BANDAI NAMCO Entertainment Inc.

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IPC Class
A63F 13/25 - Output arrangements for video game devices 12
G06T 19/00 - Manipulating 3D models or images for computer graphics 12
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene 10
A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes 7
A63F 13/45 - Controlling the progress of the video game 7
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Found results for  patents

1.

GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2020025649
Publication Number 2021/002353
Status In Force
Filing Date 2020-06-30
Publication Date 2021-01-07
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • BANDAI NAMCO ONLINE INC. (Japan)
  • BANDAI NAMCO STUDIOS INC. (Japan)
Inventor
  • Okumura Daigo
  • Sashida Minoru
  • Kado Hiroaki
  • Kanno Yukie
  • Ishii Chika
  • Oi Takayoshi

Abstract

This game system comprises: an acceptance unit which accepts an operation input by a player; a virtual space setting unit for setting a virtual space in which at least one character is positioned; a virtual camera setting unit for setting a plurality of virtual cameras; a character processing unit for setting parts constituting the at least one character on the basis of the operation input by the player; and a display processing unit for generating a plurality of character images, which are images of the at least one character seen in the virtual space from the plurality of virtual cameras, and displaying a character-creation image in which the plurality of character images are arranged on a display unit. When parts have been set, the display processing unit displays a character-creation image reflecting the results of the settings on the display unit.

IPC Classes  ?

  • A63F 13/5252 - Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
  • A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
  • A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor

2.

GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2020018921
Publication Number 2020/250608
Status In Force
Filing Date 2020-05-12
Publication Date 2020-12-17
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • BANDAI NAMCO ONLINE INC. (Japan)
  • BANDAI NAMCO STUDIOS INC. (Japan)
Inventor Inoue Keita

Abstract

This game system includes: a game processing unit; an issuance processing unit for performing issuance processing of a benefit-granting ticket which another player can use at such times as during acquisition of a game item, on the basis of a game state of a player; a ticket processing unit for performing reception processing of input of information of the benefit-granting ticket by the other player, or transfer processing of the benefit-granting ticket from the player to the other player; and a benefit processing unit for performing processing for granting a benefit based on the benefit-granting ticket to at least one of the other player and the player when the other player uses a benefit-granting ticket when acquiring an item or receiving provision of a service. The issuance processing unit performs at least one of processing for estimating a condition for issuing a benefit-granting ticket and processing for determining the content of a benefit-granting ticket on the basis of the game state of the player.

IPC Classes  ?

  • A63F 13/69 - 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
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/85 - Providing additional services to players

3.

GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2019050905
Publication Number 2020/138201
Status In Force
Filing Date 2019-12-25
Publication Date 2020-07-02
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • BANDAI NAMCO STUDIOS INC. (Japan)
Inventor Miyano Teppei

Abstract

This game system includes: an accepting unit which, if a touch operation is performed by a player with respect to a touch screen, accepts a coordinate on the touch screen at which the touch operation was performed, as a touch operation coordinate; a virtual touch region processing unit which maps the touch operation coordinate in a virtual touch region, set on the touch screen as a smaller region than the touch screen, to a mapping coordinate on the touch screen; an input processing unit which, if a touch operation is performed with respect to the virtual touch region, sets the mapping coordinate to an input coordinate, as if the touch operation had been performed with respect to the mapping coordinate mapped to the touch operation coordinate in the virtual touch region at which the touch operation was performed; and a game processing unit which performs game processing on the basis of the input coordinate.

IPC Classes  ?

  • A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
  • A63F 13/426 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
  • A63F 13/45 - Controlling the progress of the video game
  • G06F 3/041 - Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
  • G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures

4.

