
original positions. Thus, according to the game screen 50, it is
possible to guide the player 100 to the inside of the determination
subject space 70.
2-3. Other Modified Examples
[0221] It should be noted that the present invention is not limited
to the embodiment and the modified examples which are described
above, and that various modifications may be made as needed without
departing from the gist of the present invention.
[0222] (1) For example, the three-dimensional position information
indicating the position of the player 100 has been described by
taking, as an example, the data storage example illustrated in FIG.
5. However, the three-dimensional position information transmitted
from the position detecting device 1 may be any information as long
as the information allows the position (for example, standing
position) of the player 100 to be identified, and thus the data
storage example is not limited to the example of FIG. 5.
Alternatively, for example, the three-dimensional position
information may be such information that indicates a distance and a
direction from a reference point of the player 100 (for example, a
point corresponding to the head) to each part of the body.
[0223] (2) Further, for example, the description above has been
given by taking the example in which the position information
generating means for generating the three-dimensional position
information based on the photographed image and the depth
information (depth image) is included in the position detecting
device 1. However, the position information generating means may be
included in the game device 20. Specifically, the game device 20
may receive the photographed image and the depth image from the
position detecting device 1, to thereby generate the
three-dimensional position information based on those images.
[0224] (3) Further, for example, the description above has been
given by taking, as a method of analyzing the movement of the
player 100 based on the three-dimensional position information, the
example in which a comparison is made between the action
determination criterion information illustrated in FIG. 18 and the
change amount, the change direction, the change speed, etc. of the
three-dimensional coordinate of each part of the player 100. The
analysis method for the movement of the player 100 may be any
method as long as the method is performed based on the
three-dimensional position information, and thus the analysis
method is not limited to the above-mentioned example.
Alternatively, for example, the movement of the player 100 may be
analyzed based on values acquired by substituting the
three-dimensional coordinates contained in the three-dimensional
position information into a predetermined mathematical
expression.
[0225] (4) Further, for example, in the case where a plurality of
players 100 play the game, such control may be performed that
prevents the determination subject spaces 70 corresponding to the
respective players 100 from overlapping each other. For example, in
a case where two players 100 play the game, the three-dimensional
position information contains sets of the three-dimensional
coordinates for the two players. In a case where changing the
determination subject space 70 so that the representative point 71
moves to the three-dimensional coordinate of the waist P10 of one
player 100 causes the changed determination subject space 70 to
overlap the determination subject space 70 of the other player 100,
there is a risk that the two players will hit each other, and thus
control may be performed so as to prevent such change.
[0226] Specifically, in the case where the game executed by the
game device 20 is played by a plurality of players 100, the
determination subject space changing unit 88 may include means for
inhibiting change in the case where changing the position of the
determination subject space 70 corresponding to one player 100
causes the changed determination subject space 70 to overlap the
determination subject space 70 corresponding to another player
100.
[0227] (5) Further, in the first modified example and the second
modified example, the reference points, which are referred to when
the display control unit 90 controls the display position and which
represent the positional relation between the position of the
player 100 and the determination subject space 70, are set to the
three-dimensional coordinate of the waist P10 and the
representative point 71, respectively. The display control unit 90
only needs to determine whether or not to control the display
position based on the three-dimensional position information
corresponding to the player 100 and information identifying the
position of the determination subject space 70, and thus
information items to be compared are not limited to the
above-mentioned example. For example, a comparison may be made
between an average value of sets of the three-dimensional
coordinates contained in the three-dimensional position information
and one arbitrary point within the determination subject space
70.
[0228] (6) Further, in this embodiment, the method of measuring the
depth of the player 100 has been described by taking, as an
example, the case of performing calculation based on the TOF of the
infrared light. However, the measuring method is not limited to the
example of this embodiment. Alternatively, for example, a method of
performing triangulation, a method of performing three-dimensional
laser scanning, or the like may be applied. Further, the
description has been given by taking the example in which the depth
information is acquired as the depth image, but the depth
information is not limited thereto. The depth information may be
any information as long as the information allows the depth of the
player 100 to be identified, and hence the depth information may be
a value indicating the TOF, for example.
[0229] (7) Further, the determination subject space 70 has been
described by taking, as an example, the shape illustrated in FIG.
7, but the shape of the determination subject space 70 is not
limited thereto. The determination subject space 70 may have any
shape as long as the shape allows the position at which the player
100 should be standing to be identified, and hence the
determination subject space 70 may have a spherical shape, for
example. In this case, the game data storage unit 80 stores the
representative point 71 of the determination subject space 70 (for
example, center point of the sphere) and information for
identifying the radius of the sphere.
[0230] (8) Further, in this embodiment, only the position of the
determination subject space 70 is changed with the size thereof
kept as it is. However, by changing the size of the determination
subject space 70, the position of the determination subject space
70 may be changed. Specifically, in the case where the state in
which the player 100 is out of the determination subject space 70
has continued for the predetermined time period, the position of
the determination subject space 70 may be changed in such a manner
that the determination subject space 70 is enlarged in a direction
in which the player 100 is out of the determination subject space
70.
[0231] (9) Further, for example, in this embodiment, the game
device 20 makes a determination as to the movement of the player
100 based on the three-dimensional position information. However,
the position detecting device 1 may make a determination as to the
movement of the player 100. In this case, the determination
criterion information (FIG. 18) is stored in the position detecting
device 1. Specifically, a determination is made as to the movement
of the player 100 by the position detecting device 1, and only
information indicating a result of the determination is transmitted
to the game device 20.
[0232] (10) Further, in the case where the player 100 is out of the
determination subject space 70, the display control processing
performed by the display control unit 90 is not limited to this
embodiment and the modified examples (FIG. 11, FIG. 13, FIG. 21,
FIG. 23, FIG. 24, and FIG. 25). It is only necessary to perform
such display control that notifies the player 100 that the player
100 is out of the determination subject space 70. For example, the
entire determination subject space 70 may correspond to the entire
display area of the game screen 50. Specifically, in the case where
the player 100 is out of the determination subject space 70, the
game character 51 may be made invisible on the game screen 50.
[0233] (11) Alternatively, for example, in the case where the
player 100 is not in the determination subject space 70, the
display control unit 90 may perform predetermined image processing
on an image contained in the game screen 50. Specifically, for
example, noise processing may be performed on the game character
51, which is a focus target of the player 100, to thereby make the
game character 51 less visible.
[0234] (12) Further, in this embodiment, the dance game has been
described as an example of the game to be executed on the game
device 20. The game to be executed on the game device 20 may be any
game as long as the movement of the player 100 is detected to
execute the game processing, and thus the kind of the game to be
executed is not limited thereto. Alternatively, for example, the
game may be a sport game such as a soccer game, a fighting game, or
the like.
[0235] While there have been described what are at present
considered to be certain embodiments of the invention, it will be
understood that various modifications may be made thereto, and it
is intended that the appended claims cover all such modifications
as fall within the true spirit and scope of the invention.
* * * * *