WO2004062755A1 - ゲーム装置、ゲーム方法、プログラム、および、情報記録媒体 - Google Patents
ゲーム装置、ゲーム方法、プログラム、および、情報記録媒体 Download PDFInfo
- Publication number
- WO2004062755A1 WO2004062755A1 PCT/JP2004/000025 JP2004000025W WO2004062755A1 WO 2004062755 A1 WO2004062755 A1 WO 2004062755A1 JP 2004000025 W JP2004000025 W JP 2004000025W WO 2004062755 A1 WO2004062755 A1 WO 2004062755A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- pedal
- information
- pedal position
- controller
- pressure
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
Links
Classifications
-
- A63F13/10—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/428—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/218—Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
- A63F13/285—Generating tactile feedback signals via the game input device, e.g. force feedback
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1037—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1056—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving pressure sensitive buttons
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1062—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/409—Data transfer via television network
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/535—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8017—Driving on land or water; Flying
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
Definitions
- the present invention relates to a game device, a game method, and the like that use pedal information and pedal pressure information to control the pedal pressure.
- the present invention relates to a program and a computer-readable information recording medium on which the program is recorded.
- Traditionally there is a racing game where a player drives a car as a car driver, moves in a virtual world, and enjoys competition with other players and players controlled by computers. Is provided. .
- the player operates the handle-shaped controller to determine the direction in which the car will travel, and the accelerator controls the car-shaped controller to accelerate or decelerate the car. And operate the controller with the shift lever shape. Adjust the virtual gear ratio of the vehicle.
- the brake-shaped controller was configured so that the player could step on it with his / her foot.
- the pedal pressure is felt by the repulsive force of the panel panel, air spring, coil panel, etc.
- the signal to represent was output.
- the present invention is for solving the above-described problems, and uses a pedal position and treading pressure information to control the repulsive force thereof, a game apparatus, a game method, and these using a computer. It is an object to provide a program to be realized and a computer-readable information recording medium in which the program is recorded. DISCLOSURE OF THE INVENTION In order to achieve the above object, the following invention is disclosed according to the principle of the present invention. ,
- a game apparatus includes: a connection unit, a storage unit, an acquisition unit, and a control unit, and is configured as follows.
- connection unit can be communicably connected to a “controller that transmits status information specifying the current pedal position and pressure and receives command information”.
- the repulsive force of the pedal can be specified in the command information.
- the controller connected to the connection part is a controller simulating an actual brake pedal.
- the connected controller is It is not limited to a controller imitating a brake pedal, as long as it transmits situation information equivalent to ⁇ and pedaling pressure '' and receives command information specifying information equivalent to ⁇ pedal repulsive force '' etc. It can be a general game controller.
- other computers connected via the network can function as a controller as long as the above information can be transmitted and received.
- the storage unit stores in advance time change information of the pedal position and the pedal pressure in association with the game situation.
- the game situation includes the current road surface friction coefficient in the virtual world, unevenness and type of car, acceleration, speed, etc. Projecting various events that can occur in the virtual world.
- the time change information it is also possible to acquire in advance information on how the actual brake pedal position and pedal pressure of the vehicle in the situation changed with time. It may be edited for the game.
- the acquisition unit acquires time change information stored in advance in association with the current game situation. That is, the acquisition unit monitors the progress of the game, examines the current game status, and acquires time change information corresponding to the current game status from the storage unit. This acquisition should be done in real time.
- This time change information includes information corresponding to a plurality of sets of the elapsed time from the time when the situation of the game is started, the position of the pedal corresponding to the elapsed time, and the depression pressure. It will be.
- control unit obtains the command information from the position and pressure of the pedal specified in the acquired time change information and the current position and pressure of the pedal specified in the status information received from the connected controller. And send this to the controller via the connection.
- the force to be applied to the pedal is calculated so that each difference becomes small, and command information specifying the calculated force as the pedal repulsive force is transmitted to the controller via the connection unit.
- the control unit calculates the repulsive force applied to the pedal so as to make this difference as small as possible.
- the game device of the present invention is a controller that imitates the shape of a brake, and it is possible to control the repulsive force against the pedal while acquiring the change between the pedal position and the pedal pressure with a sensor or the like.
- the controller can be controlled so that the repulsive force can be changed to follow the changes in the preset pedal position and pedaling pressure as much as possible. In this case, the player can obtain a realistic operational feeling.
- the game device of the present invention further includes a braking unit and a display unit.
- the game device can be configured as follows. That is, the present invention is one of the preferred embodiments of the present invention, in which acceleration / deceleration of an object moving in a virtual world is controlled by an externally connected controller.
- the storage unit further stores “the pedal position and Z depression pressure” and the braking force information of the braking force at that time in advance in association with the game situation.
- the acquisition unit further acquires braking force information stored in advance in association with the current game situation.
- “Road condition and car condition” is “Game condition”
- “Pedal position and z or pedaling pressure” is “Brake depression amount and pedaling pressure”
- “Brake power” is “Brake effect” Correspond to each.
- the braking unit obtains the braking force specified in association with the current pedal position or pedal pressure specified in the situation information from the acquired braking force information, and
- the acceleration of the object moving in the virtual world is calculated from the power.
- the acceleration due to the braking force is equivalent to the “effectiveness of the brake”, so it generally works in the direction of reducing the acceleration calculated by other methods.
- the speed of the object can be obtained by integrating the acceleration over time, and the position of the object can be obtained by integrating the speed over time.