GAME SYSTEM AND GAME PROVIDING METHOD

      
Application Number JP2019012103
Publication Number 2019/188786
Status In Force
Filing Date 2019-03-22
Publication Date 2019-10-03
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Shoji, Kazuaki
  • Onda, Akio

Abstract

A server device 10, in conjunction with a terminal device 20, is configured to: detect, during a game, the status of a non-temporal factor different from a temporal factor among game factors; depending on the detected status of the non-temporal factor, perform an area setting process for setting a game field to a first game area and a second game area different from the first game area; when at least the second game area has been set by the area setting process, perform a restriction setting process for setting a given gaming restriction on a player character belonging to the second game area; control the player character on which, as the player character belonging to the second game area, the given gaming restriction has been imposed; and provide the terminal device 20 with information for controlling a player character belonging to the first game area without imposing a given gaming restriction.

IPC Classes  ?

  • A63F 13/60 - 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
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

5.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2019002173
Publication Number 2019/155889
Status In Force
Filing Date 2019-01-24
Publication Date 2019-08-15
Owner
  • BANDAI NAMCO STUDIOS INC. (Japan)
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Iwata Eiji
  • Morishima Nobuyuki

Abstract

A simulation system including: an information acquisition unit that acquires real space information obtained by recognizing a real space around a user and user information that includes information about the position of the user; a virtual-space-generation unit that generates a virtual space that corresponds to the real space on the basis of the real space information; an object-processing unit that sets a reference point in the virtual space on the basis of the user information and the real space information and arranges objects of a character in the virtual space on the basis of the reference point; and a display-processing unit that performs a process of displaying an image that includes an image of the character on a display unit. The object-processing unit sets a hit volume on the basis of the position of a moving user object in the virtual space that corresponds to the user and performs processing on a character in accordance with the positional relationship between the hit volume and the character when the user performed prescribed input.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object or an image, setting a parameter value or selecting a range

6.

COMPUTER DEVICE AND EVALUATION CONTROL METHOD

      
Application Number JP2018043833
Publication Number 2019/130966
Status In Force
Filing Date 2018-11-28
Publication Date 2019-07-04
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Enokido Naoki
  • Shimizu Masayuki

Abstract

A computer device evaluates the input timing at which a player has performed an operation input. The player holds in his or her hand a controller containing a sensor that measures acceleration and angular velocity, and performs an activation motion so as to shake and stop the controller. The computer device has a communication connection to a sensor. The computer device detects the peak of a measurement value occurring immediately before the motion stops, and determines the input timing. The evaluation is performed on the basis of the difference between the determined input timing and a reference timing.

IPC Classes  ?

  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
  • A63F 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer

7.

COMPUTER DEVICE AND EVALUATION CONTROL METHOD

      
Application Number JP2018043834
Publication Number 2019/130967
Status In Force
Filing Date 2018-11-28
Publication Date 2019-07-04
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Enokido Naoki
  • Shimizu Masayuki

Abstract

This computer device determines operation inputs one by one when a criterion operation for requesting continuous inputs is presented. The computer device recognizes that an inheritance condition is satisfied if an acceleration change measured by an inertial sensor of a game controller has exhibited a change that occurs when the controller continuously moves in the vertical direction. If the computer device recognized that the inheritance condition is satisfied, determination of the operation input is limited to a determination based on the acceleration change, thereby reducing the processing load. If the computer device recognized that the inheritance condition is satisfied, identification of the type of operation input is simplified to processing for inheriting the previous identification result, thereby further reducing the processing load.

IPC Classes  ?

  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer

8.

GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2018026061
Publication Number 2019/013210
Status In Force
Filing Date 2018-07-10
Publication Date 2019-01-17
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Takagi Noriyoshi
  • Ito Shohei

Abstract

This game system comprises: a moving body processing unit that executes a process for moving a moving body on a map of a game space; a game processing unit that executes a game process of a game in which a user acquires containers arranged on the map while moving the moving body on the map; and a container processing unit that executes a process regarding the containers. The container processing unit executes a process for determining, in accordance with predetermined selection conditions, the number of containers to be arranged, the types of containers, the positions for arranging the containers, and items to be assigned to the containers.

IPC Classes  ?

  • A63F 13/69 - 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
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/55 - Controlling game characters or game objects based on the game progress

9.

