WO2024053431A1 - 情報処理装置、情報処理方法、プログラム - Google Patents
情報処理装置、情報処理方法、プログラム Download PDFInfo
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- WO2024053431A1 WO2024053431A1 PCT/JP2023/030758 JP2023030758W WO2024053431A1 WO 2024053431 A1 WO2024053431 A1 WO 2024053431A1 JP 2023030758 W JP2023030758 W JP 2023030758W WO 2024053431 A1 WO2024053431 A1 WO 2024053431A1
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- 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
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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
- A63F13/65—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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
-
- 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
- A63F13/67—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 adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
-
- 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
- A63F13/69—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 enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
-
- 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
- A63F13/812—Ball games, e.g. soccer or baseball
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- 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
- G06Q30/00—Commerce
- G06Q30/02—Marketing; Price estimation or determination; Fundraising
- G06Q30/0207—Discounts or incentives, e.g. coupons or rebates
-
- 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
- G06Q30/00—Commerce
- G06Q30/06—Buying, selling or leasing transactions
-
- 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
- G06Q40/00—Finance; Insurance; Tax strategies; Processing of corporate or income taxes
- G06Q40/04—Trading; Exchange, e.g. stocks, commodities, derivatives or currency exchange
- G06Q40/055—Trading non-fungible tokens [NFT]
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- 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
- A63F2300/57—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 game services offered to the player
- A63F2300/575—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 game services offered to the player for trading virtual items
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8064—Quiz
Definitions
- the present technology relates to an information processing device, an information processing method, and a program, and particularly relates to a service technology that provides digital items in accordance with matches.
- Patent Document 1 describes a system that acquires information on the progress of a match and play content in real time at a match venue, centrally manages the information at a center, and provides it to a third party.
- Patent Document 2 describes a communication processing system that can sequentially report match information of a plurality of matches played in a plurality of stadiums.
- the information processing device includes a calculation unit that performs generation control processing of a digital item corresponding to the match based on match information that is information regarding the match. For example, a digital item is newly generated or edited as a final digital item generation process in accordance with match information such as information determined regarding the match or information generated as the match progresses.
- FIG. 1 is an explanatory diagram of an information providing system according to an embodiment of the present technology.
- FIG. 1 is a block diagram of an information providing system according to an embodiment.
- FIG. 2 is an explanatory diagram of the functional configuration of the information providing system according to the embodiment.
- FIG. 1 is a block diagram of an information processing device according to an embodiment. It is an explanatory view of an example of a screen by a match cooperation service of an embodiment.
- FIG. 3 is an explanatory diagram of an example screen for user interaction according to the embodiment.
- FIG. 3 is an explanatory diagram of an example screen for user interaction according to the embodiment.
- It is an explanatory view of an example of a screen of an initial item of an embodiment.
- FIG. 3 is an explanatory diagram of editing items according to the embodiment.
- FIG. 3 is an explanatory diagram of editing items according to the embodiment.
- FIG. 3 is an explanatory diagram of editing items according to the embodiment.
- FIG. 3 is an explanatory diagram of an example screen related to a quiz according to the embodiment. It is an explanatory view of an example of a screen as a privilege of an embodiment.
- FIG. 6 is an explanatory diagram of a screen example of a collection list of items according to the embodiment.
- generation of a digital item does not mean only the creation of a new digital item. This includes editing existing digital items instead of editing them. That is, the generation of a digital item includes, for example, processing of editing, processing, updating, etc. until the digital item reaches its final form.
- editing a digital item is used as a term that includes not only editing but also updating information by performing some kind of editing, processing, adding information, associating, etc. to the digital item.
- image refers to both moving images and still images.
- the imaging device 10 shown in FIG. 1 is assumed to mainly capture moving images, but for example, the image displayed on the terminal device 5 may be a moving image or a still image.
- an “image” refers to an image that is actually displayed on a screen, but an “image” refers to image data in the signal processing process and transmission path until it is displayed on a screen.
- FIG. 1 shows an overview of an information providing system 1 according to an embodiment.
- the information providing system 1 in FIG. 1 includes an imaging device 10, a main server 2, a score data server 3, a sensor 4, and a terminal device 5. These are connected via mutual wired communication, wireless communication, network communication, or the like.
- This information providing system 1 is a system that realizes a service (hereinafter referred to as a "match coordination service") that provides digital items linked to a match to a user who has a terminal device 5.
- This match coordination service assumes that the users are fans of the team or players, and for example, when these users watch a game, digital items generated in accordance with the match or in accordance with the match or the user are sent to the terminal device 5. This is what we provide. This allows the user to enjoy not only the enjoyment of watching the match itself, but also the enjoyment provided by the match coordination service.
- the plurality of imaging devices 10 in the information providing system 1 capture images of a subject area of a stadium, such as a baseball stadium, for example, the state of a game, from various positions. Although a plurality of imaging devices 10 are shown, at least one imaging device 10 may be provided. For example, in the case of baseball, the imaging device 10 is used to capture images for analyzing the movements of pitchers, fielders, batters, and runners, and for determining the ball's trajectory, pitch type, speed, rotation, and the like.
- the information providing system 1 extracts the skeletal capture data of the player's subject from the image captured by the imaging device 10, and determines the player's movements, such as pitching motion, batting motion, base running motion, etc., based on the skeletal capture data. I am making it possible to judge. In addition, the movement of not only players but also competitive objects such as balls and bats may be judged.
- EPTS Electronic Performance and Tracking Systems
- sensors acceleration acceleration
- balls objects
- techniques are known for estimating the postures and positions of players and referees, the position/rotation of the ball, etc. from a designated field of play based on information provided by sensors (such as sensors and GPS sensors).
- the imaging device 10 captures an image to obtain such EPTS data as skeletal capture data.
- images captured by the imaging device 10 can also be used as live images of matches and the like.
- EPTS data generated based on the image captured by the imaging device 10 is transmitted to the main server 2.
- the EPTS data generated by the information processing device is It is sent to main server 2.
- the captured image obtained by the imaging device 10 may be transmitted to the main server 2, and the EPTS data may be generated on the main server 2 side.
- the sensor 4 is a sensor that detects movements of players, balls, etc.
- sensors attached to a player or a ball such as an acceleration sensor, a gyro sensor, a GPS (Global Positioning System) sensor, an altitude sensor, or an impact sensor, are assumed.
- it may be a wearable sensor attached to a player's uniform or body, or a sensor built into a ball. It may also be a radar or the like.
- sensing data SS can also be obtained from sensing data SS from the sensors 4 such as these.
- sensing data SS can be used supplementarily when obtaining skeletal capture data from images or estimating posture and the like. It is also possible to use sensing data SS from the sensor 4 regarding the speed, number of rotations, trajectory of the ball, swing speed and trajectory of the bat, and the like.
- the sensing data SS may be transmitted to the main server 2, or may be input to an information processing device (not shown) that generates EPTS data at a stadium such as a baseball field.
- the score data server 3 is, for example, an information processing device of an organization that generates and distributes baseball score data SD.
- the score data server 3 is a server device that can transmit match score data SD to the main server 2.
- the score data server 3 may transmit the score data SD to the main server 2 one after another during the match, or may transmit all the score data SD of the match at once after the match, for example.
- the score data SD includes various information about the game, such as the following. For example, it includes not only information about the entire game, such as scores for each inning of the game and information about participating players, but also information about each pitch pitched by the pitcher. For example, for each pitch, pitch time, pitcher's name, batter's name, batter's left and right classification, presence or absence of runners on 1st/2nd/3rd base, runner's name, strike/ball count, ball/strike, out count, etc. Contains batting results (hits, whiffs, misses, fouls, ground outs, fly outs, wrong flies, etc.), ball speed, pitch type, number of rotations, axis of rotation, course, and other various information.
- the terminal device 5 is, for example, an information processing device such as a smartphone, a tablet terminal, or a personal computer, but it is assumed that the terminal device 5 is a device owned by a general user as described above. Then, on the display unit 5a of the terminal device 5, an image including the digital item is presented by the match coordination service.
- the main server 2 performs various processes for presenting information on the terminal device 5 as a match coordination service. For example, the game or player situation is determined based on the subject's skeletal capture data generated from the image captured by the imaging device 10, and processing such as providing the terminal device 5 with digital items corresponding to the situation is performed.
- This main server 2 can be assumed to be an information processing device that performs cloud computing, that is, a cloud server.
- the process for displaying images of the match coordination service on the terminal device 5 may be performed by an information processing device other than the cloud server.
- an information processing device such as a personal computer installed at the match venue has the function of the main server 2 and performs processes such as acquiring skeletal capture data and generating images to be provided.
- the terminal device 5 also has the function of the main server 2 and performs processes such as acquiring skeleton capture data and generating images.
- FIG. 2 shows the configuration of the main server 2 and an example of input/output related to the main server 2 in the information providing system 1 of FIG. 1 described above. Further, a portion that supplies data to the main server 2 is shown as a data server 30.
- the data server 30 in FIG. 2 is shown as a conceptual configuration, and generally shows the configuration in which the main server 2 serves as an information source for executing the match coordination service.
- the data server 30 collectively refers to the imaging device 10, the score data server 3, the sensor 4, the recording section 11, and the EPTS data generation section 12.
- the imaging device 10 and the sensor 4 are placed at a stadium, athletes, competitive objects, etc., as shown in FIG.
- the installation location of the score data server 3 is not limited.
- One or both of the recording unit 11 and the EPTS data generation unit 12 may be realized by an information processing device placed in the stadium, or one or both may be provided on the main server 2 side.
- the imaging device 10 is configured as a digital camera device having an imaging element such as a CCD (Charge Coupled Devices) sensor or a CMOS (Complementary Metal-Oxide-Semiconductor) sensor, and obtains captured images as digital data.
- each imaging device 10 obtains a captured image as a moving image.
- Each imaging device 10 is arranged at a predetermined position, for example, in order to take images of pitchers, fielders, batters, runners, etc. at a baseball field.
- the number of imaging devices 10 is one or more and is not particularly specified, but in order to generate highly accurate EPTS data, it is advantageous to have as many imaging devices as possible.
- Each imaging device 10 captures a moving image in a synchronized state and outputs a captured image.
- the recording unit 11 records images captured by the plurality of imaging devices 10 (image data VD), and supplies each captured image to the EPTS data generation unit 12.
- the EPTS data generation unit 12 performs analysis processing on one or more captured images, generates EPTS data individually, and then integrates all the individual EPTS data to generate EPTS data as a whole.
- EPTS data includes, for example, the position of players (pitchers, fielders, batters, runners) and the ball at each frame timing, the player's skeletal capture data and the player's posture, and information on the number of rotations and direction of rotation of the ball.
- the EPTS data generation unit 12 generates EPTS data using not only the captured image but also sensing data SS obtained by the sensor 4, such as information from an acceleration sensor embedded in the ball or a GPS sensor attached to the player's uniform. You may.
- the EPTS data generation unit 12 generates EPTS data for the entire game, including pitching motion, ball speed, trajectory, batter's behavior and batting results, base running results, and batting results for each of the pitchers' pitches during the game. It is possible to generate information that can determine the speed, trajectory, etc. of the tool. Therefore, EPTS data is an example of behavior information about either people (pitchers, batters, runners, etc.) or competitive objects (balls, bats, etc.) related to the game.
- the EPTS data generation unit 12 can generate EPTS data from a plurality of captured images obtained by a plurality of imaging devices 10, and can also generate EPTS data from a plurality of captured images obtained by one imaging device 10. can. Further, the EPTS data generation unit 12 can generate EPTS data from a plurality of images and sensing data SS of one or more sensors, or can generate EPTS data from one captured image and sensing data SS of one sensor. You can also do that.
- the EPTS data (skeletal capture data) generated by the EPTS data generation unit 12 is transmitted to the main server 2.
- Image data VD captured by the imaging device 10 is also transmitted to the main server 2 via the EPTS data generation section 12, for example.
- the sensing data SS may be transmitted to the main server 2 and used for processing by the main server 2 as is.
- the EPTS data generation unit 12 may be provided in the main server 2, but in that case, for example, the image captured by the imaging device 10 (image data VD) and the sensing data SS of the sensor 4 are transmitted to the main server 2 via network communication etc. It suffices if it is sent to the EPTS data generation unit 12 in the server 2.
- the score data SD is sequentially transmitted from the score data server 3 to the main server 2.
- the main server 2 is constituted by an information processing device such as a computer device, and is provided with functions such as an arithmetic unit 21 and a presentation control unit 22 using a microprocessor, and a storage 23 using a storage medium that can be accessed by the microprocessor. ing.
- the calculation unit 21 acquires information from the data server 30 and performs various processes for executing match coordination services using the acquired information, such as data acquisition, match analysis, and generation of digital items and content.
- the processing functions of the calculation unit 21 will be described later with reference to FIG.
- the storage 23 indicates a storage medium in the main server 2 that stores information such as received image data VD, skeleton capture data BD, and score data SD, and stores various data generated by the calculation unit 21.
- the storage 23 may be an internal storage medium of the main server 2 or may be a storage medium separate from the information processing device that constitutes the main server 2.
- the presentation control unit 22 controls the terminal device 5 to display various images generated by the processing of the calculation unit 21 in a predetermined manner. Specifically, the presentation control unit 22 performs a process of displaying, on the display unit 5a of the terminal device 5, an image of a digital item or the like generated by the calculation unit 21 while executing the match coordination service.
- the above calculation unit 21, presentation control unit 22, and storage 23 may be provided within one information processing device, or may be provided separately in a plurality of information processing devices. Furthermore, there are various ways of realizing what kind of storage medium the storage 23 is configured with.
- the image of the match coordination service or the data for image generation through the processing of the main server 2 is transmitted to the terminal device 5 and displayed on the display unit 5a. This allows the user who owns the terminal device 5 to visually recognize images provided by the match coordination service. Further, information on user interaction during the provision of the match coordination service may be input from the terminal device 5 to the calculation unit 21.
- FIG. 3 illustrates information sent from the data server 30 to the calculation unit 21 and the processing functions of the calculation unit 21.
- this diagram exemplifies the processing function of a game linked service function 40 and the processing function of an NFT (Non-Fungible Token) market function 50 that allows you to sell products resulting from the game linked service. .
- NFT Non-Fungible Token
- calculation unit 21 of this embodiment includes a processing function of the match coordination service function 40.
- the calculation unit 21 of the main server 2 may be provided with the processing function of the NFT market function 50, but the processing function of the NFT market function 50 may be provided with another server device.
- EPTS data sensing data SS
- image data VD stats data
- historical data analysis data, etc.
- stats data and historical data are score data SD provided by the score data server 3.
- stats data is information on the performance of players and teams.
- statistical data for a baseball pitcher includes team name, league affiliation, number of wins, number of losses, ERA, number of games pitched, number of complete games, number of shutouts, number of saves, number of save opportunities, number of pitches, Number of runs allowed, number of earned runs, number of home runs allowed, number of pitches allowed, number of walks allowed, number of avoided/intentional walks, number of strikeouts, batting average allowed, number of runners allowed per inning pitched (WHIP: Walks plus Hits per Inning Pitched) ), ground ball/flyout ratio, etc.
