WO2023136082A1 - ゲーム装置、ゲーム環境設定方法及びプログラム - Google Patents
ゲーム装置、ゲーム環境設定方法及びプログラム Download PDFInfo
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/63—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
-
- 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
- A63F13/215—Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
-
- 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
- A63F13/424—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 acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
-
- 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
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
-
- 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
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- 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
- A63F2300/1081—Input via voice recognition
Definitions
- the present disclosure relates to a game device, game environment setting method, and program.
- Patent Literature 1 discloses a game device that, in response to a sound or voice input by a player, causes a specific character corresponding to the input sound or voice to appear on a display screen.
- Patent Document 2 a sound inputted by a player is compared with a sound previously stored in association with a game operation, and an operation with a different effect is activated in the game according to the comparison result.
- a game system that allows
- Patent No. 3996174 Japanese Patent Application Laid-Open No. 2020-103790
- the feature of the voice input by the player is compared with the feature information of the voice stored in the database in advance. Because the above characters appear by so-called pattern matching, if the conditions when the player inputs the voice are the same (for example, the same line), the characters with the same parameters tend to appear, which is uninteresting. There's a problem. Also, if the input voice does not match the feature information of the voice stored in the database, there is a problem that the above characters cannot be made to appear.
- the present disclosure has been made in view of the above-described problems, and provides a game device and a game environment setting capable of setting a wide variety of environments when setting a game environment and reliably setting the environment.
- the purpose is to provide a method and a program.
- the game device of claim 1 acquisition means for acquiring audio; an extracting means for extracting feature data related to the voice based on the voice acquired by the acquiring means; setting means for setting a game environment based on the feature data extracted by the extraction means; It is a game device comprising
- Claim 2 is the game device according to claim 1, digitizing means for digitizing the feature data extracted by the extracting means, The setting means sets a game environment based on the characteristic data digitized by the digitizing means.
- Claim 3 is the game device according to claim 2,
- the digitization means digitizes into a plurality of numerical values based on the feature data.
- Claim 4 is the game device according to Claim 2 or 3,
- the extracting means divides the frequency spectrum obtained from the voice waveform data obtained by the obtaining means into a plurality of frequency regions, and extracts the area under the spectrum in each divided frequency region as the feature data.
- Claim 5 is the game device according to Claim 4,
- the quantifying means quantifies the feature data by converting the area of each frequency region into a predetermined integer corresponding to a predetermined range to which each area corresponds.
- Claim 6 is the game device according to claim 5, conversion means for converting each of the integers of the feature data digitized by the digitization means into binary data; Each binary data converted by the conversion means is assigned to a group designated in advance among a plurality of groups, and a plurality of parameters corresponding to each group are obtained based on the binary data assigned to each group.
- a generating means for generating with The setting means sets a plurality of characteristics of the character used in the game as the game environment based on the plurality of parameters generated by the generating means.
- Claim 7 is the game device according to claim 6, A display control means for displaying a plurality of characteristics of the character set by the setting means on a display unit.
- Claim 8 is the game device according to claim 6 or 7, changing means for changing the arrangement of the integers of the feature data digitized by the digitizing means;
- the converting means converts each of the integers of the feature data into binary data based on the feature data after the arrangement of the integers is changed, when the arrangement of the integers is changed by the changing means. .
- Claim 9 is the game device according to claim 8, Each frequency of the frequency spectrum is associated with an array for changing the arrangement of the integers, The extracting means further extracts a frequency with a maximum gain in the frequency spectrum as the feature data, The changing means changes the arrangement of the integers based on the array corresponding to the frequencies extracted by the extracting means.
- the game environment setting method an acquisition step of acquiring audio; an extracting step of extracting feature data related to the voice based on the voice acquired by the acquiring step; a setting step of setting a game environment based on the feature data extracted by the extraction step;
- a game environment setting method including
- the program of claim 11, the computer, Acquisition means for acquiring audio, extraction means for extracting feature data related to the voice based on the voice acquired by the acquisition means; setting means for setting a game environment based on the feature data extracted by the extraction means; It is a program that functions as
- FIG. 1 is a block diagram showing an example of a functional configuration of a game device;
- FIG. 4 is a flowchart showing the flow of character generation processing; It is a figure which shows the example of a recording mode screen.