SIMULATION SYSTEM, IMAGE PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2018021916
Publication Number 2018/230443
Status In Force
Filing Date 2018-06-07
Publication Date 2018-12-20
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Shinoda Tetsuya
  • Kimoto Masahiro

Abstract

A simulation system comprises: an information acquisition unit for acquiring user information including at least one of position information, direction information, and posture information on a user; a virtual space setting unit for performing processing of setting a virtual space; a mobile body processing unit for performing processing of moving a user character corresponding to the user in the virtual space; a game processing unit for performing processing of a game in the virtual space; and a display processing unit for generating an image in the virtual space as a display image to be displayed to the user. The game processing unit determines whether the user has performed an action of acquiring an item on the basis of the user information. When determining that the user has performed the action of acquiring an item, the game processing unit performs processing of causing the user character to acquire the item.

IPC Classes  ?

  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/28 - Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • G06T 19/00 - Manipulating 3D models or images for computer graphics

10.

COMPUTER SYSTEM, VIEWER TERMINAL, LIVE-VIEWING CONTROL METHOD, AND PROGRAM

      
Application Number JP2018012513
Publication Number 2018/181361
Status In Force
Filing Date 2018-03-27
Publication Date 2018-10-04
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Onda Akio
  • Takahashi Michiru
  • Yamada Katsunori

Abstract

A server system for managing e-sport live delivery delivers to a viewer terminal: data for causing a viewer terminal to display an image of a game play being played by a competitor; and status data describing various statues including a viewing status of the viewer, a game progress status, a competitor operation status, a privilege occurrence status, a posting status of comments such as cheers, and a status of competitor evaluation by the viewer. On the viewer terminal, the various status data are compared with predetermined screen configuration change conditions. If there is a condition that is satisfied, the current viewing screen configuration is changed to a screen configuration associated with the condition being satisfied, and the viewer is provided with information in a manner that facilitates an understanding of instantaneous statuses.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/69 - 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
  • A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat

11.

COMPUTER SYSTEM AND GAME SYSTEM

      
Application Number JP2018013277
Publication Number 2018/181725
Status In Force
Filing Date 2018-03-29
Publication Date 2018-10-04
Owner
  • BANDAI NAMCO ENTERTAINMENT INC. (Japan)
  • TECOTEC INC. (Japan)
Inventor
  • Tsurusaki Hiroshi
  • Tsuchiya Kazumi
  • Togawa Akira

Abstract

The purpose of the present invention is to monitor the use state of game elements of a specific type or category (collectively "specific items") among game elements such as characters and items. For example, various monitoring parameters relating to trading of game elements between users, creation of game elements, and use thereof in a game are monitored. When one or more monitoring parameters satisfy a predetermined adjustment support condition, adjustment support control for increasing the usage of a specific monitored item is performed. The usage of a specific item is, for example, the number thereof committed to the game or the total number thereof in the possession of or available to a player.

IPC Classes  ?

  • A63F 13/69 - 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
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame

12.

COMPUTER SYSTEM AND GAME SYSTEM

      
Application Number JP2018012514
Publication Number 2018/181362
Status In Force
Filing Date 2018-03-27
Publication Date 2018-10-04
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Onda Akio
  • Yamada Katsunori
  • Takahashi Michiru

Abstract

As a viewer makes a predetermined gift-giving operation, an item selected from items in possession of the viewer is presented to a competitor selected as a person to be presented with, or an item purchased by the viewer is presented to the competitor selected as a person to be presented with. When the competitor uses the presented item, the viewer who has provided the item is presented with a privilege. In this way, the attraction of watching an image of a game play is enhanced. Further, the viewer is enabled to provide a competitor participating in the game play with an assistance of more than a cheer, making it possible for the viewer to feel a certain sense of unity with the competitor.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
  • A63F 13/69 - 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
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat

13.