- WHIP Walks plus Hits per Inning Pitched
- stats data In addition to the past performance of teams and players, we also provide information on the performance of teams and players to date in currently ongoing matches, including detailed match progress information, information on players registered to participate, and information on starting members. , information on substitute players, etc. is also included in the stats data.
- Historical data is also information on the performance of teams and players, and is included in stats data in a broad sense, but for the sake of explanation, it is shown here as information such as past best records, team records, and individual records. For example, it includes information on records that may be achieved in the current match. For example, there are past records for the number of strikeouts in a single game, records for consecutive hits in at-bats, records for consecutive game appearances, and records for the number of team hits in a single game. Such historical data becomes information that can be referenced for special digital item editing in the match coordination service.
- the analysis data indicates data determined by the function as the data analysis unit 32 regarding the EPTS data, sensing data SS, and image data VD.
- the function of this data analysis section 32 may be provided in the main server 2 or may be realized by another information processing device. Specifically, the analysis data is assumed to be a specific movement of a player, a trajectory of a ball, etc. determined from EPTS data, sensing data SS, or the like.
- the EPTS data, sensing data SS, image data VD, stats data, historical data, and analysis data supplied from the data server 30 to the calculation unit 21 are information regarding the match, and will be referred to as match information.
- this match information refers to information about the match itself and information about the players and teams playing the match, and is distinguished from user information, which will be described later.
- the information regarding the game itself includes the date and time of the game, venue, weather, score, and information regarding the progress of the game (current inning, out count), etc.
- Player information includes information for each individual player, such as each player's match results, past results, match images, play details, and player movement information.
- Team information is information about the entire team, such as the team's match results, past results, match images, participating players, and substitute players. Note that it is not necessary that all of the EPTS data, sensing data SS, image data VD, stats data, historical data, and analysis data, which are these "match information", be transmitted to the calculation unit 21. For example, by transmitting at least one of these to the calculation unit 21, the calculation unit 21 can perform processing for the match coordination service function 40.
- information input from the terminal device 5 to the calculation unit 21 includes user information and purchase/exhibition information.
- match information there are the following two information sources. - Information provided from the score data server 3 - Information obtained based on signals from the imaging device 10 and the sensor 4 The contents of the information obtained from these two types of information sources may be different or the same.
- match information When considering the content type of match information, in this embodiment, it is classified into “fixed match information” and “match progress information”.
- Match fixed information is information that does not change depending on the progress of the match.
- the venue match start date and time, season, team, starting members, weather information such as the weather and temperature at the start of the match, team performance up until the match, players on the bench, and player and team performance up until the match (stats).
- data historical data
- referee match type (official match, championship deciding match, championship magic lighting match, etc.), player's condition before the match, player profile (birthday, hometown, etc.), etc.
- the match progress information is information obtained from the progress of the match.
- the score of the game game progress/result
- the progress of innings/time/half climate change during the game
- the performance of players and teams as the game progresses status data, historical data
- participating players player actions
- EPTS player actions
- Information/sensing data SS/analysis data game image data VD, achievement records, etc.
- User information refers to information that the main server 2 can acquire about a target user (a user who has logged in to the match coordination service function 40). Here, considering the content type of user information, it is classified into “user fixed information” and “user reaction information.”
- the user fixed information is user information that does not change depending on the current match (the match that the logged-in user is watching). Examples include user account information, address information, attribute information, history information regarding match coordination services, and information on owned items.
- the attribute information may include basic information such as age, gender, place of residence, and email address, as well as information indicating the team or player supported in connection with the match coordination service. Note that some or all of the user fixed information may be input in advance for, for example, a user registered in the match coordination service function 40 and stored in the storage 23 or the like.
- the user reaction information is information that corresponds to the user's actions and interactions regarding the current match and the match-linked service. For example, inputting answers to quizzes etc. provided by match coordination services, information entered by the user indicating the team and players to support regarding the current match, information entered by the user during the match (operation information for the WOW button 120 described later, etc.) ), information on the user's viewing location, current position, and seat, and information on the cheers of the user (or the entire audience).
- the calculation unit 21 inputs the above match information (fixed match information, match progress information) and user information (fixed user information, user reaction information) regarding the processing of the match coordination service function 40.
- Processing functions for executing the match coordination service function 40 in the calculation unit 21 include a match information acquisition unit 41, a user information acquisition unit 42, a match analysis unit 43, a quiz generation unit 44, an item/content generation unit 45, and a storage control unit. 46 is shown. Note that the calculation unit 21 does not need to have all of these processing functions.
- the match information acquisition unit 41 has a function of acquiring match information (fixed match information, match progress information). For example, the process of sequentially acquiring match information from the data server 30 before the start of the match and during the match is performed.
- the user information acquisition unit 42 has a function of acquiring user information (user fixed information, user reaction information). For example, user information about logged-in users is acquired sequentially before and during the match. At the time of login, processing for reading the user's fixed user information stored in the storage 23 is also performed.
- the match analysis unit 43 performs analysis regarding the match based on match information and user information, and performs processing to determine the situation of the match. In addition, the match analysis unit 43 performs processes such as determining the timing for requesting a user's response regarding a service and determining the timing for editing a digital item, depending on the determination of the match situation.
- the quiz generation unit 44 generates quizzes and questionnaires to be provided to the user, and performs a process of transmitting them to the terminal device 5.
- the quiz generation unit 44 can also perform processing for requesting user interaction in addition to quizzes and questionnaires.
- the item/content generation unit 45 generates an item 100, which will be described later, as a digital item.
- the item/content generation unit 45 also performs generation processing of image content such as a digest video of a match, a free viewpoint image, and a CG (computer graphics) image.
- the item/content generation unit 45 also performs processing such as generation of information to be finally associated with the digital item.
- the item/content generation unit 45 also performs point generation and award processing, which will be described later.
- the storage control unit 46 performs processing for storing and reading information in the storage 23 regarding the match coordination service function 40.
- an NFT market function 50 is also shown.
- the NFT market function 50 is a service that allows users to exhibit and sell acquired NFT works, or to purchase NFT works that have been exhibited.
- the digital item (item 100) generated by the match coordination service function 40 is edited according to the progress of the match and user interaction, and ultimately becomes a user-specific digital item. . This can be exhibited or purchased as an NFT work in the NFT market function 50.
- the NFT market function 50 includes a smart contract function 51 and a payment function 52.
- the smart contract function 51 is a function that automatically executes predetermined buying and selling processing according to predetermined conditions regarding buying and selling transactions.
- the payment function 52 is a function that performs payment processing regarding buying and selling.
- the match cooperation service function 40 can put up some kind of digital item and make it available for purchase by the user. Furthermore, the user can use the match coordination service function 40 to put up digital items that he or she has acquired, or to purchase digital items that have been put up for sale by others.
- the functional configuration in FIG. 3 is an example.
- a part of the function as the match coordination service function 40 can also be processed on the terminal device 5 side.
- some content generation functions (highlights, free viewpoint images, etc.) of the quiz generation section 44, match analysis section 43, and item/content generation section 45 may be executed outside the match coordination service function 40.
- the calculation unit 21 may perform a generation control process of a digital item corresponding to a match based on at least match information.
- the NFT market function 50 does not need to be provided. For example, processing such as selling digital items generated by the match coordination service function 40 to users may be considered.
- the configuration of the information processing device 70 used in the information providing system 1 described above with reference to FIGS. 1, 2, and 3 will be described.
- the main server 2, the terminal device 5, the EPTS data generation unit 12 in FIG. 2, etc. can be realized by the information processing device 70 shown in FIG.
- the information processing device 70 can be configured as, for example, a dedicated workstation, a general-purpose personal computer, a mobile terminal device, or the like.
- the CPU 71 of the information processing device 70 shown in FIG. Execute various processes according to the programmed program.
- the RAM 73 also appropriately stores data necessary for the CPU 71 to execute various processes.
- the image processing unit 85 is configured as a processor that performs various types of image processing.
- a processor that can perform any of image generation processing such as clips, image analysis processing for captured images, generation processing of animation images and CG images, DB (Data Base) processing, image effect processing, EPTS data generation processing, etc. It is said that
- This image processing unit 85 can be realized by, for example, a CPU separate from the CPU 71, a GPU (Graphics Processing Unit), a GPGPU (General-purpose computing on graphics processing units), an AI (artificial intelligence) processor, or the like. Note that the image processing section 85 may be provided as a function within the CPU 71.
- the CPU 71, ROM 72, RAM 73, nonvolatile memory section 74, and image processing section 85 are interconnected via a bus 83.
- An input/output interface 75 is also connected to this bus 83.
- the input/output interface 75 is connected to an input section 76 consisting of an operator or an operating device.
- an input section 76 consisting of an operator or an operating device.
- various operators and operating devices such as a keyboard, a mouse, a key, a dial, a touch panel, a touch pad, and a remote controller are assumed.
- a user's operation is detected by the input unit 76, and a signal corresponding to the input operation is interpreted by the CPU 71.
- a display section 77 made of an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) panel, etc., and an audio output section 78 made of a speaker etc. are connected to the input/output interface 75, either integrally or separately.
- the display unit 77 performs various displays as a user interface.
- the display unit 77 is configured by, for example, a display device provided in the casing of the information processing device 70, a separate display device connected to the information processing device 70, or the like.
- the display unit 77 displays various images on the display screen based on instructions from the CPU 71. Further, the display unit 77 displays various operation menus, icons, messages, etc., ie, as a GUI (Graphical User Interface), based on instructions from the CPU 71.
- GUI Graphic User Interface
- this information processing device 70 when this information processing device 70 is considered as the terminal device 5, the display unit 77 corresponds to the display unit 5a, and displays a screen using the match coordination service function 40, such as a screen including an item 100, which will be described later.
- the input/output interface 75 may be connected to a storage section 79 made up of an SSD (Solid State Drive), an HDD (Hard Disk Drive), or the like, and a communication section 80 made up of a modem or the like.
- a storage section 79 can be considered as an example of the storage 23 in which information is stored by the storage control section 46.
- the communication unit 80 performs communication processing via a transmission path such as the Internet, and communicates with various devices by wire/wireless communication, bus communication, etc.
- a drive 82 is also connected to the input/output interface 75 as necessary, and a removable recording medium 81 such as a flash memory, a memory card, a magnetic disk, an optical disk, a magneto-optical disk, etc. is loaded as appropriate.
- the drive 82 can read data files such as image files and various computer programs from the removable recording medium 81.
- the read data file is stored in the storage section 79, and images and sounds included in the data file are outputted on the display section 77 and the audio output section 78. Further, computer programs and the like read from the removable recording medium 81 are installed in the storage unit 79 as necessary.
- software can be installed via network communication by the communication unit 80 or via the removable recording medium 81.
- the software may be stored in advance in the ROM 72, storage section 79, or the like.
- this information processing device 70 when considering this information processing device 70 as the main server 2, the functions of the above-mentioned calculation unit 21 and presentation control unit 22 are provided by software, and the CPU 71 and image processing unit 85 execute processing by these functions. be done.
- the sensor unit 84 is shown as a part that outputs some kind of sensing data SS, such as an image sensor (camera), a gyro sensor, an acceleration sensor, or a position sensor.
- a sensor section 84 is provided so as to be able to detect the user's actions, behavior, position, and the like.
- the match coordination service is a service that generates (editing the item itself, adding information to the item, etc.) digital items related to the competition in accordance with match information related to the match of a competition such as baseball.
- FIG. 5 shows an example of a screen provided by such a match coordination service function 40.
- An item screen 90 is one of the provided screens.
- the item screen 90 is a screen that displays an item 100 that is a digital item.
- the item 100 is, for example, a digital item related to a competition, and in the case of baseball, it is a design of a baseball or the like.
- the digital item is a ball with a team logo added to it.
- information regarding the match and information regarding the user are displayed together with the item 100.
- team/score information 110 and point information 111 are displayed.
- the competing team is displayed with a team logo, mascot mark, etc., and the score of the current match is also displayed.
- Point information 111 shows points for this user, that is, a user who has logged into the match coordination service and is viewing the provided screen on the terminal device 5.
- the point information 111 includes current points 112, rankings 113, active points 114, quiz points 115, player points 116, and the like.
- points are awarded to users depending on the match situation and user situation.
- the point information 111 indicates the points the user has acquired in the target match
- the current points 112 indicate the points the user has currently obtained in the current match
- the ranking 113 indicates the points that the user has currently obtained in the current match. Shows the ranking of points.
- Active points 114 are points given according to user inputs, actions, and the like.
- Quiz points 115 are points given based on the user's answers to the quiz.
- Player points 116 are points given based on the performance of the player selected by the user.
- a quiz icon 101 On the item screen 90 and other screens to be described later, a quiz icon 101, a collection icon 102, a ball icon 103, an NFT icon 104, and a setting icon 105 are displayed as selectable items.
- the quiz icon 101 is an icon for an operation to transition to a quiz screen 140, which will be described later.
- the collection icon 102 is an icon for an operation to transition to a collection screen 160, which will be described later.
- the ball icon 103 is an icon for an operation to transition to the item screen 90.
- the NFT icon 104 is an icon for an operation to display an item as an NFT work.
- the settings icon 105 is an icon for an operation to transition to a settings screen (not shown). These icons also present the current screen, and in the case of the item screen 90 as shown in FIG. 5, the ball icon 103 is displayed in a manner different from other icons. For example, in FIG. 5, the frame of the ball icon 103 is highlighted and displayed thicker than the frames of other icons.
- the WOW button 120 is displayed as shown in FIG.
- a WOW button 120 is displayed on the terminal device 5 at the timing of a good play during a match, and the user can operate the WOW button 120.
- the WOW button 120 is displayed.
- the user can arbitrarily operate the WOW button 120 depending on his or her feelings, such as emotion, admiration, intimidment, excitement, etc., regarding the play.
- the operation information of the WOW button 120 is acquired by the main server 2 as one of the user reaction information. Note that the WOW button 120 may be constantly displayed on the item screen 90, for example, so that the user can operate it at any timing.
- a quiz window 121 may be displayed on the item screen 90 as shown in FIG. 7.
- the contents of the quiz are displayed, and an answer button 122 is also displayed.
- the user can answer the quiz by checking the answer items or by operating the answer button 122.
- Information on the user's answers to the quiz is acquired by the main server 2 as one of the user reaction information.
- the item screen 90 displays the item 100 as the main content, but the main server 2 performs a process of changing the item 100 displayed on the terminal device 5 according to match information or match information and user information.
- Digital item generation control processing That is, this is editing processing of the item 100 by the function of the item/content generation section 45 in FIG.
- FIGS. 8 to 11 An example is shown in FIGS. 8 to 11.
- FIG. 8 shows a state in which an item 100 as a blank ball is displayed on the item screen 90.
- FIG. 9 shows a state in which an item 100 in which a team logo is added to a blank ball is displayed on the item screen 90.
- FIG. 10 shows a state in which an item 100 is displayed on the item screen 90, with some colors changed and a portrait of a player added.
