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KR20130124240A - Method and device with complexity control for video game - Google Patents

Method and device with complexity control for video game Download PDF

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Publication number
KR20130124240A
KR20130124240A KR1020130092013A KR20130092013A KR20130124240A KR 20130124240 A KR20130124240 A KR 20130124240A KR 1020130092013 A KR1020130092013 A KR 1020130092013A KR 20130092013 A KR20130092013 A KR 20130092013A KR 20130124240 A KR20130124240 A KR 20130124240A
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South Korea
Prior art keywords
game
user
emotion
difficulty
real
Prior art date
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KR1020130092013A
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Korean (ko)
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박자민
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박자민
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Priority to KR1020130092013A priority Critical patent/KR20130124240A/en
Publication of KR20130124240A publication Critical patent/KR20130124240A/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input 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
    • A63F13/2145Input 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

Disclosed are a real-time adjusting device and method of game difficulty based on a change of emotion of a user. The present invention may be executed in a device for executing a one-player game, and executing the one-player game, collecting and analyzing an emotional expression of a user of the current game being executed; A step 120 of quantifying the collected emotion expressions of the user by a predetermined formula to compare the user's stress with statistics on the degree of immersion in the game to determine an emotional state that can be immersed in the game; And adjusting the difficulty of the remaining game contents in real time when the determined emotional state of the user approaches or exceeds a criterion that inhibits the immersion into the game. Step 130; it can improve the user's interest and immersion in the game accordingly, and more easily adapt to the game.

Figure pat00001

Description

Real-time control and method of game difficulty based on user's emotion change {Method and device with complexity control for video game}

The present invention relates to a method of increasing the likelihood of passing a corresponding mission by detecting a user's emotion change in real time in a single player game.

In the case of a one-player game, it is common to perform a certain mission for each stage or rotation, and it is generally difficult to pass gradually with each turn.

This is also a major factor that induces user interest. However, if the difficulty is too difficult for the user's ability, the user is likely to lose interest.

In this case, in order to prevent users from losing interest, games have been developed that allow the user to manually select a difficulty level from the beginning of the game and automatically adjust the difficulty level by calculating the probability of passing. .

However, these conventional games do not actively recognize the emotional changes of the user who directly plays the game and do not grasp the user's intention, and simply allow the user to reset the difficulty level directly, thereby lowering the sense of accomplishment of the mission pass or the user's intention. Will only adjust the difficulty mechanically.

Thus, by the time the player attempts to retry a game mission of difficulty that has been manually or mechanically changed, the user may have already lost interest.

If the game is a user-to-player game that depends heavily on the relative skill or luck with the opponent, the possibility of winning the game is always open, so the game can be challenged without losing interest.

However, in the case of a single player game, the possibility of passing is designed according to an absolute skill level of a certain degree, and the user can easily conclude that it is impossible to pass the mission after failing to pass the mission several times.

This leads directly to the lack of interest in the game.

A single player game is a game in which a opponent of a game is set up by a computer, and a game execution means of a computer competes with a user as a tool or means in the game. The user advances the match using the tools in the game against the means for executing the game, and passes the mission when the game has the victory requirements set in the game.

In particular, in the case of such a single player game, it is necessary to maintain the possibility of passing the mission at a certain level so that the user does not lose interest.

The present invention has been made in order to solve the problems of the prior art as described above, the user's excessive stress caused by the failure of the mission by measuring the change in emotion in the game play process of the user of the current game being executed in the one-player game in real time The purpose of the present invention is to provide a real-time control device and method of game difficulty based on the user's emotion change to adjust the difficulty in real time to prevent receiving the mission.

In order to achieve the above object, the real-time control device of the game difficulty based on the user's emotion change according to the present invention comprises: game providing means for executing a one-player game;

Emotion observation means for detecting a user's expression, voice or movement during game play by the game providing means;

The user's current emotional state is measured by analyzing how the user's emotion is collected by the emotion observing means and calculating it according to a predetermined formula to determine how much the user enjoys the current game or how stressed the game is. Emotional state determination means for obtaining a value of; And

And a difficulty adjusting means for lowering a difficulty level of the remaining content of the currently running game to less than a reference value when the obtained emotional state value is equal to or greater than a predetermined value.