VIDEO SLOT MACHINE, SERVER SYSTEM, AND COMPUTER SYSTEM

      
Application Number JP2018007793
Publication Number 2018/159761
Status In Force
Filing Date 2018-03-01
Publication Date 2018-09-07
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Ito Shogo
  • Matsumura Kazuki

Abstract

The objective of the present invention is to enhance the interest of a video slot machine by implementing new display control until a stopped symbol group is confirmed and displayed. In a video slot machine 1100, a reel display control unit 211 stops a symbol sequence of each reel after causing the same to perform a scrolling display, in a reel display region in which a plurality of symbol stopping positions are determined for each reel. A special effect range setting unit 215 sets a special effect range within the reel display region. An inter-symbol effect process executing unit 219 executes an inter-symbol effect process to implement any one of exchanging, copying and replicating, between the symbols stopped in a special effect position, which is a symbol stopping position included in the special effect range.

IPC Classes  ?

  • A63F 13/80 - Special adaptations for executing a specific game genre or game mode
  • A63F 5/04 - Disc roulettes; Dial roulettes; Teetotums; Dice-tops
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers

14.

SIMULATION SYSTEM, IMAGE PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2017047250
Publication Number 2018/124280
Status In Force
Filing Date 2017-12-28
Publication Date 2018-07-05
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamiya Yukiharu
  • Kozasa Chihiro

Abstract

This simulation system includes a virtual space setting unit, a moving body processing unit, and a display processing unit. The virtual space setting unit sets a first virtual space and a second virtual space as virtual spaces. Until a switching condition is established, the display processing unit sets positional information about a user's moving body or a virtual camera as positional information in the first virtual space, performs a process for rendering an image of the second virtual space such that the image of the second virtual space is added to an image of the first virtual space, and generates an image in which the image of the second virtual space is displayed in an area corresponding to a singular point. When the switching condition has been established, the display processing unit sets the positional information about the user's moving body or the virtual camera as positional information in the second virtual space, performs a process for rendering an image of the first virtual space such that the image of the first virtual space is added to an image of the second virtual space, and generates an image in which the image of the first virtual space is displayed in an area corresponding to a singular point.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators

15.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2017040957
Publication Number 2018/092774
Status In Force
Filing Date 2017-11-14
Publication Date 2018-05-24
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Koyama Junichiro
  • Onda Akio
  • Aoki Takashi
  • Nishimura Norihiro
  • Hisano Toru
  • Iizuka Yuji
  • Endo Hiroumi
  • Nagashima Kenichi
  • Yakata Hiroki
  • Tamura Kentaro
  • Ushiguchi Akinari
  • Inokuchi Koji

Abstract

A simulation system includes: an information acquisition unit for acquiring positional information of a user who wears a head mounted display device in such a manner as to block a view; a virtual space setting unit for performing a setting process for a virtual space in which a moving body corresponding to the user is disposed and set on the basis of the acquired positional information; a moving body processing unit for performing a process for causing the moving body to move in the virtual space on the basis of the acquired positional information; and a display processing unit for generating a display image of the head mounted display device. The virtual space setting unit performs the setting process for the virtual space in such a manner that a first moving body group MAG corresponding to a first user group UAG that is positioned in a first field FL1 in a real space and a second moving body group MBG corresponding to a second user group UBG that is positioned in a second field FL2 in the real space are disposed and set in a common virtual field FLV in the virtual space.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance

16.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2017032826
Publication Number 2018/051969
Status In Force
Filing Date 2017-09-12
Publication Date 2018-03-22
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamaoki Jun
  • Yamamoto Haruyoshi
  • Aoki Takashi

Abstract

This simulation system includes: a virtual space setting unit for subjecting a virtual space in which a plurality of objects are positioned to setting processing; a virtual camera control unit for subjecting a virtual camera corresponding to the viewpoint of a user wearing a head-mounted display device to control processing; and a display processing unit for generating an image visible from the virtual camera in the virtual space as a display image for the head-mounted display device. The virtual space setting unit positions at least one information display item, which is controlled so as to track the changes in the viewpoint of the user, in the virtual space. The display processing unit executes display state change processing for the information display item or the objects when a given positional relationship is formed between the information display item and the objects in the virtual space.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance

17.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2017032827
Publication Number 2018/051970
Status In Force
Filing Date 2017-09-12
Publication Date 2018-03-22
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamaoki Jun
  • Onda Akio

Abstract

This simulation system includes: a virtual space setting unit for subjecting a virtual space in which a plurality of objects are positioned to setting processing; a virtual camera control unit for subjecting a virtual camera corresponding to the viewpoint of a user wearing a head-mounted display device to control processing; and a display processing unit for generating an image visible from the virtual camera in the virtual space as a display image for the head-mounted display device. The virtual space setting unit positions at least one information display item in the direction of the line of sight of the user. The display processing unit executes display state change processing for the information display item when determined that given change conditions are satisfied due to a change in the viewpoint of the user.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance

18.

SIMULATION SYSTEM, PROCESSING METHOD AND INFORMATION STORAGE MEDIUM

      
Application Number JP2017024793
Publication Number 2018/012394
Status In Force
Filing Date 2017-07-06
Publication Date 2018-01-18
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Ishii Yoshiaki
  • Makino Shinya

Abstract

This simulation system comprises: a moving body processing unit which performs a process to move, in a virtual space, a moving body corresponding to a user wearing a HMD; a virtual camera control unit which performs control of a virtual camera that moves according to the movement of a moving body; and a display processing unit that generates, as the HMD display image, an image visible from the virtual camera in the virtual space. The display processing unit performs display processing which changes the HMD display image to an image which is different from the image visible from the virtual camera if the change in acceleration of the moving body or change in the line of sight of the virtual camera is deemed to satisfy given change conditions.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/807 - Gliding or sliding on surfaces, e.g. using skis, skates or boards
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object or an image, setting a parameter value or selecting a range

19.

SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2017024794
Publication Number 2018/012395
Status In Force
Filing Date 2017-07-06
Publication Date 2018-01-18
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Kakizawa Takahiro
  • Aita Masaru
  • Miura Shusuke

Abstract

The simulation system includes: a moving body processing part for performing processing for causing a moving body representing a user wearing an HMD to move in a virtual space; a virtual camera control part for controlling a virtual camera which moves in response to the movement of the moving body; and a display processing part for generating, as a display image on the head-mounted display device, an image as viewed from the virtual camera in the virtual space. When generating the image, the display processing part performs, as image effect processing for prevention of motion sickness, processing for blurring objects which are within a distance range farther away from a given distance from the virtual camera range as opposed to objects which are within the given distance range.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/807 - Gliding or sliding on surfaces, e.g. using skis, skates or boards
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object or an image, setting a parameter value or selecting a range
  • G06T 15/00 - 3D [Three Dimensional] image rendering

20.

SIMULATION SYSTEM, PROCESSING METHOD AND INFORMATION STORAGE MEDIUM

      
Application Number JP2017024792
Publication Number 2018/012393
Status In Force
Filing Date 2017-07-06
Publication Date 2018-01-18
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Ishii Yoshiaki
  • Makino Shinya

Abstract

This simulation system comprises: an input processing unit which acquires tracking information for the line-of-sight information of a user wearing an HMD; a moving body processing unit which performs a process to move, in a virtual space, a moving body (CH) corresponding to a user; a virtual camera control unit which performs control of a virtual camera (VC) set as the first-person view of a user; and a display processing unit which generates, as the display image of an HMD, an image visible from a virtual camera in the virtual space. The virtual camera control unit sets the virtual camera in such a manner that the position and orientation of the virtual camera are varied on the basis of tracking information, and that the change in orientation of the virtual camera in terms of pitching and/or rolling is disabled or limited if the direction of progress of the moving body has changed.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/525 - Changing parameters of virtual cameras
  • A63F 13/807 - Gliding or sliding on surfaces, e.g. using skis, skates or boards
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
  • G09G 5/38 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual graphic patterns using a bit-mapped memory with means for controlling the display position
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes

21.