- the display unit moves the object in the virtual world based on the calculated acceleration, and displays the object on the screen based on the moved position. For example, if the movement of an object in the virtual world is two-dimensional, display the state of the entire virtual world, and then move the object to the position of the object obtained by the above time integration. By displaying, you can see how the object moves.
- the display unit ′ may be configured to display the virtual world on the screen with the position of the moved object as a viewpoint.
- the display unit is configured by various polygons. A 3D graphics image of the virtual world viewed from the object will be displayed on the screen. For example, when applied to a racing game, the player can feel as if he is driving a car and looking at the outside world such as a racing track from inside the car.
- the game device of the present invention can be configured to further include an inertia part.
- the inertia unit acquires the inertial force set in advance in association with the acceleration, and the control unit acquires the inertial force.
- the case where the acceleration of a car exceeds a predetermined threshold corresponds to the case of sudden acceleration or sudden stop.
- the driver feels inertial force and receives an impact such as throwing out in front of the car or pressing the back against the seat.
- the inertia part calculates an inertial force corresponding to such an impact, and the control part adds this inertial force to the repulsive force of the pedal.
- a sudden change in the acceleration of the vehicle is reflected in the repulsive force of the pedal so that the player can see the situation of the vehicle such as a sudden acceleration or a sudden stop.
- You will be able to learn more and feel a more realistic driving sensation.
- a game method includes a reception step, an acquisition step, a control step, and a transmission step i, communicates with a controller, and is configured as follows. That is, in the reception process, the status information transmitted from the controller and specifying the current pedal position and pedal pressure is received. On the other hand, in the acquisition step, time change information stored in advance in association with the current game situation and specifying the pedal position and the pedal is acquired. This acquisition should be done in real time.
- a command is issued from the pedal position and pedal pressure specified in the acquired time change information and the current pedal position and pedal pressure specified in the status information received from the controller.
- Generate information In particular, the force is calculated so that the difference between the pedal position and the pedal pressure and the current pedal position and the pedal pressure specified in the status information received from the controller is reduced, and this is calculated.
- Command information that specifies the force as the repulsive force of the pedal is generated. In the transmission process, the generated command information is transmitted to the controller.
- the program according to another aspect of the present invention is “the current pedal position and A computer having a connection portion that can be communicably connected to a controller that transmits state information specifying the pedal pressure and receives command information, or functions as the above game device,
- the computer is configured to execute the above game method.
- FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing device in which a game device according to an embodiment of the present invention is realized.
- FIG. 3 is a schematic diagram showing a schematic configuration of a brake type controller that can be connected to the game device of the present embodiment.
- FIG. 6 is a flowchart showing a flow of processing of a game method executed in the game device according to the embodiment.
- FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing device in which a game device according to one embodiment of the present invention is realized.
- description will be given with reference to this figure.
- the information processing apparatus 10 0 includes a CPU (Central Processing Unit) 1 0 1, a ROM (Read Only Memory) 1 0 2, a RAM (Random Access Memory) 1 0 3, an interface 1 0 4, Controller 1 0 5, External memory 1 0 6, Image processor 1 0 7, DVD (Digital Versatile Disk) — ROM drive 1 0 8, NIC (Network Interface Card) 1 0 9, Is provided.
- CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- Controller 1 0 Controller 1 0 5
- External memory 1 0 6
- Image processor 1 0 7 Digital Versatile Disk
- DVD Digital Versatile Disk
- NIC Network Interface Card
- a DVD—ROM that stores game programs and data is loaded in the DVROM—ROM drive 1 0 8 and the information processing device 1 0 0 is turned on to execute the program.
- Game of this embodiment A device is realized.
- the C P U 1 0 1 controls the overall operation of the information processing apparatus 1 100 and is connected to each component to exchange control signals and data.
- C P U 1 0 1 acquires data from each component, processes the data by various operations, and gives it to each component as data and control signals.
- CPU 1 0 1 various data are stored in the cache provided by CPU 1 0 1 and stored in the register provided by CPU 1 0 1, and then four arithmetic operations, bit operations, logical operations, etc. Various operations are performed.
- ROM 1 0 2 records the IPL (Initial Program Loader) that is executed immediately after the power is turned on. By executing this, the program recorded on the DVD 1 ROM is read to the RAM 1 0 3 and the CPU 1 0 Execution by 1 is started.
- the ROM 10 2 can store an operating system program and various data necessary for operation control of the entire information processing apparatus 100.
- the RAM 103 is for temporarily storing data and programs, and holds programs and data read from DVD-ROMs and other data necessary for game progress and communication.
- various types of information transmitted from various devices connected to the information processing device 100 such as a brake-type controller described later, and various types of information to be transmitted to various devices are temporarily stored. Is done.
- FIG. 2 is a schematic diagram showing a schematic configuration of one embodiment of such a brake type controller. Hereinafter, description will be given with reference to this figure.
- the brake-type controller 20 1 is roughly divided into a base part 20 2, a leaf spring part 20 3, a pedal part 20 4, and a pressure part 2 0 5.
- the base part 202 is a base part when the brake type controller 20 1 is installed on the floor.
- a plate panel portion 20 3 is disposed on one end side of the base portion 2 2, and a pressurizing portion 20 5 is disposed on the other end side.
- a suction cup or other member that adsorbs to the floor is disposed on the bottom of the base portion 202, and the entire brake controller 20 is fixed to the floor.
- the leaf spring portion 20 3 functions as a “hinge” between the pedal portion 20 4 and the base portion 20 2.