On the other hand, in order to achieve the above object, the real-time adjustment method of the game difficulty based on the user's emotion change according to the present invention in the method performed in the device for playing a one-player game,

A step 110 for executing a one-player game and collecting emotional states such as a volume of a sound of a user of the current game being executed, a vibration of moving the device, and an input device manipulation intensity;

A step 120 of quantifying the collected emotion expressions of the user by a predetermined formula and comparing the user's stress with statistics on the degree of immersion in the game to determine an emotional state that can be continuously immersed in the game; And

And a step 130 of lowering the difficulty level of the remaining content of the current game when the obtained emotional state value is equal to or greater than a predetermined value.

In the case of a one-player game, when the difficulty of the game becomes difficult, the user progresses to the game and tends to lose interest easily. However, according to the present invention, the difficulty of the game is controlled so as not to be excessively stressed according to the user's emotional change. By adjusting, it opens up the possibility for the user to perform the game's mission without experiencing excessive stress.

In other words, rather than resetting the difficulty of the user directly or mechanically simply adjusting the difficulty based on the user's game performance, the difficulty of the user in performing the mission of the game is controlled by adjusting the difficulty in real time according to the user's emotional change in the game. To get close to

This improves user interest and immersion and makes it easier to adapt to gameplay.

1 is a functional block diagram illustrating the configuration of a real-time control device of game difficulty based on the user's emotional change according to the present invention,
Figure 2 is a functional block diagram illustrating the configuration of the emotion observation means of the configuration of the real-time control device of the game difficulty based on the user's emotion change according to the present invention,
3 is a flowchart illustrating a time-series method of real-time adjustment of game difficulty based on a change in emotion of a user according to the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Hereinafter, the present invention will be described in detail with reference to preferred embodiments and accompanying drawings. In order to clarify the present invention, contents which are not related to the configuration of the present invention will be omitted, and the same reference numerals are used for the same components.

On the other hand, when an element is referred to as being "comprising" another element in the description of the invention or in the claims, it is not interpreted as being limited to only that element, Elements may be further included.

Also, in the description of the invention or the claims, the components named as "means", "parts", "modules", "blocks" refer to units that process at least one function or operation, Each of which may be implemented by software or hardware, or a combination thereof.

1 is a functional block diagram illustrating a configuration of a real-time control device of the game difficulty based on the user's emotion change according to the present invention, Figure 2 is a configuration of a real-time control device of the game difficulty based on the user's emotion change according to the present invention Figure 3 is a functional block diagram illustrating the configuration of the emotion observation means, Figure 3 is a flow chart illustrating the time-series of the real-time adjustment method of the game difficulty based on the user's emotion change according to the present invention.

As shown in FIG. 1, the apparatus for adjusting the difficulty of a game based on a user's emotion according to the present invention includes a game providing means 10, an emotion observing means 20, an emotion state determining means 30, and a difficulty adjustment. Means 40 are provided.

The real-time control device of game difficulty based on the user's emotion change according to the present invention can be implemented in the form of a device for executing a single-player game, for example, a personal computer or a smart phone. In some embodiments, hardware such as a tablet computer and software mounted thereon may be combined.

The game providing means 10 executes a game, but reads and executes game data stored in a storage device. At this time, the game executed by the game providing means 10 may be a play game for one person.

The single-player game executed by the game providing means 10 can be played at the same time as the game passing through the stage executed according to a predetermined difficulty level, such as puzzles and adventure journeys, or sports, strategy simulation and fighting games, and virtually simultaneously. It may be a game that can be played against the opponent.

Meanwhile, the difficulty level of the one-player game executed by the game providing means 10 may vary according to the complexity of a previously designed puzzle or itinerary or the game performance level of the virtual opponent.

In addition, the victory of the user can be accomplished by completing the puzzle and the journey or defeating the opponent.

The emotion observing means 20 collects in real time the emotional expression of the user playing the game being executed by the game providing means 10.

In this case, the emotional expression of the user may be a strength of manipulating an input device such as a facial expression, a voice, an action, a movement of a game device, and a touch screen.

The device for observing the emotion expression of the user may include a camera, a microphone, a gyroscope, an accelerometer and a touch screen.