SIMULATION SYSTEM

      
Application Number JP2017016303
Publication Number 2017/188224
Status In Force
Filing Date 2017-04-25
Publication Date 2017-11-02
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Kakizawa Takahiro
  • Miura Shusuke
  • Enokido Naoki

Abstract

A simulation system comprises: a HMD 200 worn by a user; a processing device 10 which, on the basis of tracking information which is the information of at least one of the position and direction of the HMD 200 obtained by a tracking process of the HMD 200, generates an image displayed on the HMD 200; and a movable chassis 40 which varies the play position of a user PL. The processing device 10, on the basis of information about the variation of the play position by the movable chassis 40 and the tracking information of the HMD 200, performs a process for varying output information which is output to the user PL.

IPC Classes  ?

  • A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/28 - Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/803 - Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
  • G06T 19/00 - Manipulating 3D models or images for computer graphics

22.

SIMULATION SYSTEM

      
Application Number JP2017010614
Publication Number 2017/169831
Status In Force
Filing Date 2017-03-16
Publication Date 2017-10-05
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Akiyama Yukihiro
  • Kikuchi Masayuki
  • Toshima Takahiro

Abstract

The simulation system includes a head-mounted display device 200 that is worn by a user PL, a processing device 10, a cable 20 that transmits signals between the head-mounted display device 200 and the processing device 10, and a reeling device 50 for the cable 20. The cable 20 is reeled in, by the reeling device 50, from the head-mounted display device HMD via a relay point RP established on a location of the body of the user PL other than the head.

IPC Classes  ?

  • A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups  or , e.g. housing, wiring, connections or cabinets
  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • A63F 13/25 - Output arrangements for video game devices
  • H04N 5/64 - Constructional details of receivers, e.g. cabinets or dust covers

23.

CONTROL METHOD, VIRTUAL REALITY EXPERIENCE PROVIDING DEVICE, AND PROGRAM

      
Application Number JP2017011786
Publication Number 2017/170146
Status In Force
Filing Date 2017-03-23
Publication Date 2017-10-05
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamaoki Jun
  • Yamamoto Haruyoshi
  • Nakanishi Tetsukazu

Abstract

Provided is a VR-related sound control technology which enhances a sense of reality in a situation that has a user use a virtual prop in a virtual reality space. In the virtual reality space, there are arranged a virtual reference member 10 that is tracking-controlled with respect to the hand of a player; a virtual body part 14 that is tracking-controlled with respect to the ear of the player; and a virtual smartphone 12 that is a virtual object as a prop. After the virtual reference member 10 has approached the virtual smartphone 12, the virtual smartphone 12 is considered to have been held, and the both are integrally moved. Before the virtual reference member 10 or the virtual smartphone 12 approaches the virtual body part 14, stereophonic control is implemented in which a generated sound of the virtual smartphone 12 is a ring tone. Upon approaching, stereophonic control is implemented in which the generated sound is switched to a call sound, and the player is allowed to hear a stereophonic sound through headphones 5.

IPC Classes  ?

  • H04S 1/00 - Two-channel systems
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • H04S 7/00 - Indicating arrangements; Control arrangements, e.g. balance control

24.

GAMING DEVICE

      
Application Number JP2017004374
Publication Number 2017/141767
Status In Force
Filing Date 2017-02-07
Publication Date 2017-08-24
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Nishimura Norihiro
  • Hisano Toru
  • Ono Masaharu
  • Watanabe Yusuke

Abstract

Players wear an HMD 12, sit on a seat 16 of a play area unit 2, and play. A display 4, which is a large monitor, is in front of the play area unit 2. Spectators can view the display 4 with the players over the players from a main observation window part 50 of a casing part 6. Before play, the display 4 displays a video for the players such as a game description, and during play, the display 4 displays a video for the spectators including a video displayed on the HMDs 12 and commentary, etc.