- the pedal portion 20 4 has elasticity enough to maintain a certain posture when the foot is not operated by the player and no pressure is applied to the pressurizing portion 20 5.
- the “fixed posture” is, for example, the posture when the player steps on the pedal part 2 0 4 to the end, or the pedal part 2 0 4 is farthest from the base part 2 0 2
- the attitude of 'when you think.' we consider the case where the latter is adopted.
- a strain gauge 2 06 is affixed to the leaf spring 2 0 3.
- the strain gauge 2 0 6 is a sensor that detects how much the outside of the panel panel 2 0 3 is stretched or how much the inside is shrunk. Corresponds to position 4 (angle and posture).
- the pedal section 20 4 is a member for the player to step on with his feet.
- a pressurizing section 2 0 5 is connected to the lower side of the center point where the most force is applied when the player puts his foot on. If the pressure part 2 0 5 is not pressurized, when the player steps on the pedal part 2 0 4 or removes the force, the pedal part 2 0 4 The angle changes.
- the pressurizing unit 205 gives a repulsive force when the player depresses the pedal unit 20 4 by hydraulic pressure or air pressure, and the pressure generated by the repelling force and the pedal pressure when the player depresses the pedal unit 204 And leaf spring 2 0 3
- the position of the pedal section 20 4 stops at a position where the applied pressure balances with c. In such a stopped state, the pedal section 20 4 is returned from the current position (the pedal section 20 4 is the base section). In order to move away from 2 0 2), the repulsive force specified for the pressurizing section 2 5 5 may be increased. In addition, in order to further depress the pedal portion 204 by the player, the repulsive force specified to the pressurizing portion 205 may be reduced.
- the pressurizing unit 205 gives a repulsive force by hydraulic pressure or air pressure, there is a certain correlation between the repulsive force and the pressure of the hydraulic pressure or air pressure. Therefore, when the pedal portion 20 4 is stopped, the pedal pressure of the pedal portion 20 4 can be obtained by using the air pressure or the hydraulic pressure.
- the pressurizing unit 2 or 5 has a built-in pump, but the repulsive force to the pedal unit 204 is adjusted by increasing or decreasing the electric power applied to the pump.
- a separate pressure sensor may be provided in the pressurizing unit 2 0 5, but in general, the change in the pedaling pressure and the power applied to the pressurizing unit 2 5 Because it reacts very quickly to changes in the posture of the pedal section 20 4, the electric power value and current value given to the pump of the pressurizing section 205 are used as approximate values of the pedal pressure (corresponding values). Also good.
- the power supplied to the pump may be supplied from the information processing device 100, but if a large amount of power is required to drive the pump, a cable and connector for connecting to an AC power supply (not shown). ) Is prepared. .
- the brake controller 2 0 1 is connected to the information processing device 1 0 0 (not shown) since it is connected to the information processing device 1 0 0 And a connector 2 0 8 for connecting to the interface 1 0 4 of the information processing apparatus 1 0 0.
- the brake-type controller 2 0 1 transmits information on the current pedal position (posture and angle) and pedaling pressure to the information processing device 1 0 0 and through these.
- Command information specifying the repulsive force of the pedal is received from the information processing device 100.
- the communication with the brake-type controller 20 0 1 is preferably exchanged with data in byte units or wheel units. For example, the following value conversion is performed.
- the information processing device 100 properly converts the value of the power to be applied to the pressurizing unit 205, value 0 when the pump is not operating, and value 6 5 5 when it is fully operational. 3 5 Notify the brake type controller.
- the pressurizing unit 205 is configured by a hydraulic or pneumatic mechanism using a pump. However, it is possible to apply pressurization by various techniques such as using a motor or belt drive.
- the pressing unit 205 may be configured.
- the DVD-ROM installed in the DVD-ROM drive 10 8 8 stores a program for realizing the game and image data and audio data associated with the game. Under the control of CPU 1 0 1, D VD—ROM drive 1 0 8 is directed to D VD— ROM installed in it. Read processing is performed to read necessary programs and data, which are temporarily stored in RAM 103 or the like.
- the image processing unit 10 7 processes the data read from the DVD-ROM by an image arithmetic processor (not shown) included in the CPU 10 1 or the image processing unit 10 7, and then processes the processed data. It is recorded in a frame memory (not shown) provided in unit 10 07. The image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 107. As a result, various image displays are possible.
- the image processor can perform two-dimensional image overlay operations, transparency operations such as alpha blending, and various saturation operations at high speed.
- Polygon information placed in a virtual three-dimensional space and with various texture information added is rendered using the ⁇ buffer method to look down on the polygon placed in the virtual three-dimensional space from a predetermined viewpoint position. It is also possible to execute the calculation to obtain a rendered image at high speed.
- the ability to calculate the degree to which a polygon is illuminated by a typical (positive) light source, such as a point light source, a parallel light source, or a cone light source can be calculated as a library or hardware and can be calculated at high speed. It ’s a sea urchin.
- the CPU 1 0 1 and the image arithmetic processor work together to draw a character string as a two-dimensional image in the frame memory or draw it on the surface of each polygon according to the font information that defines the character shape. Is possible. Font information is recorded in ROM OM102, but it is also possible to use dedicated font information recorded in DVD-ROM.
- N I C 1 0 9 is for connecting the information processing apparatus 1 0 0 to a computer communication network (not shown) such as the Internet.