The emotional state determining means 30 calculates the emotional state due to the current game game of the user by quantifying and analyzing the emotional expression of the user collected from the emotional observing means 20.

The emotional expression of the user collected by the emotion observing means 20 may be viewed as an expression of the user's excitement or stress with respect to the current game game, and thus the emotional state determining means 30 may determine a predetermined equation based on the collected data. You can determine how excited or stressed the user is due to the current game.

Emotional state determination means 30 is a state of the emotional state and the user's current state that can be immersed without losing interest in the game using an algorithm about game game immersion made using a variety of known experiments, observations and statistical data The phases of the emotional state are compared to determine the current emotional state.

This process can be simply formulated.

The difficulty adjusting means 40 lowers the difficulty level of the remaining content of the game currently in progress when the emotional state of the user determined as described above approaches or exceeds a level at which the user may lose interest in the game.

This is not to lower the difficulty level than the reference value in the case of the next game's difficulty or retry, but to reduce the difficulty of the remaining content of the game game in progress regardless of the user's intention and not perceived by the user.

To make the difficulty lower than the reference value, you will be able to more easily answer the puzzles presented in the future, make the remaining journey easier, lower the skills of the virtual opponents in the battle, or It may be to improve abilities and to generate lulls during game games that are difficult for the user to perceive.

Figure 2 is a functional block diagram illustrating the configuration of the emotion observation means 20 of the real-time control device of the game difficulty based on the user's emotion change according to the present invention.

Referring to FIG. 2, the emotion observing means may include at least one of a camera 21, a microphone 22, a gyroscope 23, an accelerometer 24, and a touch screen 25.

At this time, the camera 21 observes the user's expression, the microphone 22 observes the user's voice, the gyroscope 23 and the accelerometer 24 observe the user's motion and the position of the game device, touch The screen can observe the intensity with which the user manipulates the input device.

Hereinafter, a method for real-time adjustment of game difficulty based on a change of emotion of a user according to the present invention will be described in detail with reference to FIG. 2.

3 is a flowchart illustrating a time-series method of real-time adjustment of game difficulty based on a change in emotion of a user according to the present invention.

Referring to Figure 3,

The real-time adjustment method of the game difficulty based on the user's emotion change according to the present invention relates to a method executed in a device for executing a one-player game, as shown in FIG. The data is extracted and executed, and the emotion expression is collected based on the expression, voice, motion, movement of the game device, and intensity of operating the input device of the current game being executed (S110).

At this time, the emotion observing means 20 is a camera 21 for collecting an expression to collect the emotional expression of the user, a microphone 22 for collecting voice, a gyroscope 23 for collecting motions and movements of a game device. It may include an accelerometer 24 and a touch screen 25 for collecting input device manipulation strength.

Thereafter, the observed user's emotional expression is quantified by a predetermined formula, and the emotional state of the user is determined by comparing the degree of stress of the user with a statistical standard of the game immersion degree of the user (S120).

In this case, the emotional state determining means 30 may determine the emotional state of the user by dividing the emotional state of the user into a positive reaction to help the game immersion and a negative reaction to prevent the game immersion.

If the value of the determined emotional state approaches or exceeds the negative response criterion that interferes with the game immersion degree, the difficulty of the remaining game contents is lowered than the reference value (S130).

Meanwhile, steps S110, S120, and S130 may be repeatedly processed at predetermined time intervals during game play.

On the other hand, the real-time adjustment method of the game difficulty based on the user's emotion change according to the present invention can be implemented as a computer-readable code can be stored in a computer-readable recording medium.

In this case, the computer-readable recording medium may include all kinds of media storing data readable by a computer system, and examples thereof include CD-ROM, DVD-ROM, hard disk, and flash memory. Can be.

On the other hand, the expression to be recorded on the recording medium encompasses not only a case where a large amount is recorded on a recording medium, a case where it is distributed in the form of a package, a case where it is provided on a recording medium through a network in the form of a data packet.

Although the present invention has been described with reference to the accompanying drawings and the above embodiments, these are merely exemplary, and it will be understood by those skilled in the art that various modifications and equivalent other embodiments are possible. Accordingly, the scope of the present invention should be determined only by the technical idea of the appended claims, and is not limited to the above embodiments.