- FIG. 4 is a diagram showing the area of each section when the frequency spectrum obtained from audio data is divided into four equal parts;
- FIG. 10 is a diagram showing an example of a conversion table used when converting the value of the area of each section of the frequency spectrum obtained from audio data into any integer from 0 to 3; It is a figure which shows the production
- FIG. 10 is a diagram showing an example of a character creation screen;
- FIG. 1 is a diagram showing an example of the appearance of a game device 10.
- the game device 10 is a tablet-type terminal device, and includes a display unit 14, a voice input unit 15, and the like.
- the characteristics (attack power, defense power, speed) of (for example, the main character of the game played on the game device 10 ) are set, and control is performed to display the set characteristics of the character on the display unit 14 .
- a player of this game device 10 enjoys a battle game with other players or a computer using a character set with the above characteristics.
- FIG. 2 is a block diagram showing an example of the functional configuration of the game device 10.
- the game device 10 includes a CPU (Central Processing Unit) 11, A storage unit 12 , an operation unit 13 , a display unit 14 , an audio input unit 15 , a speaker unit 16 and a bus 17 are provided. Each unit of the game device 10 is connected via a bus 17 .
- CPU Central Processing Unit
- a storage unit 12 A storage unit 12 , an operation unit 13 , a display unit 14 , an audio input unit 15 , a speaker unit 16 and a bus 17 are provided.
- Each unit of the game device 10 is connected via a bus 17 .
- the CPU 11 is a processor that controls each part of the game device 10 .
- the CPU 11 reads a specified program from among system programs and application programs stored in the ROM (Read Only Memory) of the storage unit 12, and executes various processes according to the program on the ROM. It should be noted that the CPU 11 may develop a designated program in the RAM (Random Access Memory) of the storage unit 12 and execute various processes according to the program.
- the storage unit 12 includes a storage device such as RAM (Random Access Memory) that is used as a temporary storage area, and at least one memory (for example, ROM or storage memory) that stores programs and data.
- Programs stored in the storage unit 12 include, for example, a system program for causing the CPU 11 to control the game device 10 in an integrated manner, and a game program necessary for executing a game.
- the operation unit 13 includes a power button 131 and a home button 132 provided around the display unit 14 of the main body of the game device 10, a touch sensor (not shown) provided on the display unit 14, and the like. and outputs the operation information to the CPU 11 .
- the display unit 14 is composed of an LCD (Liquid Crystal Display), EL (Electro Luminescence) display, etc., and performs various displays according to display information instructed by the CPU 11 .
- the display unit 14 may be integrated with the game device 10 or may be realized by a television or other display device separate from the game device 10 .
- the voice input unit 15 is configured with a microphone, an AD converter, etc., receives voice input from a player or the like from the microphone at the time of voice input, converts the input voice into digital voice data, and outputs it to the CPU 11.
- the speaker unit 16 includes a DA converter, an amplifier, a speaker, etc., and converts a digital audio signal into an analog audio signal at the time of sound output, and outputs the analog audio signal from the speaker.
- FIG. 3 is a flowchart showing the flow of character generation processing. Note that the character generation process described here is a process that is started when a predetermined operation for displaying a recording mode screen 31 (described later) on the display unit 14 via the operation unit 13 is performed. there is
- the CPU 11 of the game device 10 first displays the recording mode screen 31 on the display section 14 (step S1).
- FIG. 4 is a diagram showing an example of the recording mode screen 31.
- message information 311 "Let's record into the microphone!” is displayed.
- a recording button 312 and a return button 313 are displayed on the recording mode screen 31.
- a record button 312 is a button for starting a recording process (described later).
- the return button 313 is a button for displaying a predetermined screen (not shown) before transitioning to the recording mode screen 31 on the display unit 14 .
- the CPU 11 determines whether or not the recording button 312 has been touched via the operation unit 13 (step S2).
- step S2 If it is determined in step S2 that the recording button 312 has not been touched via the operation unit 13 (step S2; NO), the CPU 11 skips step S3 and advances the process to step S4.
- step S2 when it is determined that the recording button 312 has been touched via the operation unit 13 (step S2; YES), the CPU 11 keeps the voice input unit 15 for a predetermined time (for example, 2 seconds). (step S3).
- voice data of the player or the like is acquired and temporarily stored in the RAM of the storage unit 12 .
- the CPU 11 advances the process to step S4.