- FIG. 11 shows a state in which the final item 100 is displayed at the end of the match.
- the item 100 that is a blank ball at the start of the match is edited according to match progress information, user reaction information, etc., and the item 100 with the final design is completed at the end of the match.
- the main server 2 can generate and provide unique items 100 to the user for each match or user by editing the items 100 in accordance with the progress of the match and the user's actions.
- the main server 2 can provide the completed item 100 to the user as a user-specific digital item for free or for a fee. For example, it can be added to the user's collection as the user's NFT work.
- the item 100 on the item screen 90 may be a still image, but may also be a moving image or an image with predetermined movement.
- a moving image or an image with predetermined movement For example, in the case of the ball item 100, an image of the ball rotating may be used.
- the item 100 may be displayed with movement such as rotation by the user's operation.
- FIG. 12A shows a quiz screen 140.
- the main server 2 provides the terminal device 5 with a quiz screen 140.
- the main server 2 may automatically display the quiz screen 140 on the terminal device 5 at some timing.
- the main server 2 may automatically display the quiz screen 140 at a timing after the user logs in (timing before the game starts) or at a preset timing (predetermined timing within the inning). good.
- the quiz provision by the quiz window 121 as shown in FIG. 7 and the quiz provision by the quiz screen 140 in FIG. 12A may be used together, or only one of them may be performed.
- the quiz screen 140 in FIG. 12A includes quiz content 141 and an answer section 142.
- the quiz content 141 is to select the area in which a ball will fly into the audience seats of a baseball stadium.
- the answer section 142 When the user selects an arbitrary area and operates the answer section 142, that becomes the answer. For example, if a hit ball hits the audience seats as a home run or a foul, if the ball hits the area selected on the quiz screen 140, it means that the user answered the quiz correctly.
- FIG. 12B shows the quiz result screen 149. This is an example in which a home run ball flies into an area selected by a user, and a quiz result indicating that the answer is correct is displayed for the user.
- the result of a correct answer is also one type of user reaction information, and points may be awarded or the item 100 may be edited depending on the correct answer.
- FIG. 13A and 13B are examples in which an item 100 that is an NFT work is displayed on the item screen 90.
- the main server 2 provides the item screen 90 to the terminal device 5, and displays the item 100 that is an NFT work.
- FIG. 13A is a screen where an item 100 generated for a person with a high ranking of acquired points is approved as an NFT item.
- FIG. 13B shows a screen where the item 100 generated when the team that is rooting for the championship wins is approved as an NFT item.
- FIG. 14 is an example of the collection screen 160.
- a user can acquire items 100 for each match by logging into the match coordination service and generating items 100 for each match.
- the main server 2 manages items 100 for each user. When a user operates the collection icon 102, the main server 2 provides the user's collection screen 160 to the terminal device 5. This allows the user to view a list of items 100 acquired in the past.
- the above is an example of a screen provided by the match coordination service.
- the main server 2 performs editing of the item 100 according to match information and user information as a main process for the match coordination service, and presents the item 100 to the user on the terminal device 5.
- the item 100 is preferably an item related to the competition. From this point of view, examples of items 100 include images of balls, bats, uniforms (hats, clothes, shoes, wristbands), player portraits, team character logos, mascot logos, team mascots, cheerleaders, and the like.
- the match coordination service may be such that the user not only collects the ball item 100 but also collects the bat or team character item 100.
- it may be possible to edit characters according to match information or user information. It is also conceivable that actual cheerleaders could be made virtual, and their costumes, hairstyles, and makeup could be modified according to game information and user information.
- the types of these items 100 may be determined on the main server 2 side, but the user may be able to select any item 100.
- the item 100 is edited according to match information and user information. Give an example of what information is edited and how.
- the match information includes, for example, match scores/results, stats, player profiles (birthdays, etc.), season, weather, starting members, EPTS data, and the like.
- the user information includes quiz answers, operation of the WOW button 120, user position, user attribute information, fan reaction, and the like.
- the main server 2 edits the items 100 according to the progress scores and results of the match. For example, by editing to express whether the cheering team is leading, being led, by a narrow margin, tied, winning, losing, etc., the display can be displayed according to the match situation.
- the main server 2 may edit the item 100 to reflect the season and weather. For example, the background may be changed depending on the weather. You can generate 100 items that will remind you of your experience on the day of the match.
- the main server 2 may edit the item 100 differently depending on the starting members and substitute members.
- the items 100 may be edited depending on which players are on the bench, whether or not the players who are being cheered on have played an active role.
- the main server 2 may change the items 100 according to the results and conditions of the players and teams before the start of the match. For example, the item 100 is changed depending on the current ranking in a league match, the type of match such as semi-finals or finals in a tournament, etc. When the item 100 is a portrait of a player, the item 100 may be changed depending on the player's performance or condition.
- the main server 2 records player performance during games (strikeouts, stolen bases, home runs, multi-hits, etc.), achievement records (consecutive at-bat hits, consecutive at-bat home runs, shutout victory, no-hitter, complete game, etc.). You may change the item 100 according to. This is suitable for generating the item 100 according to the content of the match.
- the main server 2 may use EPTS data as match information and change the item 100 depending on the number of revolutions of a pitcher, the initial velocity of a batted ball, and the like.
- EPTS data By changing the item 100 in response to the detection of a special action, edits unique to the game are added to the item 100.
- the item 100 may be changed by determining characteristic motions, plays, etc. of the player the user is rooting for using EPTS data.
- the main server 2 edits the items 100 according to the presence or absence of the user's answers to the quiz, correct/incorrect answers, operation of the WOW button 120, etc. Thereby, the item 100 can be changed according to the user's degree of participation in the match and the match coordination service.
- the main server 2 may change the items 100 depending on the user's location.
- the item 100 may be different for a person in the stadium and a person watching television.
- the main server 2 may change the items 100 according to the user's profile. For example, when it is the user's birthday, the design of the item 100 is made different from the usual design. It is also conceivable to associate the user's profile with match information to create an opportunity to edit items, such as changing the item 100 when a player with the same birth month or same birthplace as the user performs.
- match information may be prioritized (weighted). For example, the priority of match information in exciting scenes during one match may be given high priority. More specifically, for example, information about the second half (for example, the fifth and seventh innings in baseball) of the progress of one game is given a high priority. Since the fifth and seventh innings of a baseball game are often the most exciting, it is conceivable to give stats data a high priority.
- Stats data regarding teams and players that a user supports may be weighted and referenced with respect to that user.
- the priority may be dynamically changed depending on important scenes or game point scenes. Considering the flow of the game, it is conceivable to increase the priority of statistical data in important cases. The excitement can also be determined by the cheers of the audience, so the priority may be changed accordingly.
- Editing the item 100 may include changing the color, pattern, text, or image of the item 100. Furthermore, the background color or pattern of the item 100 may be changed or text may be added. It is also conceivable to change the size and form of the item 100. Sound may be added to the item 100. Further, motion may be imparted to the item 100 itself, such as the rotation of a ball or the swing of a bat. A link with other content may be added to the item 100. A QR code (registered trademark), a coupon, etc. may be added to the item 100.
- editing of the item 100 may be performed on a portion of the item 100 instead of the entire item 100.
- each part of the ball bordering on the seam may be colored.
- the user can obtain the item 100 edited in this way, the user may not only collect the item 100 but also provide a service as a benefit. For example, by presenting an edited item, the user can receive special goods, or use a QR code, coupon, etc. attached to the item.
- the item 100 when the item 100 is not completed, such as during a match, for example, the item may be edited/processed/information may be added according to the answers even if the item 100 is not answered correctly in a quiz. If you do not participate in the quiz, a "blank ball" may be output.
- the following examples can also be considered.
- the items 100 collected by the user can be used in other content (games, etc.).
- the items 100 collected by the user can be used in other content (games, etc.).
- data linked to item 100 strength, speed, rotation, etc. corresponding to item 100 are stored.
- the saved data will be reflected in other games. What kind of data to save can be decided depending on the game used.
- Item 100 may be displayed in other content related to the match.
- the item 100 is displayed in content such as a digest video of a match, comic content that is a comic of a match, or a collection of still images of a match.
- the main server 2 or the terminal device 5 manages information on what kind of information, such as match information or user information, was used to generate the item 100. Such information may be used as a basis for determining the value of item 100.
- Item 100 can be bought, sold, and exchanged. Transactions such as buying, selling, and exchanging the item 100 may be done off-chain or on-chain.
- Rights may be granted to the user who owns the item 100. For example, a user who owns an item 100 with a specific design added, a user who owns an item 100 that ranks high in the point ranking, etc. is given the right to have a player's digital signature added.
- Example 1 A user who has logged in to the match coordination service selects an area (one section of the stadium) before the match (see FIG. 12A). When a ball hit by a player enters the selected area, points are added, and the color and pattern of the item 100 changes as the points (number of balls hit) increase.
- Example 2 Based on user information and match information, when the player the user is paying attention to makes a hit during a match, the player's graphic superimposed on item 100 will be displayed larger than before the hit, and the team's mascot character will appear. Additional motions may be added.
- Points increase the multiplier that can be earned during exciting innings, such as the 5th and 7th innings in the case of baseball. Or increase the point multiplier for a specific player for each user. For example, points are added based on the number of hits by the cheering team, and the point multiplier is increased for hits in the 5th or 7th innings or for hits by cheering players.
- Example 4 Different displays are displayed depending on the location where the game is being played (for example, the stadium). For example, the item 100 itself displays special products at the stadium as items displayed within the item 100 or in the background.
- Example 5 The color, pattern, motion, etc. of the ball, which is an item 100, are made to change depending on the speed, rotation, type of pitch, altitude, etc. of the ball thrown by the pitcher.
- Example 6 A ball, which is an item 100, is displayed in rotation according to the spin direction of the ball thrown by a pitcher.
- displays based on EPTS data and image data VD are displayed inside and outside the ball, which is item 100. For example, if the number of revolutions is obtained as EPTS data, the number of revolutions may be displayed as text.
- a ball which is an item 100, is divided into areas by, for example, a seam, and edited so that the area gradually changes according to match information and user information. You can edit not only the front side of the ball, but also the back side.
- Example 8 The way the ball rotates when the user performs an operation of touching the ball as the item 100 is changed depending on match information, user information, points, etc. For example, people with high points can increase the speed of the ball's motion.
- a motion that distorts the ball or a motion that gradually changes the size, color, etc. may be generated.
- a ball game is particularly suitable as a competition that uses the EPTS system.
- competitions other than ball games may also be used. For example, it can be used in gymnastics, skating, track and field, swimming, judo, kendo, boxing, fencing, etc.
- Item 100 can be considered depending on the competition. Possible examples include a soccer ball for soccer, boxing gloves for boxing, and a racket for tennis. Match information is also assumed for each competition.
- the statistical data includes the following.
- ⁇ Number of goals Number of goals during the season
- ⁇ Number of shots Number of shots taken
- ⁇ Number of shots on target Number of shots taken within the frame of the goal
- ⁇ Number of last passes Number of passes that resulted in a goal chance
- ⁇ Number of one-touch passes One touch
- ⁇ Number of passes ⁇ Number of aerial battles: Number of contests for the ball in the air
- ⁇ Number of tackles Number of attempts to retrieve the ball from the ball holder
- ⁇ Distance traveled Distance each player ran during the match
- FIG. 15 shows an example of the flow of processing while showing communication between the terminal device 5, the main server 2, and the data server 30.
- the data server 30 does not represent one specific device, but is shown as a source of match information for the main server 2.
- the processing of the terminal device 5 will be denoted by "U*”
- the processing of the main server 2 will be denoted by "MS*”
- the processing of the data server 30 will be denoted by "DS*" (* is a number), and will be explained in chronological order. .
- the main server 2 which provides match coordination services, acquires match information from the data server 30 before a match such as baseball.
- the match information in this case is match fixed information. Specifically, it is mainly statistical data and historical data up until the start of the game.
- the user logs into the match coordination service from the terminal device 5.
- the main server 2 performs login processing for the user's account, and starts processing of the match coordination service for the user.
- the main server 2 transmits an initial item 100 to the terminal device 5 and causes it to be displayed.
- item 100 is displayed as a blank ball in FIG.
- the terminal device 5 automatically or in response to a user's operation transmits user information to the main server 2 before the match starts.
- the user information in this case is user fixed information.
- the main server 2 may store the user fixed information for users registered in the match coordination service, the main server 2 may acquire the user fixed information from the storage 23 for the logged-in user.
- the terminal device 5 may transmit user information that the main server 2 does not store. For example, there is information on players and teams that the user particularly wants to pay attention to, such as players whose records are on the line in that match.
- the main server 2 may perform a process of displaying a questionnaire screen for notable players and teams on the terminal device 5 and obtaining responses from the users.
- the main server 2 transmits an item 100 according to the user information to the terminal device 5 and causes it to be displayed.
- an item 100 which is a ball with a team logo, is displayed based on the information of the user's support team. Note that if user information (for example, support team) can be obtained at the time of login, a ball with a team logo or the like may be displayed from the beginning instead of a blank ball. Alternatively, the item 100 may remain a blank ball until the game starts.
- the main server 2 can send a quiz to the terminal device 5 of the logged-in user before the start of the match. For example, as shown in FIG. 12A, a quiz screen 140 of an area where a batted ball will land is displayed. As for the quiz before the game starts, there is also a quiz to predict the players who will be active in the game. Note that it is not limited to quizzes, but may also be a questionnaire or the like.
- the terminal device 5 transmits to the main server 2 information on the user's answers to quizzes, questionnaires, etc. provided before the start of the match, in response to user operations.
- the main server 2 stores this as one of the user reaction information.
- the match information in this case is match progress information. Specifically, this includes EPTS data, image data, stats data for the match, analysis data, etc.
- the main server 2 edits items according to match information and user information during a match, and sends the edited items 100 to the terminal device 5. As a result, on the terminal device 5, the item 100 changes during the match.
- User information is transmitted from the terminal device 5 to the main server 2 during the match. For example, information such as the user's location information, actions, behavior, cheers, etc. is transmitted. The main server 2 stores this as one of the user reaction information.
- the main server 2 can send quizzes and questionnaires to the users' terminal devices 5 during the match. For example, quizzes based on the progress of the game, such as whether or not a player can score in a chance situation, can be considered. It is also possible to request a mission from the user. For example, the mission may be to request a photo shoot at a specific location, request to go to a specific location at a certain time, or upload footage of the game to SNS (Social Networking Service).
- SNS Social Networking Service
- the terminal device 5 transmits information on the user's answers to provided quizzes, questionnaires, etc. and information on mission completion to the main server 2 in response to user operations.
- the main server 2 stores this as one of the user reaction information.
- the main server 2 edits items according to match information and user information during a match, and sends the edited items 100 to the terminal device 5. That is, processing is performed to further change the item edited in processing MS11. In this way, the main server 2 performs item editing multiple times. This allows the terminal device 5 to change the items 100 in stages during the match.
- the terminal device 5 performs a process of changing the display mode of the item 100 in response to a user operation on the item 100.