The present invention relates to a real-time control method of the game difficulty based on the user's emotion change can be applied to the game art. It can be applied regardless of the genre of the game or the platform on which the game is executed, but can be easily applied to a one-person play game for a smartphone or tablet computer, especially with a camera, a microphone, a gyroscope, an accelerometer, and a touch screen.

10: Game Offering
20: emotional observation
21: Camera
22: microphone
23: gyroscope
24: accelerometer
25: touch screen
30: emotional state determination means
40: difficulty adjustment means

Claims (5)

In the method performed in the device for playing a one-player game,
A 110 step of executing a one-player game, collecting emotion expressions such as a facial expression, a voice, an action, a movement of the game device, and an intensity of manipulating the input device;
A step 120 of quantifying the collected emotion expressions of the user by a predetermined formula to compare the user's stress with statistics on the degree of immersion in the game to determine an emotional state that can be continuously immersed in the game; And
When the determined emotional state of the user approaches or exceeds the criterion that inhibits the immersion of the game in real time by adjusting the difficulty of the remaining game content in real time to the user to remove the disturbance of the game immersion due to excessive stress step;
Real-time control method of the game difficulty based on the user's emotion change, comprising a.
The method of claim 1,
In step 110, the user's emotion including a camera, a microphone, a gyroscope, an accelerometer, and a touch screen to collect the expression of the user's emotion such as a user's expression, voice, motion, game device movement, and input device manipulation strength. Real-time control of game difficulty based on change.
The method of claim 1,
In the step 120, the emotional state determination of the user quantifies the change in the emotional state of the user, which is measured by the emotion observing means, and compares the user's emotion with the test result and statistical data regarding the game immersion. Real-time control method of game difficulty based on.
The method of claim 1,
The single-player game is a puzzle game, an adventure game passing through a predetermined path, a fighting game that competes with a virtual competitive opponent manipulated by a program, and a simulation game that competes with a virtual competitive opponent manipulated by a program.
The method of claim 130, wherein the game difficulty is reduced based on a user's emotion change, including at least one of a simplification of a puzzle, a simplification of an adventure path, and a decrease in game performance of a virtual opponent.
A computer-readable recording medium containing a program for executing on a computer a method for real-time adjusting the difficulty of a game based on a change of emotion of a user according to any one of claims 1 to 4.
KR1020130092013A 2013-08-02 2013-08-02 Method and device with complexity control for video game KR20130124240A (en)

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Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20170029398A (en) * 2015-09-07 2017-03-15 삼성전자주식회사 Method and electronic apparatus for providing application
KR101964438B1 (en) * 2018-07-09 2019-04-01 넷마블 주식회사 Method and apparatus for providing content service
KR102021398B1 (en) * 2019-01-29 2019-09-16 넷마블 주식회사 Method and apparatus for determinig whether a stress situation has occurred in a game
KR20200137381A (en) * 2019-05-30 2020-12-09 넷마블 주식회사 Method and apparatus providing content in a game
KR102318247B1 (en) * 2021-08-03 2021-10-27 주식회사 케이골프 method for generating game map for golf simulation and a server therefor
KR20220085992A (en) * 2020-12-16 2022-06-23 주식회사 투파이브듀 System and method for providing personalized game service combined to dynamic learning contents

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20170029398A (en) * 2015-09-07 2017-03-15 삼성전자주식회사 Method and electronic apparatus for providing application
KR101964438B1 (en) * 2018-07-09 2019-04-01 넷마블 주식회사 Method and apparatus for providing content service
KR102021398B1 (en) * 2019-01-29 2019-09-16 넷마블 주식회사 Method and apparatus for determinig whether a stress situation has occurred in a game
KR20200137381A (en) * 2019-05-30 2020-12-09 넷마블 주식회사 Method and apparatus providing content in a game
KR20220085992A (en) * 2020-12-16 2022-06-23 주식회사 투파이브듀 System and method for providing personalized game service combined to dynamic learning contents
KR102318247B1 (en) * 2021-08-03 2021-10-27 주식회사 케이골프 method for generating game map for golf simulation and a server therefor

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