- the audio processing unit 110 converts the audio data read from the DVD-ROM into an analog audio signal and outputs it from a speaker (not shown) connected thereto. Also, under the control of C P U 1 0 1, sound effects and music data that should be generated during the progress of the game are generated, and the corresponding sound is output from the speaker. For example, the driving noise of a car, vibration noise, and the sound of a tire clogging.
- the information processing device 10 0 uses a large capacity external storage device such as a hard disk, etc. to the R OM 1 0 2, RAM 1 0 3, external memory 1 0 6, D It may be configured to perform the same function as the DVD-ROM that is installed.
- FIG. 3 is an explanatory diagram showing a schematic configuration relating to the function of each part of the game device according to the present embodiment.
- 4, c or less is a flowchart showing a process flow of the game process to be executed have your game device according to this embodiment will be described with reference to these drawings.
- the game apparatus 30 1 includes a connection unit 30 2, a storage unit 3 0 3, an acquisition unit 3 0 4, a control unit 3 0 5, a braking unit 3 0 6, A display unit 30 07 and inertia units 30 08 and. '
- connection unit 30 2 is connected to be communicable with a “controller that transmits status information that specifies the current pedal position and pedaling pressure and receives command information that specifies the repulsive force of the pedal”. Is possible. That is, since it is connected to the blur controller 2 0 1, the information processing device 1 0
- the 0 interface 1 0 4 will function as the connection 3 0 2.
- the storage unit 3 0 3 associates the position of the pedal with the game situation. And the time change information of the treading pressure is stored in advance.
- Fig. 5 shows the time change information of pedal position and pedal pressure in a game situation.
- FIG. 3 is a schematic diagram showing a state stored in 3 0 3.
- FIG. Hereinafter, description will be given with reference to this figure.
- the storage unit 303 records “how do you want to change the pedal position and pedaling pressure of the brake-type controller 20 1 for each game situation” over time.
- Each row in Table 5 0 1 shows the elapsed time 50 2 after the start of the event corresponding to a certain situation, the pedal position 5 0 3 when the time has elapsed, the pedal pressure 5 0 4, and the force It is recorded in tabular form.
- the pedal position 50 3 and the pedaling pressure 50 4 are expressed by integers of 2 bytes, that is, integers of 0 to 6 5 5 3 5.
- the elapsed time is a minimum unit of a predetermined time (for example, the interval between screen updates in the game device 3001, the interval between vertical synchronization interrupts of the monitor connected to the information processing device 100, etc.). It is a multiple and is also expressed as an integer. It is desirable to record the data when the pedal position 5 0 3 and the pedal pressure 5 0 4 change abruptly in a short time. Therefore, the elapsed time between the data row corresponding to such a sudden change and the preceding and succeeding rows is longer than the elapsed time between the data row and the preceding and succeeding rows. Keep it short. In this way, if a technique such as linear interpolation is applied, the pedal position and pressure can be obtained even if the elapsed time is not stored in the table.
- the storage unit 303 stores various types of such tables 5 0 1 for each game situation. Accordingly, the DVD-ROM installed in the DVD-ROM drive 10 8, the RAM 103 storing the data read from this, and the like function as the storage unit 30 3. The following are possible game situations.
- the storage unit 303 further stores “pedal position and / or stepping pressure” and braking force information of the braking force at that time in advance in association with the game situation.
- FIG. 6 is an explanatory diagram showing the state of braking force information stored in the storage unit 303. Hereinafter, description will be given with reference to this figure.
- the braking force information is stored in a tabular form as shown in Table 60. 1 for each game situation, similar to the above time change information.
- Table 60. 1 For each game situation, similar to the above time change information.
- the pedal position and the pedal pressure when obtaining braking force, consider the relationship between both pedal position and pedal pressure j and the braking force. Instead of considering the relationship between the pedal position and the braking force, or the relationship between the pedaling pressure and the braking force, an approximation with sufficient accuracy is often obtained. .
- the acquisition unit 30 4 acquires the current game situation (step S 4 0 1).
- the situation of the game can be considered as described above, and one of the tables 5 0 1 is selected from the storage unit 303.
- step S 4 0 2 it is determined whether or not a new game situation is started. If a new game situation is started (step S 4 0 2; Y es), the game situation is started. Clear the timer (step S 4 0 3) to measure the time from the storage unit 3 0 3 according to the game status acquired in step S 4 0 1. Table 5 0 1 is selected (step S 4 0 4). Similarly, one of the braking force information tables 6 0 1 is selected from the storage unit 30 3 (step S 4 0 5). On the other hand, when the state of the conventional game is maintained as it is (step S 4 0 2; No), the timer is updated (step S 4 0 6) and the elapsed time is advanced.
- the acquisition unit 30 4 acquires the current elapsed time from the timer (step S 40 07).
- various known techniques may be applied instead of this configuration. For example, while preparing an interrupt handler that counts the number of timer interrupts and vertical synchronous interrupts, prepare a variable to hold the power run value when the game situation starts and get the elapsed time In doing so, a method such as subtracting the value held in the variable from the current count value may be employed.
- the value of the pedal position, the pedal pressure, and the current elapsed time are acquired from the already selected table 5 01 (step S 4 0 8). Therefore, the CPU 10 1 functions as the acquisition unit 3 0 4 in cooperation with the RAM 1 0 3. If the current elapsed time is not directly listed in Table 500, look for the lines before and after the elapsed time in Table 500. The position and pressure of the pedal can be obtained by techniques such as linear interpolation.
- the control unit 30 5 receives the status information transmitted from the brake type controller 20 1 through the connection unit 30 2 (step S 4 0 9). In the situation information, as described above, the pedal position and the pedal pressure are specified in 6 5 5 3 6 stages, respectively.