- the main server 2 performs final editing of the item before and after the end of the match, and sends the edited item 100 to the terminal device 5. This becomes the item 100 that the user finally obtains in this match, and is provided to the user as, for example, an NFT item.
- the final item 100 is displayed on the terminal device 5.
- the main server 2 also stores information on the item 100 that the user acquired in the current match in the storage 23.
- the main server 2 can also generate content such as a digest video of a match, information about the match, or editing data for the item 100, and store it in the storage 23 as content or metadata related to the item 100.
- the item 100 may be invalidated, or the item 100 at that time may be stored in the storage 23 as the one acquired by the user.
- the user can check the items 100 he owns on the terminal device 5 on the collection screen 160 of FIG. Furthermore, the item 100 can be put up for sale on the market using the NFT market function 50, or the item 100 on sale can be purchased. Furthermore, the item 100 may be exchanged, posted on SNS, shared, etc.
- the item 100 will be generated as a personal digital item based on match information and user information.
- First processing example> A processing example of the main server 2 for realizing the above-mentioned match coordination service will be explained with reference to FIGS. 16 to 19.
- the following processing is an example of processing executed by the match coordination service function 40 of FIG. 3 in the calculation unit 21 of the main server 2.
- This process of the calculation unit 21 is a process executed by the CPU 71 when the information processing device 70 of FIG. 4 is configured as the main server 2. However, some of the processing may be performed on the terminal device 5 side. This process is executed by the CPU 71 when the information processing device 70 in FIG. 4 is configured as the terminal device 5.
- FIG. 16 shows the process after the terminal device 5 logs into the match coordination service.
- the calculation unit 21 acquires user information and match information for the logged-in user at the time of starting the service.
- step S102 the calculation unit 21 transmits the item 100 to the terminal device 5 for display based on the user information and match information. For example, a blank ball or a ball containing only a team logo is displayed as item 100.
- step S103 the calculation unit 21 acquires match information from the data server 30. Since the match information is continuously transmitted one after another, the calculation unit 21 acquires the transmitted match information every time in step S103.
- step S104 the calculation unit 21 performs a process of confirming and acquiring user information.
- the calculation unit 21 performs the processing shown in FIG.
- the calculation unit 21 determines whether it is an opportunity to request some kind of interaction from the user. For example, the calculation unit 21 determines whether or not it is an opportunity to present a quiz, a questionnaire, a mission, etc. based on match information and user information. The calculation unit 21 may determine an interaction opportunity when a specific inning ends, when a predetermined period of time has passed since the start of a game, when a specific play occurs, when a user takes a specific action, etc. It will be done.
- step S121 If it is determined that it is an interaction opportunity, the calculation unit 21 proceeds to step S121, generates information such as a quiz, questionnaire, mission, etc., transmits it to the terminal device 5, and presents it to the user, and proceeds to step S122.
- the calculation unit 21 may transmit a quiz with fixed content, or may generate a timed quiz by referring to match information. For example, based on match progress information, you can generate quizzes such as whether or not a certain record can be achieved in this match, or how many points you can score with the current chance, or generate quizzes about specific actions determined from EPTS data. You can also generate quizzes such as who is the player who performed a particular action?
- step S120 If the calculation unit 21 does not determine in step S120 that there is an interaction opportunity, the calculation unit 21 proceeds to step S122.
- step S122 the calculation unit 21 determines whether any user information has been received. For example, reception of operation information of the WOW button 120, user position information, answer information to quizzes and questionnaires, mission clear information, etc. is confirmed. Note that since the answer to the quiz or the like is based on the user's operation or the like, the timing is uncertain, and the answer is not necessarily obtained in step S122 immediately after step S121. That is, in step S122, it is determined whether or not the current position information, information arbitrarily input by the user, operation information such as the WOW button 120, answer information, information regarding the mission, information about cheers, etc., have been received. It is processing.
- step S123 acquires these pieces of information as user information (user reaction information). Note that since user information is unique information for each logged-in user, it goes without saying that the calculation unit 21 acquires and manages the information for each user.
- step S104 the calculation unit 21 proceeds to step S105 and performs editing processing and point processing for the item 100.
- the calculation unit 21 performs the processing shown in FIG. Note that FIG. 18 shows processing performed for each user.
- step S150 the calculation unit 21 determines whether or not it is an opportunity to edit the item 100 according to the match information.
- the editing opportunity for item 100 may be predetermined as the end of a specific inning, the occurrence of a specific play, the point in time when a point is scored, the time in which a specific record is achieved, or the like.
- the calculation unit 21 determines whether there is currently such an opportunity. If the calculation unit 21 determines that it is an opportunity to edit the item 100 according to the match information, the process proceeds to step S152.
- the process proceeds to step S151, and determines whether it is an opportunity to edit the item 100 according to the user information.
- the opportunity to edit item 100 is, for example, a point in time when a team that the user supports scores a score, a point in time that corresponds to the play of a player that the user is rooting for, a point in time that is related to the answers to a quiz or questionnaire, such as where a batted ball landed, Possible times are when information about mission completion is obtained, when there is a specific user interaction, etc.
- the calculation unit 21 determines whether there is currently such an opportunity. If the calculation unit 21 determines that it is an opportunity to edit the item 100 according to the user information, the process proceeds to step S152.
- the calculation unit 21 determines that it is an opportunity to edit the item 100 based on the match information and user information, it will perform the editing process on the item 100 from step S152 onwards. On the other hand, if it is not determined that there is an opportunity to edit the item 100 by referring to either the match information or the user information, the calculation unit 21 proceeds to step S157 without editing the item 100.
- step S152 the calculation unit 21 performs weighting settings.
- Weighting refers to setting weights when quantifying the value of match information or user information that is of interest in item editing. For example, as described above, a higher weighting coefficient may be set for the game progress information and user reaction information for the fifth and seventh innings than for other innings. It is also conceivable to set a higher weighting coefficient for the play of the user's cheering player than for the play of other players.
- the calculation unit 21 may perform weighting settings according to match fixed information or user fixed information. For example, the value may be increased for the play of a user on a birthday or a player on a birthday, or the weighting may be changed depending on the type of game such as a championship game.
- step S153 the calculation unit 21 digitizes the match information and user information.
- the calculation unit 21 converts the user reaction information into numerical values in order to specify its value.
- the quiz answering operations, results, WOW button operations, etc. up to that point are digitized and used as an evaluation value of the user's degree of participation in the match and match coordination service.
- quiz answers, correct/incorrect answers, timing of the WOW button 120, mission accomplishment, etc. are each digitized and used as an evaluation value of the user's participation.
- the calculation unit 21 also reflects the weighting settings in step S152 when converting into numerical values. For example, in a quiz to select an area as shown in FIG. 12A, an example is assumed in which the numerical value when a batted ball flies into the user's selected area in the 5th or 7th inning is higher than in other innings. Ru. Such numerical processing is performed on the user reaction information stored at that time, and the sum is used as an evaluation value of the user's degree of participation. Similarly, the game progress information may be quantified.
- step S154 the calculation unit 21 determines whether or not to edit the item. For example, digitized user reaction information and match progress information are compared with a predetermined threshold.
- step S155 If the numerical values of the user reaction information and match progress information exceed the threshold, the calculation unit 21 does not determine that editing is to be performed and proceeds from step S155 to step S157. In other words, item editing is not executed.
- the calculation unit 21 determines that editing is to be performed, and the calculation unit 21 proceeds from step S155 to step S156 to edit the item.
- the calculation unit 21 edits the item 100 by determining the editing content according to the type and content of the match information or user information determined to be an opportunity to edit the item, the total of the numerical evaluation values, and the like.
- the editing process includes the addition of designs and text that represent the progress of the match, play content, achievement records, etc., display of stats data, addition of designs and text that represent content in response to user interactions, and partial coloring of item 100. changes, addition of logos and characters, etc.
- content such as a replay video of a certain play, a free viewpoint image, and an animation may be generated and associated.
- the game is edited so that the ball evolves when you answer the quiz correctly.
- the background color may change depending on the match situation and whether the game is won or lost. For example, if you hit a home run, lead the game, or win the game, the background color becomes gold, and if you lose, the background color becomes red. Editing such as spinning the ball based on stats data or the like may also be used. There is also editing that superimposes player images, autographs, uniforms (uniform numbers), etc.
- the editing process it is also possible to edit, for example, privileges according to the ranking of the user's points. For example, those in the top rankings are given the right to receive a player's digital signature, and the digital signature is superimposed on the item 100.
- editing may be performed for each area of the item 100. For example, if the item 100 is a ball, the predetermined areas (parts, divisions) include the parts separated by seams or parts of the leather, and if the item 100 is a uniform, the sleeves, chest, collar, number, front, and back. Decide etc. Then, in step S156, the calculation unit 21 executes editing on a specific area of the item 100.
- step S157 the calculation unit 21 determines whether it is an opportunity to process points. For example, the calculation unit 21 determines whether the match information or user information currently being processed is related to point provision, and determines whether it is an opportunity to process points. If it is a point processing opportunity, the calculation unit 21 proceeds to step S158 and performs point grant processing. For example, the calculation unit 21 awards points according to the type and content of the match information or user information that caused the determination as a point processing opportunity.
- step S106 the calculation unit 21 proceeds to step S106 and performs a transmission process.
- This is a process of transmitting the edited item 100 and new point information to the terminal device 5.
- the terminal device 5 enters a state in which the edited item 100 and the updated point value are displayed. Note that if no item editing or point addition has been performed in the immediately preceding step S105 (processing in FIG. 18), there is no need to transmit to the terminal device 5 in step S106.
- step S107 the calculation unit 21 determines whether the item update has ended.
- the termination trigger may be input of information indicating the end of the game as match information, logout by the user, or the like. If the trigger for ending the item update is not detected, the calculation unit 21 returns to step S103 and repeats the above processing.
- step S108 the calculation unit 21 proceeds from step S107 to step S108, and performs a process of finally determining the state of the item 100 and storing it in the storage 23 as the item 100 acquired by the user. conduct. You may also make final edits at this time. For example, the calculation unit 21 adds a design for the final completed item 100, generates content related to the match and associates it with the item 100, links information, match information, user reaction information, item editing information, etc. Various information such as bonus information may be provided. Further, the calculation unit 21 may perform processing to make the item 100 an NFT item.
- FIG. 19 shows the processing of the calculation unit 21 of the main server 2 regarding the use of the item 100 after the match. Note that this process may also be considered as a process performed by the terminal device 5.
- the calculation unit 21 monitors a request to display the item 100 in step S201. For example, an operation by the user to request display of an item finally generated and stored in the storage 23 immediately after a match is monitored. Alternatively, an operation in which the user selects a certain item 100 on the collection screen 160 of FIG. 14 and requests display is monitored.
- step S202 the calculation unit 21 proceeds to step S202 and acquires the specified item 100 from the storage 23.
- step S203 the calculation unit 21 displays the item 100 on the terminal device 5.
- step S204 the calculation unit 21 monitors whether the user performs an item usage operation such as a sharing process or a sales request regarding the item. If the user performs an item usage operation, the calculation unit 21 proceeds to step S205 and performs the instructed process for the item 100.
- the NFT market function 50 includes processing for listing on the market, SNS upload processing, sharing processing, and the like.
- step S206 the calculation unit 21 determines whether the processing related to the item 100 has ended, and if it has ended, the processing ends.
- the user can use the item 100 generated by the match in other services, etc.
- the items 100 generated in the match may be obtained by the user for free, may be provided to those who have purchased them, to those who meet the conditions based on the correct answer rate of the quiz, or may be provided at random. Good too.
- FIG. 20 shows a second processing example. This FIG. 20 is an example in which user information is not used for editing the item 100. Note that the same processing as in FIG. 16 is given the same step number.
- step S101A the calculation unit 21 acquires match information at the time of service start for the logged-in user.
- the calculation unit 21 transmits the item 100 to the terminal device 5 and displays it based on the match information in step S102A. For example, a blank ball or a ball containing only a team logo is displayed as item 100.
- step S103 the calculation unit 21 acquires match information from the data server 30.
- step S105A the calculation unit 21 performs editing processing and point processing on the item 100. For example, the calculation unit 21 determines whether or not it is an editing opportunity based on the match information, and if it is an editing opportunity, executes editing according to the match information. Additionally, points are awarded according to match information.
- step S106 the calculation unit 21 performs a process of transmitting the edited item 100 and new point information to the terminal device 5. As a result, the edited item 100 and the updated point value are displayed on the terminal device 5.
- step S107 the calculation unit 21 determines whether the item update has ended. If the trigger for ending the item update is not detected, the calculation unit 21 returns to step S103 and repeats the above processing.
- step S107 the calculation unit 21 proceeds from step S107 to step S108, finalizes the state of the item 100, and performs processing to store it in the storage 23 as the item 100 acquired by the user. conduct.
- a processing example may be considered in which the generation control processing of the item 100 is performed according to match information without using user information. This makes it possible to create a match-linked service that generates digital items depending on the match situation. Note that even in this case, the process for utilizing items as shown in FIG. 19 can be performed in the same way after the match.
- the information processing device 70 as the main server 2 of the embodiment includes a calculation unit 21 that performs generation control processing of a digital item (item 100) corresponding to a match based on match information (see FIGS. 16 and 19). .
- the calculation unit 21 controls, as the generation control process for the item 100, a process in which, for example, a blank ball is gradually edited. As a result, an item 100 corresponding to the match is generated.
- the user can acquire the item 100 as a commemorative item corresponding to the match, and a service that allows the user to enjoy the match even more can be provided to the user.
- the target of editing is not limited to item 100 only.
- the background of the screen, other images of the item 100, the design of the team/score information 110, etc. may also be edited.
- the digital item is not limited to item 100.
- the calculation unit 21 of the embodiment manages user information related to a match, and performs digital item generation control processing according to the match information and user information (see FIGS. 16, 17, and 18).
- the calculation unit 21 edits the item 100 using not only match information but also user fixed information and user reaction information, so that the item 100 can be edited according to the user's individual attributes and actions. It will be completed. Therefore, the user can obtain a one-of-a-kind item, and services that increase user satisfaction can be provided.
- the user information includes user reaction information indicating user interaction regarding the match.
- the calculation unit 21 acquires information such as quiz answers, operation of the WOW button 120, the user's position, and rewards (results for the mission (photographing a specific part, viewing time, presence or absence of posting on SNS, etc.)) as user reaction information, and By editing the item 100 or assigning points accordingly, the user's actions are reflected, and the way the user enjoys watching the game can be expanded.
- calculation unit 21 performs the digital item generation control process based on the numerical value of the user reaction information (see step S153 in FIG. 18).
- numerical values based on user reaction information include values that indicate how much the user is participating in the match (points are calculated based on the user's participation in the match), points based on quiz results, reward points, etc. be.
- the display mode of the item 100 is changed according to these values. This allows the user's participation to be quantified and reflected in the item 100.
- the calculation unit 21 sets the weighting when quantifying the user reaction information based on the match progress information included in the match information, and calculates the value of the digital item based on the value determined by reflecting the weighting.