- the player is arranged to utter arbitrary words (for example, "summon”, "monster name”, etc.). At this time, instead of the player, the surrounding people (friends, family members, etc.) may utter arbitrary words.
- the CPU 11 determines whether or not the return button 313 has been touched via the operation unit 13 (step S4).
- step S4 If it is determined in step S4 that the return button 313 has not been touched via the operation unit 13 (step S4; NO), the CPU 11 returns the process to step S2 and repeats the subsequent processes.
- step S4 If it is determined in step S4 that the return button 313 has been touched via the operation unit 13 (step S4; YES), the CPU 11 determines that the voice data (recorded data) is not recorded in the RAM of the storage unit 12. It is determined whether or not there is (step S5).
- step S5 when it is determined that the voice data (recorded data) is recorded in the RAM of the storage unit 12 (step S5; YES), the CPU 11 performs fast Fourier transform (FFT) on the voice data. to derive the frequency spectrum (step S6).
- the fast Fourier transform is performed on the audio data while shifting half a frame (256 samples) with 512 samples as one frame.
- the audio data is divided into data of about 21000 samples each in the first half and the second half, and the frequency spectrum of each of the first half and the second half of the audio data is derived.
- the CPU 11 extracts feature data (voiceprint data) from the frequency spectrum derived in step S6 (step S7). Specifically, the CPU 11 divides each frequency spectrum derived from each of the first half and the second half of the audio data into four equal parts, and determines the areas S 0 , S 1 , S 2 , and S 3 of each section (Fig. 5) is derived as feature data (voiceprint data). The CPU 11 also derives the frequency numbers (0 to 255) that give the maximum gain in each frequency spectrum.
- the CPU 11 generates parameters conforming to a predetermined standard based on the feature data extracted in step S7 (step S8).
- the CPU 11 first converts the area of each section in each frequency spectrum of the first half and the second half of the audio data derived in step S7 into any integer of I0, I1, I2, and I3. Specifically, as shown in FIG. 6, the CPU 11 converts the area to I0 when the area is less than the first threshold TH1. If the area is greater than or equal to the first threshold TH1 and less than the second threshold TH2, the area is converted to I1. Also, if the area is greater than or equal to the second threshold TH2 and less than the third threshold TH3, the area is converted to I2. Also, if the area is equal to or greater than the third threshold TH3, the area is converted to I3.
- T1 ⁇ I3, I1 , I2, I0 ⁇ .
- T1 represents data after the area of each section of the frequency spectrum in the first half has been converted into the above integer
- T1′ represents the data after the conversion in a way of replacement according to the frequency number F1.
- data after T2 represents the data after the area of each section of the latter half of the frequency spectrum has been converted into the integers
- T2′ represents the data after the conversion according to the frequency number F2.
- F1 represents the frequency number that gives the maximum gain in the first half of the frequency spectrum
- F2 represents the frequency number that gives the maximum gain in the second half of the frequency spectrum.
- the CPU 11 allocates binary data BD3 and BD3 corresponding to U2[2] and U2[3], respectively, to groups related to speed, for example. Then, the CPU 11 generates binary data BD11 configured by combining the binary data BD0, BD3, and BD2 assigned to the groups related to attack power. Then, the CPU 11 converts the generated binary data BD11 into decimal data Dn1, and generates attack power parameters based on this data Dn1. In addition, the CPU 11 generates binary data BD12 configured by combining the binary data BD1, BD0, and BD2 assigned to the groups related to defensive ability.
- the CPU 11 converts the generated binary data BD12 into decimal data Dn2, and generates a defensive power parameter based on this data Dn2. Further, the CPU 11 generates binary data BD13 configured by combining the binary data BD3, BD3 assigned to the speed-related groups. Then, the CPU 11 converts the generated binary data BD13 into decimal number data DN3, and generates a defensive power parameter based on this data DN3.
- the CPU 11 displays the character generation screen 32 on the display section 14 (step S9). Then, the CPU 11 terminates the character generation process.
- FIG. 8 is a diagram showing an example of the character generation screen 32.
- the character generation screen 32 is a predetermined screen before the transition to the recording mode screen 31, and is a screen in which characteristics of the character and the like based on the parameters generated in step S8 are displayed.
- the image 321 of the character described above is displayed, and the parameter data 322 is also displayed.
- the parameter data 322 is data representing the three parameters of offensive power, defensive power, and speed with numerical values and bar graphs.