IPC Classes  ?

  • A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups  or , e.g. housing, wiring, connections or cabinets
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/86 - Watching games played by other players

25.

SIMULATION DEVICE AND GAME DEVICE

      
Application Number JP2017005244
Publication Number 2017/141890
Status In Force
Filing Date 2017-02-14
Publication Date 2017-08-24
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamiya, Yukiharu
  • Nishimura, Norihiro
  • Hirayama, Tsuyoshi

Abstract

A game system 1 is provided with a suspension unit 30 for suspending a head-mounted display (HMD) 20 from a structure 10. As a result of suspending the HMD 20 so as to be independent from a player 20, the present invention has a configuration that causes the HMD 20 to follow the movement of the player P when the player P moves within a real space or a predetermined part (for example, the head) of the player P moves, and said configuration makes it possible to maintain attachment of the HMD 20 to the player P and prevent the HMD 20 from falling as a result of detachment even when the player P falls down unintentionally.

IPC Classes  ?

  • A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups  or , e.g. housing, wiring, connections or cabinets
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/28 - Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • G09B 9/00 - Simulators for teaching or training purposes

26.

SIMULATION SYSTEM AND GAME SYSTEM

      
Application Number JP2017005245
Publication Number 2017/141891
Status In Force
Filing Date 2017-02-14
Publication Date 2017-08-24
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Tamiya, Yukiharu
  • Nishimura, Norihiro

Abstract

This game system 1 has a configuration in which: a player state indicating the state of a player P in a real space (specifically, the position and the orientation of the player in the real space) is detected; image generation processing is executed in order to generate, in accordance with the detected player state, a simulation image that comprises a virtual movement path associated with a movement path R and that can be seen by the player P in a simulation space corresponding to the real space; the generated simulation image is displayed on a head-mounted display (HMD) 20; it is determined that the player P is in a specific state, i.e., a specific state in the simulation space when the player state satisfies a given condition on the movement path R; and a simulation image is generated for staging a performance based on the specific state when the specific state is determined.

IPC Classes  ?

  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/28 - Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups  or , e.g. housing, wiring, connections or cabinets
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • G09B 9/00 - Simulators for teaching or training purposes

27.

GAME APPARATUS, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2016088881
Publication Number 2017/115793
Status In Force
Filing Date 2016-12-27
Publication Date 2017-07-06
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Yamashita, Tadashi
  • Igarashi, Hiroshi
  • Hara, Kenichi
  • Kuroda, Yosuke
  • Kawakami, Hirotaka
  • Naito, Ryo

Abstract

A game apparatus according to the present invention includes: an input processing unit that obtains position information of a player wearing a head-mount display device and moving in a play area or the like; a game processing unit that executes processing for a game; and a display processing unit that executes processing for displaying a game image on the head-mount display device. In the case where it is detected that the player has approached or reached a boundary of the play area or an area set as a movement range of the player inside the housing of the game apparatus, the game processing unit generates a first event in which inhibition processing is executed to inhibit movement of the player in a direction toward the boundary. In the case where it is detected that the player has moved across the area boundary, the game processing unit generates a second event in which at least one of processing for switching to display of an image that is different from the game image, processing for changing a game proceeding mode, and processing for terminating the game is executed.

IPC Classes  ?

  • A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • A63F 13/49 - Saving the game status; Pausing or ending the game
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation
  • G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object or an image, setting a parameter value or selecting a range
  • G06T 19/00 - Manipulating 3D models or images for computer graphics

28.

PROJECTION SYSTEM

      
Application Number JP2016075841
Publication Number 2017/038982
Status In Force
Filing Date 2016-09-02
Publication Date 2017-03-09
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Motoyama, Hirofumi
  • Ishii, Motonaga

Abstract

A projection system comprises projection units 40, 42 which project projection images, and a processing unit 100 which, on the basis of detection information from a sensor unit 50, acquires position information of at least one of a first and a second objects and performs a projection image generation process. The processing unit 100, on the basis of the acquired position information, performs a process whereby, if it is determined that the first object and the second object have a given relationship, the content of at least one of a first projection image projected on the first object and a second projection image projected on the second object is changed.