- game progress information includes time (first half of the game, second half of the game), innings/half, and score difference.
- level of expectation for victory and the level of fan excitement situations such as substitutions with popular pitchers, at-bats of batters with good records, bases loaded, etc.
- there are times when overall performance and individual records (hits/home runs, etc.) during the season are taken into account.
- Weighting settings are performed according to these match progress information, and the weighting when quantifying user reaction information is reflected. This makes it possible to edit items based on the situation and phase of the match and the user's reaction to them, and allows editing to be more tailored to each user's feelings about the match. It is also possible to further increase the possibility of generating unique items for each user.
- the calculation unit 21 calculates information about one user so as to reflect a comparison result between a numerical value of one user's user reaction information and a numerical value of another user's user reaction information.
- An example is given in which the generation control process for digital items is performed (see steps S154, S155, and S156 in FIGS. 13 and 18).
- editing such as special benefits according to the user's point ranking is performed. Those in the top rankings are given the right to receive the player's digital signature, and the digital signature is superimposed on the item 100. This can improve the user's enjoyment of participating in the match coordination service.
- the user reaction information includes answer information to a quiz provided in connection with a match (see FIGS. 7 and 17).
- the calculation unit 21 provides the terminal device 5 with a quiz related to the match, and obtains the answer information as user reaction information. As a result, it is possible to encourage active participation of users, obtain user reaction information, and promote diversification of items 100 for each user.
- the user information includes user position information related to the match. That is, the calculation unit 21 acquires the user's position information regarding the match and reflects it in editing the item 100. For example, there is information on viewing locations, such as match venues (stadiums, etc.), public viewing, and remote locations (television viewing). There is also information such as seating locations within the stadium and where people are stopping by. Furthermore, in the case of watching golf, the user position changes as the spectators move from place to place. By reflecting such positional information in editing, items 100 can be generated according to the user's viewing style, behavior, etc., and the diversification of items 100 can be promoted. In particular, by adding information and designs that identify the location and seats for watching a game, it is also possible to create items that will remind you of the experience you had while watching the game.
- the match information includes behavior information about either a person or an object related to the match, which is generated by analyzing captured images of the match.
- EPTS data (or analysis data based on EPTS data) was cited as an example of behavior information.
- skeletal capture data of a subject person can be obtained by analyzing an image taken of a match, and actions and behaviors of players and referees can be determined from the skeletal capture data.
- a captured image or sensing data SS of the sensor 4 can also be used.
- information on the movement of balls, bats, rackets, and other competitive objects can also be obtained. For example, the trajectory, number of rotations, direction of rotation, speed, etc. of the ball.
- EPTS data is used as match progress information
- a system that does not use EPTS data as match progress information can also be envisaged.
- behavior information based on the sensor 4, a pitching result of a player, a batting result, etc. based on the score data server 3 can also be used as behavior information. Even if this behavior information is used as match progress information, it is possible to execute the match coordination service.
- the calculation unit 21 performs digital item generation control processing according to user reaction information to information provided according to behavior information (see FIGS. 17 and 18).
- the calculation unit 21 presents quizzes, questionnaires, etc. to the user based on, for example, EPTS data, and acquires the user's operations, behavior, etc. as user reaction information.
- the item 100 is edited according to the user reaction information. Editing items based on user reaction information indicating user interaction with respect to user interactive items determined based on EPTS data in this way is suitable for generating unique items 100 for each user.
- the match information includes match progress information obtained from the progress of the match
- the calculation unit 21 performs the digital item generation control process based on the acquired match progress information.
- the calculation unit 21 edits the item 100 during the match according to match progress information obtained as the match progresses. This makes it possible to provide the user with items 100 that have been edited according to the development and play of the actual match.
- the match progress information is information obtained from the results of analysis of data detected regarding the match.
- dynamic information related to the match such as images related to the match, EPTS data analyzed from the sensing data SS obtained by the sensor 4, and furthermore, the actions and behaviors of players, and the match situation determined from the EPTS data, is included in the match progress information. included. This allows the item 100 to be dynamically edited according to dynamic information of the match.
- the calculation unit 21 performs digital item generation control processing so that the digital items are updated in accordance with the acquisition of match information.
- the calculation unit 21 edits the item 100 multiple times during the match based on information obtained from the progress of the match. In other words, the item 100 is updated during the match. This makes it possible to provide the user with items 100 that evolve according to the development and play of the match.
- the calculation unit 21 performs a process of storing a digital item as an item generated according to a match in response to a predetermined termination trigger (step S107 in FIGS. 16 and 20, (See S108).
- the item 100 at that point is changed to the item 100 generated by the match in response to information on the end of the match, information on the end of update of the item 100, logout from the match coordination service function 40 by the user, termination operation of the application program by the user, etc. be memorized as Therefore, the match coordination service allows the item 100 to be confirmed at the end of the match. Furthermore, even if the user logs out during the match, the item 100 is determined at that point. This allows items to be stored depending on the match or the user's situation.
- the calculation unit 21 performs a process of associating image content or additional information related to a match with a digital item in response to an end trigger (see step S108 in FIGS. 16 and 20).
- content related to a match includes a digest video of the entire match or a specific player, still images, and the like.
- the additional information may include a player's digital signature, a coupon, a QR code, etc.
- the calculation unit 21 performs a process of associating match information with a digital item in response to an end trigger (see step S108 in FIGS. 16 and 20).
- the information regarding the match includes match information (fixed match information, match progress information).
- match information fixed match information, match progress information
- match scores match scores, player performance data, EPTS data, etc.
- user information user fixed information, user reaction information obtained during the match may be associated.
- the calculation unit 21 defines a predetermined area for a digital item, and edits each area in the digital item generation control process.
- the predetermined areas include the parts separated by seams or parts of the leather, and if the item 100 is a uniform, the sleeves, chest, collar, number, front, and back. Decide etc.
- the calculation unit 21 then edits the items 100 for each area during the match. This allows the user to enjoy the items 100 that change from area to area as the game progresses.
- the areas to be edited may vary depending on the content of the match information and user information.
- the calculation unit 21 performs a process of imparting a motion related to match information to a digital item in the digital item generation control process.
- the item 100 may be given a motion corresponding to the highest value of the match (ball speed, rotation), a motion corresponding to a quiz given, a motion corresponding to a cheering player, etc.
- the ball as the item 100 may be rotated, and the rotation speed and rotation direction may be set.
- Such a motion is given to the item 100 in response to match information and user information (for example, notable players, quiz answers, etc.). Thereby, the way the item 100 is displayed can be varied for each user.
- the motion data given to the item 100 can also be used in other application programs by being stored in association with the item 100.
- the embodiment has mainly been described as processing of the calculation unit 21 of the main server 2, all or part of the processing of the calculation unit 21 may be executed by the CPU on the terminal device 5 side.
- the match cooperation service function 40 of the calculation unit 21 is installed as an application program in the terminal device 5, and the processing by the item/content generation unit 45 in FIG. 3, for example, is performed in the terminal device 5.
- the terminal device 5 has other functions, such as a match information acquisition section 41, a user information acquisition section 42, a match analysis section 43, a quiz generation section 44, a storage control section 46, etc., and the processing by these is performed by the terminal device 5. It's okay to be hurt.
- the program of the embodiment is a program that causes a CPU, a DSP (digital signal processor), an AI processor, or the like, or an information processing device 70 including these, to execute the processes shown in FIGS. 16 to 20. That is, the program of the embodiment is a program that causes an information processing device to execute a generation control process of a digital item corresponding to a match based on match information that is information regarding the match.
- the information processing device 70 constituting the information providing system 1 of the embodiment can be realized in, for example, a computer device, a mobile terminal device, or other equipment capable of executing information processing.
- Such a program can be recorded in advance in an HDD as a recording medium built into equipment such as a computer device, or in a ROM in a microcomputer having a CPU.
- the program may be a flexible disk, CD-ROM (Compact Disc Read Only Memory), MO (Magneto Optical) disk, DVD (Digital Versatile Disc), Blu-ray Disc (registered trademark), magnetic disk, semiconductor It can be stored (recorded) temporarily or permanently in a removable recording medium such as a memory or a memory card.
- a removable recording medium can be provided as so-called package software.
- it can also be downloaded from a download site via a network such as a LAN (Local Area Network) or the Internet.
- LAN Local Area Network
- Such a program is suitable for widely providing the information processing device 70 that constitutes the information providing system 1 of the embodiment.
- a program for example, by downloading a program to a mobile terminal device such as a smartphone or tablet, an imaging device, a mobile phone, a personal computer, a game device, a video device, a PDA (Personal Digital Assistant), etc., these devices can be used to provide the information of this disclosure. It can function as the information processing device 70 that constitutes the system 1.
- An information processing device comprising: a calculation unit that performs a generation control process of a digital item corresponding to the match based on match information that is information related to the match.
- the calculation unit manages user information regarding the match, and performs generation control processing of the digital item according to the match information and the user information.
- the user information includes user reaction information indicating user interaction regarding the match.
- the calculation unit performs generation control processing of the digital item based on a value obtained by converting the user reaction information into a numerical value.
- the calculation unit performs weighting settings when quantifying the user reaction information based on match progress information included in the match information, and controls generation of the digital item based on a value determined by reflecting the weighting.
- the information processing device according to (3) or (4) above, which performs processing.
- the calculation unit is configured to calculate the digital data for the one user so as to reflect a comparison result between the numerical value of the user reaction information of one user and the numerical value of the user reaction information of another user.
- the information processing device according to any one of (3) to (5) above, which performs item generation control processing.
- the information processing device according to any one of (2) to (7), wherein the user information includes location information of a user related to the match.
- the match information includes behavior information about either people or competitive objects related to the match, which is generated by analyzing captured images of the match. Information processing according to any one of (1) to (8) above. Device.
- the information processing device (9) above, wherein the calculation unit performs generation control processing of the digital item according to user reaction information with respect to information provided according to the behavior information.
- the match information includes match progress information obtained from the progress of the match, The information processing device according to any one of (1) to (10), wherein the calculation unit performs generation control processing of the digital item based on the acquired match progress information.
- the information processing device (12) The information processing device according to (11), wherein the match progress information includes information obtained from an analysis result of data detected regarding the match. (13) The information processing device according to any one of (1) to (12), wherein the calculation unit performs generation control processing of the digital item so that the digital item is updated in accordance with acquisition of the match information. (14) The information processing device according to any one of (1) to (13), wherein the calculation unit performs a process of storing the digital item as an item generated according to the match in response to a predetermined trigger. (15) The information processing device according to (14), wherein the calculation unit performs a process of associating the digital item with image content or additional information related to the match in response to the trigger.