- step S 4 1 0 “the difference between the pedal position of the situation information and the acquired pedal position” and “the difference between the pedal pressure of the situation information and the acquired pedal pressure” are obtained (step S 4 1 0)
- the repulsive force to be applied to the brake controller 2 0 1 is determined (step S 4 1 1).
- the value input to the brake type controller 20 1 is the power to be supplied to the pump of the pressurizing unit 2 5.
- the value output from the brake type controller 2 0 1 is two pieces of information: pedal position and-pedal pressure. From Table 500, the target values for pedal position and pedal pressure are obtained.
- step S 40 the difference between the target value and the actual value is obtained for the pedal position and the pedal pressure. Therefore, first, (a) the sum after multiplying each of the obtained differences by a predetermined positive coefficient,
- the feedback value is obtained by multiplying any of these numbers by a positive constant and Z or integration. Then, the feed pack value is subtracted from the power obtained in the previous iteration. In this way, proportional control, integral control, or proportional integral control can be performed.
- the braking unit 30 06 receives the situation received in step S 4 0 9 from the table 6 0 1 of the braking information selected in step S 4 0 3.
- the control force specified in association with the current position of the pedal is specified in the information (step S 4 2 1). Also at this time, like the above acquisition unit 30 4, if necessary, the braking unit 30 6 obtains the value of the braking force by a technique such as linear interpolation.
- the acceleration of the vehicle moving on the course in the virtual world is calculated from the braking force (step S 4 2 2).
- the acceleration of the automobile is determined by various parameters such as the current state of the engine of the automobile, the frictional resistance of the road surface, and the situation of the road surface.
- the step S is combined with these parameters. 4 1 3 Considering the braking force obtained in 3. Calculates the acceleration of the car. That is, C P U 1 0 1.
- the inertia part 30 8 determines whether or not the magnitude of acceleration exceeds a predetermined threshold (step S 4 3 1), and if it exceeds (step S 4 3 1; Y es) Then, an inertial force set in advance corresponding to the acceleration is acquired (step S 4 3 2).
- This inertial force may be determined in advance for each acceleration as shown in Table 5001 and Table 602, and stored in advance in the storage unit 300. Since it is intended to convey to the player, it may be a fixed value. Further, it may be proportional to the acceleration. Then, the inertial force acquired in step S 4 3 2 is added to the repulsive force calculated in step S 4 11 (step S 4 3 3). Note that, depending on the embodiment, the inertia part 3 08 and steps S 4 31 to S 4 33 may be omitted. .
- C P U 1 0 1 functions as the control unit 3 0 5 in cooperation with the interface 1 0 9 and the brake type controller 2 0 1.
- the display unit 3 0 7 displays the speed of the car from the calculated acceleration. Update (step S 4 2 3) and further update the position of the car (step S 4 2 4). Multiplying the calculated acceleration by the time unit will give you an increase in speed, and multiplying the calculated speed by the time unit will give you a change in position.
- An area to be stored in the RAM 103 is prepared, and in these steps, the value of the area is appropriately updated to express the movement of the automobile in the virtual world.
- the display unit 30 7 displays on the screen the current vehicle position, the current vehicle speed, the current pedal position and braking force (step S 4 2 5), Step S 4 0 Return to 1.
- FIG. 7 is an explanatory diagram showing an example of the screen display of such a racing game. Hereinafter, description will be given with reference to this figure.
- map information 7 0 2 indicating the position of the car in the course is displayed superimposed on a background 7.0 0 3 showing a view of the outside world 7 0 4 from the driver's seat of the car.
- the map information 70 2 is a two-dimensional illustration of the course shape set in advance in the virtual world and the position of the car in the course. You can know where the car you drive is on the course. .
- Background 7 0 3 shows a view of the outside world from the driver's seat.
- the external world 70 4 consists of roads in the course of the virtual world and various objects placed around the roads with polygons, and the polygons are viewed from the position of the automobile. It is displayed in 3D graphics with a bird's eye view of the speed of the vehicle.
- various technologies can be applied to image generation using such a three-dimensional Daraffix.
- the screen 7 0 1 includes a speedometer 7 0 5 that displays the speed of the car, a pedal meter 7 0 6 that displays the current pedal position, and a braking force meter that displays the magnitude of the current braking force. 7 0 7 etc. is displayed.
- a speedometer 7 0 5 that displays the speed of the car
- a pedal meter 7 0 6 that displays the current pedal position
- a braking force meter that displays the magnitude of the current braking force. 7 0 7 etc.
- 7 0 7 etc. is displayed.
- different colors may be assigned for each predetermined value range, and the display color may change as the value increases.
- numerical values are displayed on the screen 70 1, but such information may be provided to the player using a bar graph, a pie graph, or a meter-type graph used in a real car. '
- the driver depresses or releases the brake pedal, the driver's viewpoint and line of sight with respect to the car change, so instead of using the pedal total 7 0 6, the entire screen display is moved up and down according to the value of the pedal position.
- the position of the viewpoint in 3D graphics may be changed, or when the viewpoint position is fixed at a predetermined position in the car and a screen display is generated, this is transferred to the frame buffer.
- a brake controller is used to control the repulsive force of the pedal based on information on the pedal position and the pedal pressure transmitted from now on, as if driving a real automobile. The player can feel as if he is doing.