- the first half and second half frequency spectra 323 obtained from the voice data (waveform data) recorded in the recording process of step S3 are displayed, and the results of frequency analysis of the voice data are displayed.
- a voiceprint 324 represented by a sonagram is displayed.
- step S5 when it is determined in step S5 that no voice data (recorded data) is recorded in the RAM of the storage unit 12 (step S5; NO), the CPU 11 performs the processes of steps S6 to S9. is skipped and the character generation process ends. If it is determined that there is no voice data (recorded data) recorded in the RAM of the storage unit 12, a normal predetermined screen (not shown) before transitioning to the recording mode screen 31 is displayed. ing.
- the CPU 11 of the game device 10 of the present embodiment acquires voice via the voice input unit 15, extracts feature data related to the voice based on the acquired voice, and extracts the extracted feature data.
- Data is digitized, and based on the digitized characteristic data, predetermined character characteristics (attack power, defense power, speed) are set as a game environment. Therefore, according to the game device 10 of the present embodiment, so-called pattern matching is not performed, and the characteristics of the predetermined character are set based on the digitized feature data related to the voice. are the same (for example, the same lines), characters with various characteristics can be created.
- so-called pattern matching is not performed, so that it is possible to reliably set the characteristics of a predetermined character regardless of what kind of voice it is, as long as the voice can be acquired.
- the game device 10 it is possible to enjoy what kind of person, what kind of voice, and what kind of line should be uttered to make a strong character appear. spreads.
- the CPU 11 of the game device 10 of the present embodiment divides the frequency spectrum obtained from the waveform data of the sound acquired via the sound input unit 15 into a plurality of frequency regions, and divides the spectrum in each divided frequency region.
- the lower area is extracted as feature data. Therefore, according to the game device 10 of the present embodiment, since the area under the spectrum in each frequency region is extracted as feature data, it is possible to make the feature data stand out.
- different feature data is extracted according to a word uttered by a certain player (for example, "summon" or "monster name”). A unique character can be created for each word.
- the CPU 11 of the game device 10 of the present embodiment converts the area under the spectrum of each frequency domain into a predetermined integer corresponding to the corresponding predetermined range, thereby digitizing the feature data. Therefore, according to the game device 10 of the present embodiment, the feature data is digitized by converting the area under the spectrum of each frequency region into a predetermined integer corresponding to the corresponding predetermined range. Characteristic data can be quantified within a range conforming to a predetermined standard. As a result, according to the game device 10, it is possible to appropriately set the characteristics of the predetermined character.
- the CPU 11 of the game device 10 of the present embodiment converts each integer of the digitized feature data into binary data, and assigns each converted binary data to a group designated in advance among the plurality of groups.
- a plurality of parameters corresponding to each group are generated based on binary data configured by assigning each group, and a plurality of characteristics (attack power , Defense, Speed). Therefore, according to the game device 10 of the present embodiment, a plurality of characteristics of a predetermined character are set based on a plurality of parameters generated from numerical characteristic data, so that a more unique character can be created. .
- the CPU 11 of the game device 10 of the present embodiment causes the display unit 14 to display a plurality of characteristics (attack power, defense power, speed) of the set predetermined character. Therefore, according to the game device 10 of the present embodiment, the display unit 14 displays a plurality of characteristics of the set predetermined character, so that the player can grasp the plurality of characteristics of the character.
- the CPU 11 of the game device 10 of the present embodiment can change the sequence of integers in the numerical feature data, and when the sequence of the integers is changed, the characteristics after the sequence of the integers has been changed can be changed. Based on the data, each integer of the feature data is converted into binary data. Therefore, according to the game device 10 of the present embodiment, by changing the arrangement of the integers of the digitized feature data, the variation of the feature data can be increased. By setting multiple characteristics of a given character based on multiple parameters, even more unique characters can be created.
- the CPU 11 of the game device 10 of the present embodiment further extracts the frequency with the maximum gain in the above frequency spectrum as the feature data, and based on the array corresponding to the extracted frequency, converts the array of integers of the feature data. change. Therefore, according to the game device 10 of the present embodiment, when the voices obtained via the voice input unit 15 are the same, that is, when the same word is uttered by the same player, Since the array of integers in the feature data is changed based on the same array, by setting a plurality of characteristics of a predetermined character based on a plurality of parameters generated from such feature data, Reproducibility of character creation can be secured.