- Information provision system Main server 3 Score data server 4 Sensor 5 Terminal device 5a Display section 10 Imaging device 11 Recording section 12 EPTS data generation section 21 Arithmetic section 22 Presentation control section 23 Storage 30 Data server 40 Match coordination service function 41 Match information Acquisition unit 42 User information acquisition unit 43 Match analysis unit 44 Quiz generation unit 45 Item/content generation unit 46 Storage control unit 70 Information processing device 71 CPU
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Abstract
Description
例えば特許文献1には、試合会場で試合の経過やプレー内容の情報をリアルタイムに取得し、センターで集中管理して第三者に提供するシステムが記載されている。
また特許文献2には、複数の競技場で行われる複数の試合の試合情報を逐次報告することが可能な通信処理システムについて記載されている。
例えば試合に関して決定された情報、試合の進行によって生じた情報などの試合情報に応じて、デジタルアイテムが新たに生成されたり最終的なデジタルアイテムの生成過程として編集されたりするようにする。
<1.システム構成>
<2.試合連携サービスの画面及び内容例>
<3.試合連携サービスの流れ>
<4.第1の処理例>
<5.第2の処理例>
<6.まとめ及び変形例>
図1に実施の形態の情報提供システム1の概要を示す。
図1の情報提供システム1は、撮像装置10、メインサーバ2、スコアデータサーバ3、センサ4、端末装置5を備える。これらが相互の有線通信又は無線通信、又はネットワーク通信等を介して接続される。
これによりユーザが、試合自体の観戦の楽しみとともに、試合連携サービスで提供される楽しみも得ることができるようにする。
撮像装置10は例えば野球であれば、投手、野手、打者、走者の動きの分析や、ボールの軌道、球種、速度、回転等を判定するめの画像を撮像するものとして用いる。
具体的には撮像装置10は、骨格キャプチャデータとして、このようなEPTSデータを得るための画像の撮像を行う。
また撮像装置10による撮像画像は、試合等の実写画像として用いることもできる。
或いは撮像装置10で得られる撮像画像がメインサーバ2に送信され、メインサーバ2側でEPTSデータを生成するようにしてもよい。
センシングデータSSはメインサーバ2に送信されてもよいし、或いは野球場等の競技場側でEPTSデータを生成する不図示の情報処理装置に入力されてもよい。
スコアデータサーバ3は、スコアデータSDを、試合中に逐次メインサーバ2に送信してもよいし、例えば試合後にその試合のスコアデータSDの全てを一括して送信してもよい。
例えば試合のイニング毎の得点、出場選手の情報などの試合全体の情報だけでなく、投手の投球の1球毎の情報を含む。例えば1球毎に、投球時刻、投手名、打者名、打者の左右別、1塁/2塁/3塁の走者の有無、走者名、ストライク・ボールカウント、ボール/ストライクの別、アウトカウント、打撃結果(安打、空振り、見逃し、ファール、ゴロアウト、フライアウト、邪飛等)、球速、球種、回転数、回転軸、コース、その他の各種の情報を含む。
但し、端末装置5において試合連携サービスの画像を表示させるための処理をクラウドサーバ以外の情報処理装置で行ってもよい。例えば試合会場に設置されたパーソナルコンピュータ等の情報処理装置がメインサーバ2としての機能を備え、骨格キャプチャデータの取得や提供する画像を生成する処理等を行うことも考えられる。さらには端末装置5がメインサーバ2としての機能を兼ね備え、骨格キャプチャデータの取得や画像生成する処理等を行うことも考えられる。
またメインサーバ2にデータを供給する部位をデータサーバ30として示している。
収録部11、EPTSデータ生成部12は、一方又は両方が、競技場に配置される情報処理装置によって実現されてもよいし、一方又は両方がメインサーバ2側に設けられてもよい。
各撮像装置10は、同期がとられた状態で動画としての撮像を行い、撮像画像を出力する。
またEPTSデータ生成部12は、撮像画像だけでなく、センサ4により得られるセンシングデータSS、例えばボールに埋め込んだ加速度センサや、選手のユニフォームに付けたGPSセンサからの情報を使ってEPTSデータを生成してもよい。
従ってEPTSデータは、試合に関連する人物(投手、打者、走者など)或いは競技物(ボール、バットなど)のいずれかについての挙動情報の例となる。
撮像装置10で撮像された画像データVDも例えばEPTSデータ生成部12を介してメインサーバ2に送信される。
またセンシングデータSSがメインサーバ2に送信されて、そのままメインサーバ2の処理に用いられてもよい。
ストレージ23はメインサーバ2の内部記憶媒体でもよし、メインサーバ2を構成する情報処理装置とは別体の記憶媒体でもよい。
また端末装置5からは、試合連携サービスの提供中におけるユーザインタラクションの情報が演算部21に入力されることもある。
例えばスタッツデータとは、選手やチームの成績情報である。例えば野球の投手の場合のスタッツデータの例を挙げると、チーム名、所属リーグ、勝利数、敗北数、防御率、登板試合数、完投数、完封数、セーブ数、セーブ機会数、投球回数、失点数、自責点数、被本塁打数、与死球数、与四球数、敬遠・故意四球数、奪三振数、被安打率、1投球回あたりに出した走者数(WHIP:Walks plus Hits per Inning Pitched)、ゴロ/フライアウト比率などがある。
また、チーム、選手の過去の成績だけでなく、現在進行中の試合の現時点までのチームや各選手の成績の情報、即ち詳細な試合経過の情報、出場登録選手の情報、スターティングメンバーの情報、交代選手の情報等もスタッツデータに含まれる。
このデータ解析部32の機能は、メインサーバ2に設けられてもよいし、他の情報処理装置により実現されてもよい。
解析データとしては具体的には、EPTSデータやセンシングデータSS等から判定される選手の特定の動作、ボールの軌跡等が想定される。
この試合情報とは、内容的には、試合自体に関する情報や、試合を行う選手やチームの情報を指すものとして、後述のユーザ情報と区別している。
試合自体に関する情報とは、試合日時、会場、天候、スコア、試合の進行に関する情報(現在のイニング、アウトカウント)などがある。
選手の情報とは、各選手の試合での成績、過去の成績、試合の画像、プレー内容、選手の動きの情報など、選手個人毎の情報がある。
チームの情報とは、チームの試合での成績、過去の成績、試合の画像、出場選手、控え選手など、チーム全体の情報である。
なお、これらの「試合情報」となるEPTSデータ、センシングデータSS、画像データVD、スタッツデータ、ヒストリカルデータ、解析データは、それらの全てが演算部21に送信されるものとする必要はない。例えばこれらのうち少なくとも1つが演算部21に送信されることで、演算部21は試合連携サービス機能40のための処理を行うことができる。
本開示でいう「試合情報」については、その情報ソースとして次の2通りがある。
・スコアデータサーバ3から提供される情報
・撮像装置10やセンサ4からの信号を元として得られる情報
この2種類の情報ソースから得られる情報の内容は異なる物もあれば同じものもある。
例えば開催地、試合開始日時、季節、チーム、スターティングメンバー、試合開始時の天候や気温等の気象情報、試合前までのチーム成績、ベンチ入り選手、試合前までの選手やチームの成績(スタッツデータ、ヒストリカルデータ)、審判、試合の種別(公式戦、優勝決定戦、優勝マジック点灯試合等)、試合前の選手のコンディション、選手のプロフィール(誕生日、出身地等)等がある。
例えば試合のスコア(試合経過/結果)、進行イニング/時間/ハーフ、試合中の気候変化、試合進行に伴った選手やチームの成績(スタッツデータ、ヒストリカルデータ)、出場選手、選手の行動(EPTS情報/センシングデータSS/解析データ)、試合の画像データVD、達成記録等がある。
ここではユーザ情報の内容的な種別を考え「ユーザ固定情報」「ユーザ反応情報」に分類する。
例えばユーザのアカウント情報、アドレス情報、属性情報、試合連携サービスに関する履歴情報、所有アイテムの情報などがある。属性情報としては、年齢、性別、居住地、メールアドレスなどの基本的な情報や、さらには試合連携サービスに関連して応援しているチームや選手を示す情報などが含まれても良い。
なおユーザ固定情報の一部や全部は、例えば試合連携サービス機能40に登録したユーザについて予め入力し、ストレージ23等に記憶しておいてもよい。
例えば試合連携サービスによって提供されたクイズ等に対する回答入力や、今回の試合についてユーザが入力する応援するチームや選手を示す情報、試合中にユーザが入力する情報(後述するWOWボタン120の操作情報など)、ユーザの観戦場所や現在位置や座席の情報、ユーザ(又は観客全体)の歓声の情報などがある。
NFTマーケット機能50は、ユーザが取得したNFT作品を出品販売したり、或いは出品されているNFT作品を購入したりできるサービスである。
例えば本実施の形態の場合、試合連携サービス機能40で生成されるデジタルアイテム(アイテム100)は試合の経過及びユーザインタラクションによって編集されていくものであり、最終的にはユーザ固有のデジタルアイテムとなる。これをNFT作品としてNFTマーケット機能50において出品したり購入したりすることができるようにする。
スマートコントラクト機能51は、売買取引について、所定条件に応じて所定の売買処理を自動的に実行する機能である。
決済機能52は、売買に関しての決済処理を行う機能である。
またユーザは試合連携サービス機能40により自分が取得したデジタルアイテムを出品したり、他人が出品したデジタルアイテムを購入したりすることができる。
試合連携サービス機能40としての機能の一部は端末装置5側で処理することも可能である。
例えばクイズ生成部44、試合解析部43及びアイテム/コンテンツ生成部45の一部のコンテンツ生成機能(ハイライト、自由視点画像等)は、試合連携サービス機能40の外部で実行することも考えられる。
演算部21は、少なくとも試合情報に基づいて試合に対応するデジタルアイテムの生成制御処理を行うものとすればよい。
そして情報処理装置70は、例えば専用のワークステーションや、汎用のパーソナルコンピュータ、モバイル端末装置等として構成することができる。
なお画像処理部85はCPU71内の機能として設けられてもよい。
入力部76によりユーザの操作が検知され、入力された操作に応じた信号はCPU71によって解釈される。
表示部77は、CPU71の指示に基づいて表示画面上に各種の画像表示を実行する。また表示部77はCPU71の指示に基づいて、各種操作メニュー、アイコン、メッセージ等、即ちGUI(Graphical User Interface)としての表示を行う。
例えばこの情報処理装置70をメインサーバ2として考える場合、記憶部79は、記憶制御部46によって情報が記憶されるストレージ23の一例と考えることができる。
通信部80は、インターネット等の伝送路を介しての通信処理や、各種機器との有線/無線通信、バス通信などによる通信を行う。
ドライブ82により、リムーバブル記録媒体81からは画像ファイル等のデータファイルや、各種のコンピュータプログラムなどを読み出すことができる。読み出されたデータファイルは記憶部79に記憶されたり、データファイルに含まれる画像や音声が表示部77や音声出力部78で出力されたりする。またリムーバブル記録媒体81から読み出されたコンピュータプログラム等は必要に応じて記憶部79にインストールされる。
試合連携サービスにおいて実現される端末装置5における画面例を説明する。
試合連携サービスは、野球等の競技の試合に関連する試合情報に応じて、競技に関係するデジタルアイテムに対して、生成(アイテム自体の編集処理やアイテムに対する情報付与等)を行うサービスである。
提供画面の1つとしてアイテム画面90がある。アイテム画面90は、デジタルアイテムであるアイテム100を表示させる画面である。
アイテム100は、例えば競技に関連するデジタルアイテムとされ、野球の場合は、野球のボールなどのデザインとなる。例えばこの例では、ボールにチームロゴ等が付加されたデザインのデジタルアイテムとされている。
チーム/スコア情報110では、対戦チームがチームのロゴやマスコットマークなどで表示されるとともに、現在の試合のスコアが表示される。
例えばポイント情報111としては、現在ポイント112、ランキング113、アクティブポイント114、クイズポイント115、プレーヤーポイント116等が含まれている。
ポイント情報111は、対象の試合に関してユーザが取得したポイントを示すものであり、現在ポイント112は現在ユーザが今回の試合において獲得しているポイント、ランキング113は、ログインしている全ユーザの中のポイントの順位を示している。
アクティブポイント114はユーザの入力や行動などに応じて付与されたポイントなどである。
クイズポイント115はクイズに対するユーザの回答により付与されたポイントである。
プレーヤーポイント116はユーザが選択した選手の成績などにより付与されたポイントである。
またこれらのアイコンは現在の画面を提示するものでもあり、図5のようにアイテム画面90の場合は、ボールアイコン103が他のアイコンと異なる態様で表示される。例えば、図5では、ボールアイコン103の枠が他のアイコンの枠よりも太く強調して表示されている。
例えば試合連携サービスでは、試合中の良いプレーなどのタイミングで、端末装置5にWOWボタン120を表示させ、ユーザが操作可能とする。例えば、試合中にヒットやホームランを打ったことを検知したタイミングや、投球速度が閾値より速いことを検知したタイミングや、予め設定されたタイミング(7回目のイニング内の所定のタイミング)などで、WOWボタン120を表示させる。また、ユーザは例えばプレーに対して感動、感心、驚愕、興奮等の感情に応じて任意にWOWボタン120を操作することができる。WOWボタン120の操作情報は、ユーザ反応情報の1つとしてメインサーバ2に取得される。
なお、WOWボタン120は例えばアイテム画面90において常時表示させていて、ユーザが任意のタイミングで操作できるようにしてもよい。
クイズウインドウ121にはクイズの内容が表示されると共に回答ボタン122が表示される。ユーザは回答項目に対するチェック操作や回答ボタン122の操作で、クイズの回答を行うことができる。
クイズに対するユーザの回答の情報は、ユーザ反応情報の1つとしてメインサーバ2に取得される。
図8はアイテム画面90においてブランクボールとしてのアイテム100が表示されている状態である。
図9はアイテム画面90においてブランクボールにチームロゴが加えられた状態のアイテム100が表示されている状態である。
図10はアイテム画面90において、一部の色が変化され、また選手の肖像が加えられた状態のアイテム100が表示されている状態である。
図11は試合終了時点で最終的なアイテム100が表示されている状態である。
メインサーバ2は、このようなアイテム100の編集を、試合経過やユーザの行動に応じて実行していくことで、試合毎或いはユーザ毎に、ユニークなアイテム100を生成してユーザに提供できる。
またアイテム100に対するユーザの操作により、回転等の動きを加えるような表示を行っても良い。
例えばユーザがクイズアイコン101を操作した場合、メインサーバ2は端末装置5にクイズ画面140を提供する。或いはメインサーバ2は何らかのタイミングで自動的に端末装置5にクイズ画面140を表示させるようにしてもよい。例えば、メインサーバ2は、ユーザがログインした後のタイミング(試合開始前のタイミング)や、予め設定されたタイミング(イニング内の所定のタイミング)などで、自動的にクイズ画面140を表示させてもいい。
また図7のようなクイズウインドウ121によるクイズ提供と、図12Aのクイズ画面140によるクイズ提供を併用しても良いし、一方のみを実行してもよい。
例えばホームランやファールとして打球が観客席に飛び込んだ場合、その場所が、クイズ画面140で選択していたエリアであったら、そのユーザはクイズに正答したということになる。
ユーザがコレクションアイコン102を操作することで、メインサーバ2はそのユーザのコレクション画面160を端末装置5に提供する。これによりユーザは過去に取得したアイテム100を一覧することができる。
メインサーバ2は、試合連携サービスのための主たる処理として、試合情報やユーザ情報に応じたアイテム100の編集等を行い、端末装置5でユーザに提示する。
また実際のチアリーダーをバーチャル化し、試合情報やユーザ情報に応じてチアリーダーの衣装や髪型やメイクを加工していくということも考えられる。
またユーザ情報(ユーザ固定情報やユーザ反応情報)として、クイズ回答、WOWボタン120の操作、ユーザ位置、ユーザの属性情報、ファン反応などがある。
例えば、1試合の経過のうち、盛り上がるシーン内の試合情報の優先度を高くしてもよい。より具体的には、例えば1試合の経過のうち、後半(例えば野球なら第5イニング、第7イニング)の情報について優先度を高くする。野球の試合において第5イニング、第7イニングは盛り上がることが多いので、スタッツデータの優先度を高くしておくことが考えられる。
ユーザが応援するチームや選手についてのスタッツデータは、そのユーザに関しては重み付けして参照するようにしてもよい。
観客の歓声によっても盛り上がりが判定できるので、それによって優先度を変えてもよい。
アイテム100の編集として、アイテム100に対して色、模様、テキスト、画像を変化させることが考えられる。またアイテム100の背景の色や模様を変化させたりテキスト付加したりしてもよい。