IPC Classes  ?

  • H04N 5/74 - Projection arrangements for image reproduction, e.g. using eidophor
  • G03B 21/00 - Projectors or projection-type viewers; Accessories therefor

29.

ELECTRONIC DEVICE AND SERVER SYSTEM

      
Application Number JP2016073097
Publication Number 2017/026392
Status In Force
Filing Date 2016-08-05
Publication Date 2017-02-16
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Kayanuma, Yoshiharu
  • Iwahama, Masato
  • Tsuchiya, Kaoru
  • Sasayama, Kunio

Abstract

Provided is novel technology for lottery elements. The activation of a lottery element executes a main draw in which an object to be awarded to a player using the lottery element is selected. If the result of the main lottery is not a rare figurine 4, a sub-lottery is performed, in which the details of a "continue" bonus (raising the probability of winning the rare figurine 4 in the subsequent main lottery, or revealing a clue for guessing the rare figurine 4) are selected. Control for notifying the player of the results of the sub-lottery is performed, and a "continue" input for subsequently executing the main lottery is received

IPC Classes  ?

  • A63F 13/69 - 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
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level

30.

TERMINAL DEVICE

      
Application Number JP2016067248
Publication Number 2016/199860
Status In Force
Filing Date 2016-06-09
Publication Date 2016-12-15
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor Kohara, Takashi

Abstract

This terminal device 20 is a device for controlling a scroll display process for scrolling and moving a content display region displayed on a touch panel 12 in response to a sliding operation input. The terminal device 20 is configured to detect, during the sliding operation input, either of the following input states: the number of slide operation inputs being executed at the same time; and the area of contact with the touch panel 12 for execution of the slide operation input. The terminal device 20 controls, during the sliding operation input, a scroll speed which represents the movement speed of scrolling of the content display region in the scroll display process or a scroll movement amount which represents the amount of movement by the scrolling on the basis of the detected input state.

IPC Classes  ?

  • A63F 13/426 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
  • A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene

31.

IMAGE GENERATION SYSTEM, IMAGE GENERATION METHOD, AND INFORMATION STORAGE MEDIUM

      
Application Number JP2015053804
Publication Number 2015/122450
Status In Force
Filing Date 2015-02-12
Publication Date 2015-08-20
Owner BANDAI NAMCO ENTERTAINMENT INC. (Japan)
Inventor
  • Minato, Kazuhisa
  • Makino, Mitsugu
  • Matsushita, Futoshi
  • Ishii, Motonaga

Abstract

This image generation system includes: an object space setting unit; an image generation unit that generates a projected image for projection; a reception unit that receives a captured image from an imaging unit; and a hit determination unit that, on the basis of the position on the captured image of a spotlight resulting from light from a light output unit, determines a screen spotlight position that is the position of the spotlight on a projection screen, determines the direction from a set position that is set as the representative position of the light output unit or a player towards the screen spotlight position to be the output direction for light from the light output unit, and on the basis of the determined output direction, performs hit determination processing with respect to an object in the object space.

IPC Classes  ?

  • H04N 5/74 - Projection arrangements for image reproduction, e.g. using eidophor
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/219 - Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
  • A63F 13/426 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
  • A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
  • A63F 13/837 - Shooting of targets
  • G03B 21/00 - Projectors or projection-type viewers; Accessories therefor
  • G03B 21/14 - Projectors or projection-type viewers; Accessories therefor - Details
  • G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
  • G09G 5/36 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual graphic patterns using a bit-mapped memory
  • G09G 5/377 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual graphic patterns using a bit-mapped memory - Details of the operation on graphic patterns for mixing or overlaying two or more graphic patterns
  • G09G 5/38 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual graphic patterns using a bit-mapped memory with means for controlling the display position