- the three characteristics of attack power, defense power, and speed of a predetermined character are set as the game environment, but the number of characteristics is not limited to three, and may be more. . Also, the above characteristics are not limited to those related to ability values, and may include the appearance of the character and the like. In such a case, parameters are generated according to the number of characteristics.
- the game apparatus 10 is configured to acquire sound via the sound input unit 15.
- a communication unit connected to a communication network and communicating with devices on the communication network may be used. may be provided, and audio may be acquired from an external device via the communication unit.
- each frequency spectrum derived from each of the first half and the second half of the audio data is divided into four equal parts, and the areas S 0 , S 1 , S 2 , and S 3 of each section are used as feature data.
- each frequency spectrum may be equally divided into four predetermined frequency regions, or the minimum frequency to the maximum frequency of each derived frequency spectrum
- Each frequency spectrum may be divided equally into four regions.
- the frequency spectrum derived from the entire audio data is divided into 8 equal parts, and the areas S 0 , S 1 , . . . , S 8 may be derived as feature data.
- the feature data extracted in step S7 is digitized, and parameters conforming to a predetermined standard are generated based on the digitized feature data.
- the parameters may be generated directly from the feature data extracted in step S7 according to a predetermined conversion method.
- the present disclosure can be used for game devices, game environment setting methods, and programs.
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Abstract
Description
音声を取得する取得手段と、
前記取得手段により取得された音声に基づいて、当該音声に係る特徴データを抽出する抽出手段と、
前記抽出手段により抽出された特徴データに基づいて、ゲームの環境を設定する設定手段と、
を備えるゲーム装置である。
前記抽出手段により抽出された特徴データを数値化する数値化手段を備え、
前記設定手段は、前記数値化手段により数値化された前記特徴データに基づいて、ゲームの環境を設定する。
前記数値化手段は、前記特徴データに基づいて、複数の数値に数値化する。
前記抽出手段は、前記取得手段により取得された音声の波形データから得られる周波数スペクトルを複数の周波数領域に分割し、分割された各周波数領域でのスペクトル下の面積を前記特徴データとして抽出する。
前記数値化手段は、前記各周波数領域の前記面積をそれぞれが該当する予め定められた範囲に対応する所定の整数に変換することで前記特徴データを数値化する。
前記数値化手段により数値化された前記特徴データの前記整数のそれぞれをバイナリデータに変換する変換手段と、
前記変換手段により変換された各バイナリデータを複数のグループのうちの予め指定されたグループにそれぞれ割り当て、当該グループごとに割り当てられて構成されたバイナリデータに基づいて、各グループに対応する複数のパラメータを生成する生成手段と、
を備え、
前記設定手段は、前記生成手段により生成された複数のパラメータに基づいて、前記ゲームの環境として当該ゲームで使用されるキャラクタの複数の特性を設定する。