アイテム100のサイズや形態を変化させることも考えられる。
アイテム100に音を付加してもよい。
またボールの回転やバットのスイングなどのアイテム100自体へのモーション付与を行ってもよい。
アイテム100に対して、他のコンテンツとのリンク付加等を行ってもよい。
アイテム100に対して、QRコード(登録商標)、クーポン等の付加等を行ってもよい。
例えばボールの縫い目を境にした部位毎に色を付けるなどである。
例えばユーザが編集されたアイテムを提示することで、特別なグッズがもらえるようにしたり、アイテムに付加されたQRコード、クーポンなどを活用できるようにしたりする。
ユーザが収集したアイテム100は、他のコンテンツ(ゲーム等)で使えるようにする例がある。
例えばアイテム100に紐づくデータとして、アイテム100に対応する強さ、速度、回転等を保存しておく。そして保存したデータを、他のゲームにおいて反映させるようにする。どのようなデータを保存するかは使うゲームによって決められればよい。
試合連携サービスにログインしたユーザは試合前にエリア(スタジアムを区切った一つ)を選ぶ(図12A参照)。選んだエリアに選手が打ったボールが入ると、ポイントが加算され、ポイント(打球が入った本数)が増えるのに応じてアイテム100の色や模様が変化する。
ユーザ情報と試合情報から、ユーザが注目している選手が試合中にヒットを打つと、アイテム100に重畳された選手のグラフィックがヒットを打つ前よりも大きく表示されたり、チームのマスコットキャラクターが登場するモーションが追加されたりする。
ポイントは、野球の場合は第5イニング、第7イニングのように盛り上がる回で取得できる倍率を上げる。或いはユーザ毎に特定の選手に関してポイント倍率を上げる。例えば応援チームのヒット数でポイントが加算されるようにすると共に、第5イニング、第7イニングのヒットや、応援選手のヒットの場合はポイント倍率が上がるようにする。
試合が行われている場所(例えば、球場)によって異なる表示をする。例えばアイテム100自体、アイテム100内や背景に表示する物として、球場の場所の特産物を表示させる。
投手が投げるボールのスピード、回転、球種、高度等によって、アイテム100であるボールの色、模様、モーション等が変わるようにする。
投手が投げるボールのスピンの方向に合わせて、アイテム100であるボールを回転表示させる。またアイテム100であるボールの内外に、EPTSデータや画像データVDに基づく表示をする。例えばEPTSデータとして回転数が得られる場合は、回転数をテキスト表示するなどである。
アイテム100であるボールを、例えば縫い目で分ける等してエリア分けし、試合情報やユーザ情報に応じてエリア毎に徐々に変化するように編集する。ボールの表面だけでなく、裏側を編集してもよい。
ユーザがアイテム100としてのボールを触る操作をしたときの回転の仕方を、試合情報やユーザ情報、或いはポイント等によって変える。例えばポイントが高い人はボールのモーションの速度を速くできる。触る操作に応じては、ボールの回転以外にも、ボールを歪ませるモーションや、サイズや色などが徐々に変化するようなモーションを生じさせてもよい。
試合情報も競技毎に想定される。
・ゴール数:シーズン中のゴール数
・シュート数:シュートを打った数
・枠内シュート数:ゴールの枠内に打ったシュート数
・ラストパス数:ゴールチャンスになったパス数
・ワンタッチパス数:ワンタッチでパスした数
・空中戦数:空中にあるボールを競り合った数
・タックル数:ボール保持者に対してボールを取りに行った数
・走行距離:各選手についての試合中に走った距離
試合連携サービスの処理の具体的な流れの例を図15で説明する。図15では端末装置5、メインサーバ2、及びデータサーバ30の間での通信を示しながら処理の流れの例を示している。なお図2,図3で説明したようにデータサーバ30は1つの具体的な装置を示すものではなく、メインサーバ2に対する試合情報のソースという意味で示している。
以下、端末装置5の処理は「U*」、メインサーバ2の処理は「MS*」、データサーバ30の処理は「DS*」の符号を付し(*は数字)、時系列で説明する。
試合連携サービスを提供するメインサーバ2は野球等の試合前の段階でデータサーバ30から試合情報を取得する。この場合の試合情報は試合固定情報である。具体的には主に試合開始前までのスタッツデータやヒストリカルデータである。
ユーザは端末装置5から試合連携サービスにログインする。メインサーバ2はユーザのアカウントについてログイン処理を行い、そのユーザに対して試合連携サービスの処理を開始する。
メインサーバ2は端末装置5に対して初期的なアイテム100を送信して表示させる。例えば図8のブランクボールとしてアイテム100が表示されるようにする。
端末装置5からは自動的に、或いはユーザ操作に応じて、試合開始前の段階でのユーザ情報をメインサーバ2に送信する。この場合のユーザ情報はユーザ固定情報である。但し、ユーザ固定情報は、試合連携サービスに登録したユーザについてメインサーバ2が記憶しておいても良いため、メインサーバ2はログインユーザに対してストレージ23からユーザ固定情報を取得してもよい。
また、端末装置5からは、メインサーバ2が記憶していないユーザ情報を送信することもある。例えばその試合において記録がかかっている選手など、ユーザが特に注目したいと思っている選手やチームの情報などがある。メインサーバ2は、注目選手やチームのアンケート画面などを端末装置5に表示させ、ユーザの回答を得るという処理を行ってもよい。
メインサーバ2は端末装置5に対してユーザ情報に応じたアイテム100を送信して表示させる。例えば図5のようにユーザの応援チームの情報に基づいて、チームロゴが入ったボールであるアイテム100が表示されるようにする。
なお、ログインの際にユーザ情報(例えば応援チーム)が取得できていれば、ブランクボールに代えてチームロゴが入ったボールなどを最初から表示させるようにしてもよい。或いは試合開始まではアイテム100はブランクボールのままとしてもよい。
メインサーバ2は試合開始前のタイミングで、ログインしたユーザの端末装置5に対してクイズを送信することができる。例えば図12Aのように打球が飛び込むエリアのクイズ画面140を表示させる。試合開始前におけるクイズとしては、その試合の活躍選手の予想クイズなどもある。なおクイズに限らずアンケートなどでもよい。
端末装置5からはユーザ操作に応じて、試合開始前の段階で提供されたクイズやアンケート等に対するユーザの回答の情報をメインサーバ2に送信する。メインサーバ2はこれをユーザ反応情報の1つとして記憶する。
なお、試合開始後にログインしたユーザに対しては、処理U1から処理MS2までが行なわれ、それ以降は、次に説明する試合中の処理が行われれば良い。
試合中においてメインサーバ2はデータサーバ30から試合情報を逐次取得する。この場合の試合情報は試合経過情報である。具体的にはEPTSデータ、画像データ、その試合のスタッツデータ、解析データなどである。
試合中においてユーザがWOWボタン120を操作した場合、操作情報が端末装置5からメインサーバ2に送信される。メインサーバ2はこれをユーザ反応情報の1つとして記憶する。なおメインサーバ2は、試合経過情報に基づいてタイミングを判定して端末装置5におけるWOWボタン120の表示制御を行うようにしてもよい。例えば良いプレーがあったときに端末装置5においてWOWボタン120が表示されるようにするなどである。
メインサーバ2は試合中に、試合情報やユーザ情報に応じてアイテム編集を行い、編集したアイテム100を端末装置5に送信する。これにより端末装置5では、試合中にアイテム100が変化する。
試合中においてユーザ情報が端末装置5からメインサーバ2に送信される。例えばユーザの位置情報、行動、挙動、歓声などの情報が送信される。メインサーバ2はこれをユーザ反応情報の1つとして記憶する。
メインサーバ2は試合中にユーザの端末装置5に対してクイズやアンケートを送信することができる。例えばチャンスの場面で得点できるか否かなどの試合経過に応じたクイズが考えられる。またユーザにミッションを要求してもよい。例えば特定の場所の撮影を要求したり、ある時刻に特定の場所に行くことを要求したり、観戦している様子をSNS(Social networking service)にアップロードすることなどをミッションとする。
端末装置5からはユーザ操作に応じて、提供されたクイズやアンケート等に対するユーザの回答の情報やミッション完了の情報をメインサーバ2に送信する。メインサーバ2はこれをユーザ反応情報の1つとして記憶する。
メインサーバ2は試合中に、試合情報やユーザ情報に応じてアイテム編集を行い、編集したアイテム100を端末装置5に送信する。つまり処理MS11で編集されたアイテムをさらに変更する処理を行う。このように、メインサーバ2はアイテム編集を複数回行う。これによって端末装置5では、試合中にアイテム100が段階的に変化していくようになる。
端末装置5では、アイテム100に対するユーザ操作に応じてアイテム100の表示態様を変化させる処理を行う。
メインサーバ2は試合終了時点前後に、アイテムの最終的な編集を行い、編集したアイテム100を端末装置5に送信する。これが今回の試合でユーザが最終的に取得するアイテム100となり、例えばNFTアイテムとしてユーザに提供されるようにする。端末装置5においては最終的なアイテム100が表示される。またメインサーバ2は当該ユーザが今回の試合で取得したアイテム100の情報をストレージ23に保存する。メインサーバ2は試合のダイジェスト動画等のコンテンツや試合の情報、或いはアイテム100の編集データなどを生成し、アイテム100に関連するコンテンツやメタデータとしてストレージ23に記憶させることもできる。
試合後においては、ユーザは端末装置5で図14のコレクション画面160により所有するアイテム100の確認ができる。
またNFTマーケット機能50によるマーケットにアイテム100を出品して販売したり、販売されているアイテム100を購入したりすることができる。
またアイテム100の交換やSNSへの投稿、共有などを可能としてもよい。
以上のような試合連携サービスを実現するためのメインサーバ2の処理例を図16から図19で説明する。以下の処理はメインサーバ2の演算部21における図3の試合連携サービス機能40により実行される処理例である。この演算部21の処理は、図4の情報処理装置70をメインサーバ2の構成とした場合は、CPU71により実行される処理である。
但し、一部の処理が端末装置5側で行われてもよい。その処理は、図4の情報処理装置70を端末装置5の構成とした場合は、CPU71により実行される。
ステップS103で演算部21はデータサーバ30から試合情報を取得する。試合情報は、逐次継続的に送信されてくるため、演算部21はステップS103のたびに、送信されてくる試合情報を取得することになる。
この場合、演算部21はクイズ等の内容については、或る固定的な内容のクイズを送信してもよいし、試合情報を参照して時限的なクイズを生成するようにしてもよい。
例えば試合経過情報に基づいて、今回の試合で或る記録が達成できるか否かといったクイズや、現在のチャンスで何点入るかといったクイズを生成したり、EPTSデータから判定された特定の動作について、その特定の動作を行った選手が誰か、といったクイズを生成したりすることができる。
なおクイズ等に対する回答が送信されるユーザ操作等に基づくためタイミングは不定であり、ステップS121の直後のステップS122で回答が得られる訳ではない。
即ちステップS122は、その時点での位置情報、ユーザが任意に入力した情報、WOWボタン120等の操作情報、回答情報、ミッションに関する情報、歓声の情報などなどが受信されているか否かを判定する処理である。
なおユーザ情報はログインしたユーザ毎に固有の情報であるため、演算部21はユーザ毎に取得して管理することは言うまでもない。
演算部21は試合情報に応じたアイテム100の編集機会であると判定したらステップS152に進む。
演算部21はユーザ情報に応じたアイテム100の編集機会であると判定したらステップS152に進む。
一方、試合情報とユーザ情報のいずれを参照してもアイテム100の編集機会と判定されなければ、演算部21はアイテム100の編集は行わずにステップS157に進む。
このような数値化処理を、その時点で記憶されているユーザ反応情報について行い、合計してユーザの参加度合いの評価値とする。
また同様に試合経過情報について数値化を行っても良い。
また試合の状況や勝敗に応じて背景色が変わるようにしてもよい。例えばホームランを打つ/リードする/試合に勝つと背景色がゴールドになる、負けると背景が赤になるなどである。
スタッツデータ等に基づいてボールをスピンさせるような編集でもよい。
選手の画像、サイン、ユニフォーム(背番号)等を重畳するような編集もある。
また編集処理としては、アイテム100のエリア毎に編集する処理を行ってもよい。例えば所定のエリア(パーツ、区画)として、アイテム100がボールであれば、縫い目で区切られる部分や、皮の一部毎、アイテム100がユニフォームであれば袖、胸元、襟、番号、前面、背面等などを決めておく。そして演算部21はステップS156ではアイテム100の特定のエリアについて編集を実行する。
ポイント処理機会であれば演算部21はステップS158に進み、ポイント付与処理を行う。例えば演算部21はポイント処理機会と判定した原因となった試合情報やユーザ情報の種別や内容に応じてポイント付与を行う。
これにより端末装置5では、編集後のアイテム100や更新されたポイントの値が表示される状態となる。
なお直前のステップS105(図18の処理)で特にアイテム編集やポイント付加が行われていない場合は、ステップS106で端末装置5に対して送信を行わなくてもよい。
アイテム更新の終了のトリガが検出されなければ、演算部21はステップS103に戻って、上記の処理を繰り返す。
例えばユーザが試合直後に最終的に生成されてストレージ23に記憶されたアイテムの表示を要求する操作を監視する。或いはユーザが図14のコレクション画面160において或るアイテム100を選択して表示要求する操作を監視する。
ステップS203で演算部21は、当該アイテム100を端末装置5において表示させる。
ユーザがアイテム利用操作を行った場合は、演算部21はステップS205に進み、そのアイテム100に対して指示された処理を行う。例えばNFTマーケット機能50によるマーケットへの出品の処理、SNSアップロード処理、共有処理などである。
図20は第2の処理例を示している。この図20はユーザ情報をアイテム100の編集に用いない例である。なお図16と同一の処理は同一のステップ番号を付している。
ステップS103で演算部21はデータサーバ30から試合情報を取得する。
ステップS105Aで演算部21は、アイテム100について編集処理やポイント処理を行う。例えば演算部21は試合情報に基づいて編集機会か否かを判定し、編集機会であれば、試合情報に応じて編集を実行する。また試合情報に応じてポイント付与の処理を行う。
アイテム更新の終了のトリガが検出されなければ、演算部21はステップS103に戻って、上記の処理を繰り返す。
なおこの場合でも試合後に図19のようなアイテム活用のための処理を同様に行うことができる。
以上の実施の形態では次のような効果が得られる。
例えば演算部21はアイテム100の生成制御処理として、例えばブランクボールを徐々に編集していく処理を制御する。これにより試合に対応するアイテム100が生成される。ユーザはアイテム100を試合に対応する記念のアイテム等として取得することができ、試合をより楽しめるサービスをユーザに提供できる。
演算部21が、試合情報だけでなくユーザ情報であるユーザ固定情報やユーザ反応情報をも用いてアイテム100の編集を行っていくことで、アイテム100は、ユーザ個人の属性や行動などに応じて完成されていくことになる。従ってユーザは唯一無二のアイテムを取得することができ、ユーザの満足度を高めるようなサービス提供が実現される。
演算部21がユーザ反応情報として、クイズ回答、WOWボタン120の操作、ユーザの位置、リワード(ミッションに対する成果(特定部位の撮影、観戦時間、SNS投稿有無等))などの情報を取得し、それに応じてアイテム100が編集されたりポイント付与されたりすることで、ユーザの行動が反映されて、試合観戦時のユーザの楽しみ方をより広げることができる。
例えばユーザ反応情報を踏まえた数値として、ユーザが試合に対してどの程度参加しているかを示す値(試合に対するユーザの参加をポイント化したもの)や、クイズの結果によるポイント、リワードのポイントなどがある。それらの値に応じてアイテム100の表示態様を変更するなどを行う。これによりユーザの参加を定量化してアイテム100に反映させることができる。
例えば試合経過情報として、時間(試合前半、試合後半)、イニング/ハーフ、得点差がある。また勝利期待度、ファン盛上り度(人気投手への交代、好成績打者の打席、満塁等の状況)などもある。その他、シーズン中全体の成績や個人記録(ヒット/ホームラン数の記録など)がかかるタイミングなどもある。これらの試合経過情報に応じて重み付け設定を行い、ユーザ反応情報の数値化時の重み付けを反映させる。これにより試合の状況、局面と、それに対するユーザの反応を踏まえたアイテム編集ができ、よりユーザ毎の試合に対する思い入れ等に応じた編集ができる。またユーザ毎の独自のアイテム生成の可能性をより高めることもできる。
例えばユーザのポイントのランキングに応じた特典のような編集を行う。ランキング上位者には、選手のデジタルサインがもらえる権利が付加され、デジタルサインがアイテム100の上に重畳されるなどである。これによりユーザの試合連携サービスへの参加の楽しみを向上させることができる。
演算部21は試合に関するクイズを端末装置5に提供し、その回答情報をユーザ反応情報として取得する。これによりユーザの積極的な参加を促して、かつユーザ反応情報を得ることができ、アイテム100のユーザ毎の多様化を促進できる。
このような位置情報を編集に反映させることで、ユーザの観戦態様、行動などに応じたアイテム100を生成でき、アイテム100の多様化を促進できる。特に試合観戦場所や座席などが分かるような情報やデザインを付与することで、観戦時の体験を思い出させてくれるようなアイテムを生成することも可能となる。