- Industrial Applicability As described above, according to the present invention, a game apparatus, a game method, and a program for realizing these by a computer using information on the position and pressure of a pedal to control the repulsive force, In addition, it is possible to provide a computer-readable information recording medium in which the program is recorded.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Business, Economics & Management (AREA)
- Tourism & Hospitality (AREA)
- Human Resources & Organizations (AREA)
- Economics (AREA)
- General Health & Medical Sciences (AREA)
- Health & Medical Sciences (AREA)
- Marketing (AREA)
- Primary Health Care (AREA)
- Strategic Management (AREA)
- Physics & Mathematics (AREA)
- General Business, Economics & Management (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Processing Or Creating Images (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
Description
Claims
Priority Applications (4)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| DE602004022631T DE602004022631D1 (de) | 2003-01-10 | 2004-01-07 | Spielvorrichtung, spielverfahren, programm und informationsaufzeichnungsmedium |
| EP04700516A EP1576992B1 (en) | 2003-01-10 | 2004-01-07 | Game device, game method, program, and information recording medium |
| KR1020047015432A KR100787296B1 (ko) | 2003-01-10 | 2004-01-07 | 게임장치, 게임방법 및 정보기록매체 |
| HK06104109.4A HK1082218B (en) | 2003-01-10 | 2004-01-07 | Game device and game method |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2003-4998 | 2003-01-10 | ||
| JP2003004998A JP3553563B1 (ja) | 2003-01-10 | 2003-01-10 | ゲームシステム、ゲーム装置、ゲーム方法、ならびに、プログラム |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2004062755A1 true WO2004062755A1 (ja) | 2004-07-29 |
Family
ID=32708992
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2004/000025 Ceased WO2004062755A1 (ja) | 2003-01-10 | 2004-01-07 | ゲーム装置、ゲーム方法、プログラム、および、情報記録媒体 |
Country Status (8)
| Country | Link |
|---|---|
| US (1) | US20040147317A1 (ja) |
| EP (1) | EP1576992B1 (ja) |
| JP (1) | JP3553563B1 (ja) |
| KR (1) | KR100787296B1 (ja) |
| CN (1) | CN100441254C (ja) |
| DE (1) | DE602004022631D1 (ja) |
| TW (1) | TWI259963B (ja) |
| WO (1) | WO2004062755A1 (ja) |
Families Citing this family (43)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US7749089B1 (en) | 1999-02-26 | 2010-07-06 | Creative Kingdoms, Llc | Multi-media interactive play system |
| US7878905B2 (en) | 2000-02-22 | 2011-02-01 | Creative Kingdoms, Llc | Multi-layered interactive play experience |
| US6761637B2 (en) | 2000-02-22 | 2004-07-13 | Creative Kingdoms, Llc | Method of game play using RFID tracking device |
| US7445550B2 (en) | 2000-02-22 | 2008-11-04 | Creative Kingdoms, Llc | Magical wand and interactive play experience |
| US7066781B2 (en) | 2000-10-20 | 2006-06-27 | Denise Chapman Weston | Children's toy with wireless tag/transponder |
| US20070066396A1 (en) | 2002-04-05 | 2007-03-22 | Denise Chapman Weston | Retail methods for providing an interactive product to a consumer |
| US6967566B2 (en) | 2002-04-05 | 2005-11-22 | Creative Kingdoms, Llc | Live-action interactive adventure game |
| US7674184B2 (en) | 2002-08-01 | 2010-03-09 | Creative Kingdoms, Llc | Interactive water attraction and quest game |
| US9446319B2 (en) | 2003-03-25 | 2016-09-20 | Mq Gaming, Llc | Interactive gaming toy |
| US20050217414A1 (en) * | 2004-03-30 | 2005-10-06 | Dura Global Technologies,Inc. | Drive-by-wire assembly with force measuring sensor |
| US20050223836A1 (en) * | 2004-03-30 | 2005-10-13 | Gibson Jeffrey G | Drive-by-wire assembly with strain gauge |
| JP3765422B2 (ja) * | 2004-04-28 | 2006-04-12 | コナミ株式会社 | 画像生成装置、加速度表示方法、および、プログラム |
| JP2006068094A (ja) * | 2004-08-31 | 2006-03-16 | Aruze Corp | 弾球遊技機 |
| BRPI0606477A2 (pt) * | 2005-01-07 | 2009-06-30 | Gesturetek Inc | sensor de inclinação baseado em fluxo ótico |
| US8313379B2 (en) | 2005-08-22 | 2012-11-20 | Nintendo Co., Ltd. | Video game system with wireless modular handheld controller |
| US7942745B2 (en) | 2005-08-22 | 2011-05-17 | Nintendo Co., Ltd. | Game operating device |
| US7927216B2 (en) | 2005-09-15 | 2011-04-19 | Nintendo Co., Ltd. | Video game system with wireless modular handheld controller |