前記設定手段により設定された前記キャラクタの複数の特性を表示部に表示させる表示制御手段を備える。
前記数値化手段により数値化された前記特徴データの前記整数の並びを変更する変更手段を備え、
前記変換手段は、前記変更手段により前記整数の並びが変更された場合、当該整数の並びが変更された後の前記特徴データに基づいて、当該特徴データの前記整数のそれぞれをバイナリデータに変換する。
前記周波数スペクトルの各周波数には前記整数の並びを変更する際の配列が対応付けられており、
前記抽出手段は、前記特徴データとして前記周波数スペクトルにおいて最大ゲインとなる周波数を更に抽出し、
前記変更手段は、前記抽出手段により抽出された前記周波数に対応する前記配列に基づいて、前記整数の並びを変更する。
音声を取得する取得工程と、
前記取得工程により取得された音声に基づいて、当該音声に係る特徴データを抽出する抽出工程と、
前記抽出工程により抽出された特徴データに基づいて、ゲームの環境を設定する設定工程と、
を含むゲーム環境設定方法である。
コンピュータを、
音声を取得する取得手段、
前記取得手段により取得された音声に基づいて、当該音声に係る特徴データを抽出する抽出手段、
前記抽出手段により抽出された特徴データに基づいて、ゲームの環境を設定する設定手段、
として機能させるプログラムである。
図1は、ゲーム装置10の外観例を示す図である。
図1に示すように、ゲーム装置10は、タブレット型の端末装置であり、表示部14や音声入力部15等を具備し、音声入力部15より入力された音声データに基づいて、所定のキャラクタ(例えば、ゲーム装置10で行われるゲームのメインキャラクタ)の特性(攻撃力、守備力、スピード)を設定し、設定された当該キャラクタの特性を表示部14に表示する制御を行う。このゲーム装置10のプレイヤーは、上記の特性が設定されたキャラクタを使用して他のプレイヤーやコンピュータとのバトルゲームを楽しむ。
図2は、ゲーム装置10の機能構成の一例を示すブロック図である。
図2に示すように、ゲーム装置10は、CPU(Central Processing Unit)11と、
記憶部12と、操作部13と、表示部14と、音声入力部15と、スピーカ部16と、バス17と、を備える。ゲーム装置10の各部は、バス17を介して接続されている。
次に、本実施形態のゲーム装置10により行われるキャラクタ生成処理について説明する。
図4に示すように、録音モード画面31では、「マイクに向かって録音しよう!」のメッセージ情報311が表示されるようになっている。また、録音モード画面31では、録音ボタン312と、戻るボタン313と、が表示されるようになっている。録音ボタン312は、録音処理(後述)を開始するためのボタンである。戻るボタン313は、録音モード画面31に遷移する前の所定の画面(図示省略)を表示部14に表示させるためのボタンである。
キャラクタ生成画面32は、録音モード画面31に遷移する前の所定の画面であって、ステップS8で生成されたパラメータに基づくキャラクタの特性等が表示された状態の画面である。具体的には、図8に示すように、キャラクタ生成画面32では、上述したキャラクタのイメージ画像321が表示されるとともに、パラメータデータ322が表示されるようになっている。パラメータデータ322は、攻撃力、守備力、スピードの3つのパラメータをそれぞれ数値と棒グラフとで表したデータとなっている。また、キャラクタ生成画面32では、ステップS3の録音処理にて記録された音声データ(波形データ)から得られる前半と後半の各周波数スペクトル323が表示されるとともに、当該音声データを周波数分析した結果をソナグラムで表した声紋324が表示されるようになっている。
したがって、本実施形態のゲーム装置10によれば、所謂パターンマッチングは行わず、音声に係る特徴データを数値化したものに基づいて所定のキャラクタの特性を設定するので、音声を入力する際の条件が同じ(例えば、同じセリフ)であったとしても、様々な特性のキャラクタを創り出すことができる。また、本実施形態のゲーム装置10によれば、所謂パターンマッチングは行わないため、音声を取得さえできれば、どのような音声であっても所定のキャラクタの特性を確実に設定することができる。
この結果、ゲーム装置10によれば、どのような人が、どのような声で、どのようなセリフを発声すれば、強いキャラクタが出現するか、等を楽しむことができるようになるので、遊びの幅が広がる。
したがって、本実施形態のゲーム装置10によれば、各周波数領域でのスペクトル下の面積を特徴データとして抽出するので、当該特徴データを際立たせることができる。この結果、ゲーム装置10によれば、或るプレイヤーが発声した単語(例えば、“召喚”や“モンスター名”)に応じて、異なる特徴データが抽出されるので、同一プレイヤーであっても発声する単語に応じた固有のキャラクタを創り出すことができる。また、或るプレイヤーが発声した単語(例えば、“召喚”)を別のプレイヤーが発声したとしても、異なる特徴データが抽出されるので、各プレイヤーに固有のキャラクタを創り出すことができる。また、或るプレイヤーが発声した単語を当該プレイヤーが再度発声した場合、同一内容の特徴データが抽出されることとなるので、キャラクタの創出に再現性を持たせることができる。
したがって、本実施形態のゲーム装置10によれば、各周波数領域のスペクトル下の面積をそれぞれが該当する予め定められた範囲に対応する所定の整数に変換することで特徴データを数値化するので、予め定められた規格に準じた範囲内で特徴データを数値化することができる。この結果、ゲーム装置10によれば、所定のキャラクタの特性を適切に設定することができる。