例えばEPTSデータとして、試合を撮像した画像を解析して被写体人物の骨格キャプチャデータを得ることができ、また骨格キャプチャデータから選手や審判の行動、挙動を判定できる。また撮像画像やセンサ4(カメラ、ウェアラブルセンサ、レーダー等)のセンシングデータSSを用いることもできる。これらにより、ボール、バット、ラケットその他の競技物の動きの情報も得ることができる。例えばボールの軌道、回転数、回転方向、速度などである。これらの情報により、プレー状況を判定し、プレー状況に応じたアイテム100の編集が可能になる。従って試合の内容を反映したアイテム100を生成することができる。
演算部21は例えばEPTSデータ等に基づいてクイズ、アンケート等をユーザに提示し、ユーザの操作や挙動などをユーザ反応情報として取得する。そしてそのユーザ反応情報に応じてアイテム100の編集を行う。このようにEPTSデータを踏まえて決定したユーザインタラクティブ項目に対する、ユーザインタラクションを示すユーザ反応情報に基づいてアイテム編集を行うことで、ユーザ毎にユニークなアイテム100の生成に好適となる。
演算部21は試合経過で得られる試合経過情報に応じて試合中にアイテム100の編集を実行する。これにより実際の試合の展開やプレーに応じて編集されたアイテム100をユーザに提供できる。
例えば試合に関する画像やセンサ4で得られるセンシングデータSSから解析されるEPTSデータ、さらにはEPTSデータから判定される選手等の動作、挙動、試合状況など、試合に関する動的な情報が試合経過情報に含まれる。これによりアイテム100を試合の動的な情報に応じてダイナミックに編集していくことができる。
演算部21は試合経過で得られる情報によって試合中に複数回、アイテム100の編集を実行する。つまりアイテム100が試合中に更新されていくようにする。これにより試合の展開やプレーに応じて進化していくようなアイテム100をユーザに提供できる。
例えば試合終了の情報や、アイテム100の更新終了情報、ユーザによる試合連携サービス機能40からのログアウト、ユーザのアプリケーションプログラムの終了操作などに応じて、その時点のアイテム100を試合により生成されたアイテム100として記憶させる。従って試合連携サービスにより、試合終了などの時点でアイテム100を確定させることができる。またユーザが試合途中にログアウトしたような場合も、その時点でアイテム100が確定される。これにより、試合やユーザの状況に応じてアイテムが記憶されることになる。
例えば試合に関するコンテンツとしては試合の全体又は特定選手のダイジェスト動画、静止画等がある。付加情報としては、選手のデジタルサイン、クーポン、QRコードなどが想定される。これらが関連づけられることで、ユーザは試合後にデジタルアイテムを利用した各種の行動(共有や販売等)を行うことができる。
例えば試合に関する情報としては、試合情報(試合固定情報、試合経過情報)がある。例えば試合のスコアや選手の成績データ、EPTSデータなどをアイテム100に関連づけることが考えられる。また試合中に得られたユーザ情報(ユーザ固定情報、ユーザ反応情報)を関連づけてもよい。これらの情報を関連づけて記憶しておくことで、試合後におけるアイテム100の管理、アイテム100の他のアプリケーションプログラムやサービスでの利用などに好適となる。
例えば所定のエリア(パーツ、区画)として、アイテム100がボールであれば、縫い目で区切られる部分や、皮の一部毎、アイテム100がユニフォームであれば袖、胸元、襟、番号、前面、背面等などを決めておく。そして演算部21は試合中に、エリア毎にアイテム100の編集を実行する。これによりユーザは試合の進行に応じてエリア毎に変化していくアイテム100を楽しむことができる。
また試合情報やユーザ情報の内容に応じて、編集されるエリアが異なるようにしてもよい。
例えば試合情報に関連するモーションとしては試合の最高値(球速、回転)に対する動き、出されたクイズに対応する動き、応援する選手に対応する動きなどをアイテム100に与えるようにする。例えばアイテム100としてのボールを回転させること、さらには回転速度や回転方向を設定することなどがある。バットのスイングの動き、選手アイコンの動き、などもある。このようなモーションを、試合情報やユーザ情報(例えば注目選手やクイズの回答など)に対応してアイテム100に付与する。これによりアイテム100の見せ方をユーザ毎に多様化できる。
なおアイテム100に付与されたモーションのデータは、アイテム100に関連づけて記憶させることで、他のアプリケーションプログラムで使うことも可能となる。
他の機能、即ち試合情報取得部41、ユーザ情報取得部42、試合解析部43、クイズ生成部44、記憶制御部46等の機能を端末装置5が備え、これらによる処理が端末装置5で行われてもよい。
即ち実施の形態のプログラムは、試合に関する情報である試合情報に基づいて、試合に対応するデジタルアイテムの生成制御処理を情報処理装置に実行させるプログラムである。
あるいはまたプログラムは、フレキシブルディスク、CD-ROM(Compact Disc Read Only Memory)、MO(Magneto Optical)ディスク、DVD(Digital Versatile Disc)、ブルーレイディスク(Blu-ray Disc(登録商標))、磁気ディスク、半導体メモリ、メモリカードなどのリムーバブル記録媒体に、一時的あるいは永続的に格納(記録)しておくことができる。このようなリムーバブル記録媒体は、いわゆるパッケージソフトウェアとして提供することができる。
また、このようなプログラムは、リムーバブル記録媒体からパーソナルコンピュータ等にインストールする他、ダウンロードサイトから、LAN(Local Area Network)、インターネットなどのネットワークを介してダウンロードすることもできる。
(1)
試合に関する情報である試合情報に基づいて、前記試合に対応するデジタルアイテムの生成制御処理を行う演算部を備える
情報処理装置。
(2)
前記演算部は、前記試合に関するユーザ情報を管理し、前記試合情報と前記ユーザ情報に応じて前記デジタルアイテムの生成制御処理を行う
上記(1)に記載の情報処理装置。
(3)
前記ユーザ情報は、前記試合に関するユーザインタラクションを示すユーザ反応情報を含む
上記(2)に記載の情報処理装置。
(4)
前記演算部は、前記ユーザ反応情報を数値化した値に基づいて前記デジタルアイテムの生成制御処理を行う
上記(3)に記載の情報処理装置。
(5)
前記演算部は、前記試合情報に含まれる試合経過情報に基づいて、前記ユーザ反応情報の数値化時の重み付け設定を行い、重み付けを反映して決定された値に基づいて前記デジタルアイテムの生成制御処理を行う
上記(3)又は(4)に記載の情報処理装置。
(6)
前記演算部は、一のユーザの前記ユーザ反応情報を数値化した値と、他のユーザの前記ユーザ反応情報を数値化した値との比較結果を反映させるように前記一のユーザについての前記デジタルアイテムの生成制御処理を行う
上記(3)から(5)のいずれかに記載の情報処理装置。
(7)
前記ユーザ反応情報は、前記試合に関連して提供したクイズに対する回答情報を含む
上記(3)から(6)のいずれかに記載の情報処理装置。
(8)
前記ユーザ情報は、前記試合に関連するユーザの位置情報を含む
上記(2)から(7)のいずれかに記載の情報処理装置。
(9)
前記試合情報は、前記試合の撮像画像の解析により生成された、試合に関連する人物或いは競技物のいずれかについての挙動情報を含む
上記(1)から(8)のいずれかに記載の情報処理装置。
(10)
前記演算部は、前記挙動情報に応じて提供する情報に対するユーザ反応情報に応じて前記デジタルアイテムの生成制御処理を行う
上記(9)に記載の情報処理装置。
(11)
前記試合情報は、前記試合の経過により得られる試合経過情報を含み、
前記演算部は、取得した前記試合経過情報に基づいて前記デジタルアイテムの生成制御処理を行う
上記(1)から(10)のいずれかに記載の情報処理装置。
(12)
前記試合経過情報は、試合に関して検出されたデータの解析した結果により得られる情報を含む
上記(11)に記載の情報処理装置。
(13)
前記演算部は、前記試合情報の取得に応じて前記デジタルアイテムが更新されていくように前記デジタルアイテムの生成制御処理を行う
上記(1)から(12)のいずれかに記載の情報処理装置。
(14)
前記演算部は、所定のトリガに応じて、前記デジタルアイテムを前記試合に応じて生成されたアイテムとして記憶させる処理を行う
上記(1)から(13)のいずれかに記載の情報処理装置。
(15)
前記演算部は、前記トリガに応じて、前記デジタルアイテムに前記試合に関する画像コンテンツ又は付加情報を関連づける処理を行う
上記(14)に記載の情報処理装置。
(16)
前記演算部は、前記トリガに応じて、前記デジタルアイテムに前記試合情報を関連づける処理を行う
上記(14)又は(15)に記載の情報処理装置。
(17)
前記演算部は、前記デジタルアイテムに対して所定のエリアを定め、前記デジタルアイテムの生成制御処理では前記エリアごとに編集を行う
上記(1)から(16)のいずれかに記載の情報処理装置。
(18)
前記演算部は、前記デジタルアイテムの生成制御処理において、前記デジタルアイテムに前記試合情報に関連するモーションを付与する処理を行う
上記(1)から(17)のいずれかに記載の情報処理装置。
(19)
試合に関する情報である試合情報に基づいて、前記試合に対応するデジタルアイテムの生成制御処理を情報処理装置が実行する
情報処理方法。
(20)
試合に関する情報である試合情報に基づいて、前記試合に対応するデジタルアイテムの生成制御処理を
情報処理装置に実行させるプログラム。
2 メインサーバ
3 スコアデータサーバ
4 センサ
5 端末装置
5a 表示部
10 撮像装置
11 収録部
12 EPTSデータ生成部
21 演算部
22 提示制御部
23 ストレージ
30 データサーバ
40 試合連携サービス機能
41 試合情報取得部
42 ユーザ情報取得部
43 試合解析部
44 クイズ生成部
45 アイテム/コンテンツ生成部
46 記憶制御部
70 情報処理装置
71 CPU
Claims (20)
- 試合に関する情報である試合情報に基づいて、前記試合に対応するデジタルアイテムの生成制御処理を行う演算部を備える
情報処理装置。 - 前記演算部は、前記試合に関するユーザ情報を管理し、前記試合情報と前記ユーザ情報に応じて前記デジタルアイテムの生成制御処理を行う
請求項1に記載の情報処理装置。 - 前記ユーザ情報は、前記試合に関するユーザインタラクションを示すユーザ反応情報を含む
請求項2に記載の情報処理装置。 - 前記演算部は、前記ユーザ反応情報を数値化した値に基づいて前記デジタルアイテムの生成制御処理を行う
請求項3に記載の情報処理装置。 - 前記演算部は、前記試合情報に含まれる試合経過情報に基づいて、前記ユーザ反応情報の数値化時の重み付け設定を行い、重み付けを反映して決定された値に基づいて前記デジタルアイテムの生成制御処理を行う
請求項3に記載の情報処理装置。 - 前記演算部は、一のユーザの前記ユーザ反応情報を数値化した値と、他のユーザの前記ユーザ反応情報を数値化した値との比較結果を反映させるように前記一のユーザについての前記デジタルアイテムの生成制御処理を行う
請求項3に記載の情報処理装置。 - 前記ユーザ反応情報は、前記試合に関連して提供したクイズに対する回答情報を含む
請求項3に記載の情報処理装置。 - 前記ユーザ情報は、前記試合に関連するユーザの位置情報を含む
請求項2に記載の情報処理装置。 - 前記試合情報は、前記試合の撮像画像の解析により生成された、試合に関連する人物或いは競技物のいずれかについての挙動情報を含む
請求項1に記載の情報処理装置。 - 前記演算部は、前記挙動情報に応じて提供する情報に対するユーザ反応情報に応じて前記デジタルアイテムの生成制御処理を行う
請求項9に記載の情報処理装置。 - 前記試合情報は、前記試合の経過により得られる試合経過情報を含み、
前記演算部は、取得した前記試合経過情報に基づいて前記デジタルアイテムの生成制御処理を行う
請求項1に記載の情報処理装置。 - 前記試合経過情報は、試合に関して検出されたデータの解析した結果により得られる情報を含む
請求項11に記載の情報処理装置。 - 前記演算部は、前記試合情報の取得に応じて前記デジタルアイテムが更新されていくように前記デジタルアイテムの生成制御処理を行う
請求項1に記載の情報処理装置。 - 前記演算部は、所定のトリガに応じて、前記デジタルアイテムを前記試合に応じて生成されたアイテムとして記憶させる処理を行う
請求項1に記載の情報処理装置。 - 前記演算部は、前記トリガに応じて、前記デジタルアイテムに前記試合に関する画像コンテンツ又は付加情報を関連づける処理を行う
請求項14に記載の情報処理装置。 - 前記演算部は、前記トリガに応じて、前記デジタルアイテムに前記試合情報を関連づける処理を行う
請求項15に記載の情報処理装置。 - 前記演算部は、前記デジタルアイテムに対して所定のエリアを定め、前記デジタルアイテムの生成制御処理では前記エリアごとに編集を行う
請求項1に記載の情報処理装置。 - 前記演算部は、前記デジタルアイテムの生成制御処理において、前記デジタルアイテムに前記試合情報に関連するモーションを付与する処理を行う
請求項1に記載の情報処理装置。 - 試合に関する情報である試合情報に基づいて、前記試合に対応するデジタルアイテムの生成制御処理を情報処理装置が実行する
情報処理方法。 - 試合に関する情報である試合情報に基づいて、前記試合に対応するデジタルアイテムの生成制御処理を
情報処理装置に実行させるプログラム。
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| US12121820B2 (en) | 2021-10-14 | 2024-10-22 | Galiant Arts, LLC | System for validating play of game applications via game NFTs and methods for use therewith |
| US12138546B2 (en) | 2021-10-14 | 2024-11-12 | Galiant Arts, LLC | Derivative game NFTS with expiration restrictions |
| US12175838B2 (en) | 2021-10-14 | 2024-12-24 | Galiant Arts, LLC | Game platform using player token NFTs and methods for use therewith |
| US12172076B2 (en) | 2021-10-14 | 2024-12-24 | Galiant Arts, LLC | Facilitating generation of player token NFTs and methods for use therewith |
| US12250305B2 (en) | 2021-10-14 | 2025-03-11 | Galiant Arts, LLC | NFT platform using player token NFTS for multiplayer game support and methods for use therewith |
| US12290755B2 (en) | 2021-10-14 | 2025-05-06 | Galiant Arts, LLC | Facilitating generation of unique game characters and methods for use therewith |
| US12303794B2 (en) | 2021-10-14 | 2025-05-20 | Galiant Arts, LLC | Generating and updating player token NFTs and methods for use therewith |
| US12311269B2 (en) | 2021-10-14 | 2025-05-27 | Galiant Arts, LLC | Generating and updating non-player character NFTS and methods for use therewith |
| US12318699B2 (en) | 2021-10-14 | 2025-06-03 | Galiant Arts, LLC | Generating player token NFTS via a blockchain-based distributed computer network based on player hierarchy |
| US12489637B2 (en) | 2021-10-14 | 2025-12-02 | Galiant Arts, LLC | NFT-based authentication system for tagged objects and methods for use therewith |
| US12541755B2 (en) | 2021-10-14 | 2026-02-03 | Galiant Arts, LLC | Client device for use with game token NFTs and methods for use therewith |
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Also Published As
| Publication number | Publication date |
|---|---|
| CN119790423A (zh) | 2025-04-08 |
| JPWO2024053431A1 (ja) | 2024-03-14 |
| EP4586180A1 (en) | 2025-07-16 |
| EP4586180A4 (en) | 2025-12-24 |
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