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1. WO2007139075 - GAME DEVICE, INPUT METHOD AND INPUT PROGRAM FOR GAME DEVICE

Publication Number WO/2007/139075
Publication Date 06.12.2007
International Application No. PCT/JP2007/060843
International Filing Date 28.05.2007
IPC
A63F 13/00 2006.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
G06F 3/048 2006.01
GPHYSICS
06COMPUTING; CALCULATING OR COUNTING
FELECTRIC DIGITAL DATA PROCESSING
3Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
01Input arrangements or combined input and output arrangements for interaction between user and computer
048Interaction techniques based on graphical user interfaces
CPC
A63F 13/06
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
02Accessories
06using player-operated means for controlling the position of a specific area display
A63F 13/10
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
10Control of the course of the game, e.g. start, progess, end
A63F 13/42
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
42by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
A63F 13/537
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
50Controlling the output signals based on the game progress
53involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
537using indicators, e.g. showing the condition of a game character on screen
A63F 2300/303
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
2300Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
30characterized by output arrangements for receiving control signals generated by the game device
303for displaying additional data, e.g. simulating a Head Up Display
A63F 2300/6045
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
2300Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
60Methods for processing data by generating or executing the game program
6045for mapping control signals received from the input arrangement into game commands
Applicants
  • 株式会社キャメロット CAMELOT Co., Ltd. [JP]/[JP] (AllExceptUS)
  • 高橋 宏之 TAKAHASHI, Hiroyuki [JP]/[JP] (UsOnly)
  • 高橋 秀五 TAKAHASHI, Shugo [JP]/[JP] (UsOnly)
  • 杉本 祐輔 SUGIMOTO, Yusuke [JP]/[JP] (UsOnly)
  • 千葉 哲也 CHIBA, Tetsuya [JP]/[JP] (UsOnly)
Inventors
  • 高橋 宏之 TAKAHASHI, Hiroyuki
  • 高橋 秀五 TAKAHASHI, Shugo
  • 杉本 祐輔 SUGIMOTO, Yusuke
  • 千葉 哲也 CHIBA, Tetsuya
Agents
  • 佐々木 敦朗 SASAKI, Atsurou
Priority Data
2006-14647826.05.2006JP
Publication Language Japanese (JA)
Filing Language Japanese (JA)
Designated States
Title
(EN) GAME DEVICE, INPUT METHOD AND INPUT PROGRAM FOR GAME DEVICE
(FR) DISPOSITIF DE JEU, PROCÉDÉ D'ENTRÉE ET PROGRAMME D'ENTRÉE DESTINÉE À UN DISPOSITIF DE JEU
(JA) ゲーム装置、ゲーム装置の入力方法及び入力プログラム
Abstract
(EN)
The icon (348) of a graphic user interface indicates the magnitude of an inputted impact by an impact pointer (348d) which moves as the time elapses and receives input of the impact. Magnitude of the impact received by a GUI (34) is retained in the impact data as a product of the moving amount of the impact pointer (348d) and a scale factor, of which the value can be switched together with the indication form of a gauge (348c) depending on the movement of a slider (348a). Consequently, more realistic regulation of impact, e.g. half shot, can be attained when a ball is hit in a sport simulation game such as a golf game.
(FR)
L'icone (348) d'une interface utilisateur graphique indique l'intensité d'un impact entré par un pointeur d'impact (348d) qui se déplace avec l'écoulement du temps et reçoit l'entrée d'un impact. L'intensité d'un impact reçue par une interface GUI (34) est conservée dans les données d'impact en tant que produit de la quantité de déplacement du pointeur d'impact (348d) et d'un facteur de mise à l'échelle dont la valeur peut être commutée avec la forme d'indication d'une jauge (348c) en fonction du mouvement d'un curseur (348a). Par conséquent, il est possible d'obtenir une régulation plus réaliste d'un impact, par ex. d'un demi-coup, lorsqu'une balle est frappée dans un jeu de simulation de sport tel qu'un jeu de golf.
(JA)
 グラフィックユーザーインターフェースのアイコン348は、入力される打撃力の大きさを、時間経過に伴って移動する打撃ポインター348dにより表示して、打撃力の入力を受け付け、GUI34において受け付けられた打撃力の大きさは、打撃ポインター348dの移動量とスケール係数との積として打撃データに保持され、スケール係数の値は、スライダー348aの移動に応じて、ゲージ348cの表示形態とともに切り替え可能である。  これにより、ゴルフゲームなどのスポーツシミュレーションゲームにおいて、ボールを打撃する際、ハーフショットなどのよりリアルな打撃力の調整が可能となる。
Also published as
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