| JP4805633B2 (ja) | 2005-08-22 | 2011-11-02 | 任天堂株式会社 | ゲーム用操作装置 |
| JP4262726B2 (ja) | 2005-08-24 | 2009-05-13 | 任天堂株式会社 | ゲームコントローラおよびゲームシステム |
| US8308563B2 (en) | 2005-08-30 | 2012-11-13 | Nintendo Co., Ltd. | Game system and storage medium having game program stored thereon |
| US8157651B2 (en) | 2005-09-12 | 2012-04-17 | Nintendo Co., Ltd. | Information processing program |
| JP4202366B2 (ja) * | 2006-03-08 | 2008-12-24 | 任天堂株式会社 | 動き判別装置および動き判別プログラム |
| US7656385B2 (en) * | 2006-04-28 | 2010-02-02 | Microsoft Corporation | Slip resistant and/or non-linear force response pedal peripheral device |
| JP5506129B2 (ja) * | 2006-05-08 | 2014-05-28 | 任天堂株式会社 | ゲームプログラム、ゲーム装置、ゲームシステムおよびゲーム処理方法 |
| JP5041728B2 (ja) * | 2006-05-08 | 2012-10-03 | 任天堂株式会社 | ゲームプログラムおよびゲームシステム |
| US8814641B2 (en) * | 2006-05-08 | 2014-08-26 | Nintendo Co., Ltd. | System and method for detecting moment of impact and/or strength of a swing based on accelerometer data |
| JP5173174B2 (ja) * | 2006-09-13 | 2013-03-27 | 任天堂株式会社 | ゲーム装置、ゲームプログラム、ゲームシステム、およびゲーム処理方法 |
| JP5294442B2 (ja) * | 2006-09-13 | 2013-09-18 | 任天堂株式会社 | ゲーム装置およびゲームプログラム |
| JP4526524B2 (ja) * | 2006-09-29 | 2010-08-18 | 株式会社タイトー | 表示変更装置及びゲーム機 |
| JP5427346B2 (ja) * | 2007-10-05 | 2014-02-26 | 任天堂株式会社 | 荷重検出プログラム、荷重検出装置、荷重検出システムおよび荷重検出方法 |
| JP5080196B2 (ja) * | 2007-10-09 | 2012-11-21 | 任天堂株式会社 | プログラム、情報処理装置、情報処理システムおよび情報処理方法 |
| JP5464312B2 (ja) * | 2008-07-25 | 2014-04-09 | 株式会社セガ | 遊戯乗物システムおよびその制御方法 |
| KR100954494B1 (ko) * | 2009-05-25 | 2010-04-22 | 한국항공우주산업 주식회사 | 무인 항공기용 그물망 회수 장치 |
| KR101643557B1 (ko) * | 2015-01-02 | 2016-07-29 | 현대자동차주식회사 | 차량 및 차량의 제어방법 |
| CN113163955A (zh) * | 2018-11-29 | 2021-07-23 | 提爱思科技股份有限公司 | 座椅系统和座椅型体验装置 |
| US10471345B1 (en) * | 2019-02-08 | 2019-11-12 | Arkade, Inc. | Pedal system for gaming apparatus |
| US10812639B1 (en) * | 2019-12-17 | 2020-10-20 | Robert Bosch Gmbh | Pressure chamber and associated pressure sensors for a mobile communication device |
| US11090559B2 (en) * | 2019-12-31 | 2021-08-17 | Logitech Europe S.A. | Gaming pedal assembly |
| WO2022027262A1 (zh) * | 2020-08-05 | 2022-02-10 | 上海莉莉丝科技股份有限公司 | 游戏对象的交互控制系统、方法、服务器及计算机可读存储介质 |
| USD976325S1 (en) | 2020-11-13 | 2023-01-24 | Arkade, Inc. | Game controller with touchscreen |
| US12251627B2 (en) * | 2022-02-22 | 2025-03-18 | Cardinal Gibbons High School | Foot-operated robot interface |
| FI131747B1 (en) * | 2022-09-08 | 2025-11-03 | Granite Devices Oy | A method for controlling a gaming pedal |
| DE102022212427A1 (de) * | 2022-11-22 | 2024-05-23 | Robert Bosch Gesellschaft mit beschränkter Haftung | Betätigungsvorrichtung für ein Kraftfahrzeug, Kraftfahrzeug |
Citations (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH07124332A (ja) * | 1993-10-29 | 1995-05-16 | Konami Kk | ドライビングテレビゲーム機のブレーキ部機構 |
| JPH07271289A (ja) * | 1994-03-30 | 1995-10-20 | Mazda Motor Corp | シミュレーション装置 |
Family Cites Families (7)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US5116051A (en) * | 1989-01-12 | 1992-05-26 | Atari Games Corporation | Strain gauge pressure-sensitive video game control |
| US5044956A (en) * | 1989-01-12 | 1991-09-03 | Atari Games Corporation | Control device such as a steering wheel for video vehicle simulator with realistic feedback forces |
| JP2872856B2 (ja) * | 1992-03-30 | 1999-03-24 | 太陽鉄工株式会社 | 流体圧シリンダの組立て方法及びそれに用いる治具 |
| US5368484A (en) * | 1992-05-22 | 1994-11-29 | Atari Games Corp. | Vehicle simulator with realistic operating feedback |
| US6004134A (en) * | 1994-05-19 | 1999-12-21 | Exos, Inc. | Interactive simulation including force feedback |
| US6422941B1 (en) * | 1994-09-21 | 2002-07-23 | Craig Thorner | Universal tactile feedback system for computer video games and simulations |
| JP2005124332A (ja) * | 2003-10-17 | 2005-05-12 | Toshiba Corp | ディジタル保護リレー装置 |
-
2003
- 2003-01-10 JP JP2003004998A patent/JP3553563B1/ja not_active Expired - Fee Related
-
2004
- 2004-01-07 DE DE602004022631T patent/DE602004022631D1/de not_active Expired - Lifetime
- 2004-01-07 US US10/752,863 patent/US20040147317A1/en not_active Abandoned
- 2004-01-07 WO PCT/JP2004/000025 patent/WO2004062755A1/ja not_active Ceased