したがって、本実施形態のゲーム装置10によれば、数値化された特徴データより生成される複数のパラメータに基づいて所定のキャラクタの複数の特性を設定するので、より独特なキャラクタを創り出すことができる。
したがって、本実施形態のゲーム装置10によれば、設定された所定のキャラクタの複数の特性を表示部14に表示させるので、当該キャラクタの複数の特性をプレイヤーに把握させることができる。
したがって、本実施形態のゲーム装置10によれば、数値化された特徴データの整数の並びを変更することにより、当該特徴データのバリエーションを増やすことができるので、このような特徴データより生成される複数のパラメータに基づいて所定のキャラクタの複数の特性を設定することで、より一層独特なキャラクタを創り出すことができる。
したがって、本実施形態のゲーム装置10によれば、音声入力部15を介して取得された音声がおなじものである、すなわち同一のプレイヤーにより同一の単語が発声された際の音声である場合、互いに同一の配列に基づいて、特徴データの整数の並びが変更されることとなるので、このような特徴データより生成される複数のパラメータに基づいて所定のキャラクタの複数の特性を設定することで、キャラクタ創出の再現性を担保することができる。
11 CPU
12 記憶部
13 操作部
14 表示部
15 音声入力部
16 スピーカ部
Claims (11)
- 音声を取得する取得手段と、
前記取得手段により取得された音声に基づいて、当該音声に係る特徴データを抽出する抽出手段と、
前記抽出手段により抽出された特徴データに基づいて、ゲームの環境を設定する設定手段と、
を備えるゲーム装置。 - 前記抽出手段により抽出された特徴データを数値化する数値化手段を備え、
前記設定手段は、前記数値化手段により数値化された前記特徴データに基づいて、ゲームの環境を設定する、
請求項1に記載のゲーム装置。 - 前記数値化手段は、前記特徴データに基づいて、複数の数値に数値化する、
請求項2に記載のゲーム装置。 - 前記抽出手段は、前記取得手段により取得された音声の波形データから得られる周波数スペクトルを複数の周波数領域に分割し、分割された各周波数領域でのスペクトル下の面積を前記特徴データとして抽出する、
請求項2又は3に記載のゲーム装置。 - 前記数値化手段は、前記各周波数領域の前記面積をそれぞれが該当する予め定められた範囲に対応する所定の整数に変換することで前記特徴データを数値化する、
請求項4に記載のゲーム装置。 - 前記数値化手段により数値化された前記特徴データの前記整数のそれぞれをバイナリデータに変換する変換手段と、
前記変換手段により変換された各バイナリデータを複数のグループのうちの予め指定されたグループにそれぞれ割り当て、当該グループごとに割り当てられて構成されたバイナリデータに基づいて、各グループに対応する複数のパラメータを生成する生成手段と、
を備え、
前記設定手段は、前記生成手段により生成された複数のパラメータに基づいて、前記ゲームの環境として当該ゲームで使用されるキャラクタの複数の特性を設定する、
請求項5に記載のゲーム装置。 - 前記設定手段により設定された前記キャラクタの複数の特性を表示部に表示させる表示制御手段を備える、
請求項6に記載のゲーム装置。 - 前記数値化手段により数値化された前記特徴データの前記整数の並びを変更する変更手段を備え、
前記変換手段は、前記変更手段により前記整数の並びが変更された場合、当該整数の並びが変更された後の前記特徴データに基づいて、当該特徴データの前記整数のそれぞれをバイナリデータに変換する、
請求項6又は7に記載のゲーム装置。 - 前記周波数スペクトルの各周波数には前記整数の並びを変更する際の配列が対応付けられており、
前記抽出手段は、前記特徴データとして前記周波数スペクトルにおいて最大ゲインとなる周波数を更に抽出し、
前記変更手段は、前記抽出手段により抽出された前記周波数に対応する前記配列に基づいて、前記整数の並びを変更する、
請求項8に記載のゲーム装置。 - 音声を取得する取得工程と、
前記取得工程により取得された音声に基づいて、当該音声に係る特徴データを抽出する抽出工程と、
前記抽出工程により抽出された特徴データに基づいて、ゲームの環境を設定する設定工程と、
を含むゲーム環境設定方法。 - コンピュータを、
音声を取得する取得手段、
前記取得手段により取得された音声に基づいて、当該音声に係る特徴データを抽出する抽出手段、
前記抽出手段により抽出された特徴データに基づいて、ゲームの環境を設定する設定手段、
として機能させるプログラム。
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| AU2022432757A AU2022432757A1 (en) | 2022-01-13 | 2022-12-22 | Game device, game environment setting method, and program |
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| CN118434481A (zh) | 2024-08-02 |
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| EP4445975A4 (en) | 2025-11-26 |
| AU2022432757A1 (en) | 2024-07-25 |
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