- 2004-01-07 EP EP04700516A patent/EP1576992B1/en not_active Expired - Lifetime
- 2004-01-07 KR KR1020047015432A patent/KR100787296B1/ko not_active Expired - Fee Related
- 2004-01-07 CN CNB2004800000985A patent/CN100441254C/zh not_active Expired - Fee Related
- 2004-01-08 TW TW093100423A patent/TWI259963B/zh not_active IP Right Cessation
Patent Citations (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH07124332A (ja) * | 1993-10-29 | 1995-05-16 | Konami Kk | ドライビングテレビゲーム機のブレーキ部機構 |
| JPH07271289A (ja) * | 1994-03-30 | 1995-10-20 | Mazda Motor Corp | シミュレーション装置 |
Non-Patent Citations (1)
| Title |
|---|
| See also references of EP1576992A4 * |
Also Published As
| Publication number | Publication date |
|---|---|
| EP1576992A4 (en) | 2008-06-18 |
| EP1576992A1 (en) | 2005-09-21 |
| HK1082218A1 (zh) | 2006-06-02 |
| DE602004022631D1 (de) | 2009-10-01 |
| TW200422915A (en) | 2004-11-01 |
| TWI259963B (en) | 2006-08-11 |
| JP3553563B1 (ja) | 2004-08-11 |
| CN100441254C (zh) | 2008-12-10 |
| KR20040111448A (ko) | 2004-12-31 |
| CN1697670A (zh) | 2005-11-16 |
| JP2004261193A (ja) | 2004-09-24 |
| EP1576992B1 (en) | 2009-08-19 |
| US20040147317A1 (en) | 2004-07-29 |
| KR100787296B1 (ko) | 2007-12-20 |
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| JP3553563B1 (ja) | ゲームシステム、ゲーム装置、ゲーム方法、ならびに、プログラム | |
| US8226484B2 (en) | Simulated handlebar twist-grip control of a simulated vehicle using a hand-held inertial sensing remote controller | |
| KR101094858B1 (ko) | 실시간 가상 현실 스포츠 플랫폼 장치 | |
| EP2078546B1 (en) | Game device, notification method, information recording medium, and program | |
| US6417856B1 (en) | Image generation device and information storage medium | |
| CN101484933A (zh) | 基于一个或多个视觉的、听觉的、惯性的和混合的数据来应用传动效应到输入的方法和设备 | |
| JP2009535167A (ja) | 1つ以上の視覚、音響、慣性およびミックスデータに基づく入力にギアリング効果を与える方法ならびに装置 | |
| US20070109259A1 (en) | Exploring platform for virtual environment | |
| US20110124413A1 (en) | Haptic-simulation home-video game | |
| US7601064B2 (en) | Game apparatus, game method, and program | |
| KR100871274B1 (ko) | 화상생성장치, 가속도표시방법, 및, 프로그램을 기록한 컴퓨터 판독 가능한 정보기록매체 | |
| JP4438927B2 (ja) | シミュレータ、プログラム及び情報記憶媒体 | |
| US7843453B2 (en) | Video generation device, load display method, recording medium, and program | |
| HK1082218B (en) | Game device and game method | |
| JPH1170271A (ja) | 画像処理装置、遊戯施設及び遊戯施設用乗り物 | |
| KR100823782B1 (ko) | 화상생성장치, 속도표현방법 및 프로그램을 기록한 컴퓨터 판독 가능한 정보기록매체 | |
| JP3919190B2 (ja) | ゲーム装置及びゲームプログラム | |
| JP2010284258A (ja) | ゲーム装置、ゲームプログラム | |
| JP2001034784A (ja) | 動画画面の生成方法および動画画面の生成時の評価方法 | |
| WO2006041725A2 (en) | Game controller with force sensing input devices and method of measuring applied forces | |
| JP2003181142A (ja) | ゲーム進行制御プログラム、ゲーム進行制御方法及びビデオゲーム装置 |
Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| AK | Designated states |
Kind code of ref document: A1 Designated state(s): AE AG AL AM AT AU AZ BA BB BG BR BW BY BZ CA CH CN CO CR CU CZ DE DK DM DZ EC EE EG ES FI GB GD GE GH GM HR HU ID IL IN IS KE KG KP KR KZ LC LK LR LS LT LU LV MA MD MG MK MN MW MX MZ NA NI NO NZ OM PG PH PL PT RO RU SC SD SE SG SK SL SY TJ TM TN TR TT TZ UA UG US UZ VC VN YU ZA ZM ZW |
|
| AL | Designated countries for regional patents |
Kind code of ref document: A1 Designated state(s): BW GH GM KE LS MW MZ SD SL SZ TZ UG ZM ZW AM AZ BY KG KZ MD RU TJ TM AT BE BG CH CY CZ DE DK EE ES FI FR GB GR HU IE IT LU MC NL PT RO SE SI SK TR BF BJ CF CG CI CM GA GN GQ GW ML MR NE SN TD TG |
|
| WWE | Wipo information: entry into national phase |
Ref document number: 2004700516 Country of ref document: EP |
|
| WWE | Wipo information: entry into national phase |
Ref document number: 1020047015432 Country of ref document: KR |
|
| WWE | Wipo information: entry into national phase |
Ref document number: 20048000985 Country of ref document: CN |
|
| 121 | Ep: the epo has been informed by wipo that ep was designated in this application | ||
| WWP | Wipo information: published in national office |
Ref document number: 1020047015432 Country of ref document: KR |
|
| WWP | Wipo information: published in national office |
Ref document number: 2004700516 Country of ref document: EP |