Method for operating running-type somatosensory game
US-2024226733-A9 · Jul 11, 2024 · US
US9089769B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9089769-B2 |
| Application number | US-201113816818-A |
| Country | US |
| Kind code | B2 |
| Filing date | Dec 26, 2011 |
| Priority date | Feb 25, 2011 |
| Publication date | Jul 28, 2015 |
| Grant date | Jul 28, 2015 |
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Official abstract text for this publication.
An aiming cursor display unit 221 displays, in an aiming cursor display region DM 1 on a display unit 211 , an aiming cursor for determining a position where an action is to be applied to a ball object BL in a game space. A manipulation icon display unit 222 displays a manipulation icon CM for manipulating an aiming cursor K in a manipulation icon display region DM 2 that is separate from the aiming cursor display region DM 1 on the display unit 211 . An aiming cursor linking control unit 224 moves and displays the aiming cursor K in the display unit 211 such that the aiming cursor K is linked with a movement of the manipulation icon CM that is moved and displayed by the manipulation icon display unit 222.
Opening claim text (preview).
The invention claimed is: 1. A mobile gaming device configured to control progress of a video game in which an action is virtually applied to a virtual mobile object that moves in a virtual game space, the mobile device comprising: a single display device configured to display the virtual game space and comprising a touchscreen; and a memory device storing thereon computer-executable instructions for the video game; a processor, which upon executing the computer-executable instructions, is configured to: accept a dominant hand setting, the dominant hand setting received by input from a game player, via the touchscreen, specifying that the game player is left-handed or right-handed; display, on the display device, in an aiming cursors display region, an aiming cursor configured to determine a position where the action is to be applied to the virtual mobile object in the virtual game space; display, on the display device, a manipulation icon display region entirely at (i) a left-end of the virtual game space when the dominant hand setting specifies that the game player is left-handed, or (ii) a right-end of the virtual game space when the dominant hand setting specifies that the game player is right-handed, the manipulation icon display region being separate from the aiming cursors display region; display a manipulation icon, in the manipulation icon display region, configured to manipulate the aiming cursor, the manipulation icon moveable within the manipulation icon display region in response to a movement of an input received via the touchscreen; accept a movement command by detecting contact, via the touch screen, between the game player and the manipulation icon; accept a timing decision command based on a first timing when the game player released the contact of the manipulation icon after the movement of the manipulation icon is initiated by the game player, via the touchscreen; move and display the aiming cursor, on the display device, such that the aiming cursor is linked with the movement of the manipulation icon by the first timing; decide an action application timing at which the action is applied to the virtual mobile object based on a second timing of acceptance of the timing decision command; and apply the action to the virtual mobile object in the virtual game space when at least a portion of the virtual mobile object and a portion of the aiming cursor overlap each other at the action application timing based on the movement of the manipulation icon. 2. The mobile game device according to claim 1 , wherein the processor, which upon executing the computer-executable instructions, is further configured to: move and display the aiming cursor, on the display device, in the aiming cursor display region by setting a movement velocity of the aiming cursor at a predetermined ratio against a movement velocity of the manipulation icon, the predetermined ratio being set to a value that causes the aiming cursor to move from an initial position to an end of the aiming cursor display region when the manipulation icon moves from an initial position in the manipulation icon display region to an end of the manipulation icon display region. 3. The mobile game device according to claim 1 , wherein when the timing decision command is accepted, the manipulation icon is hidden. 4. The mobile game device according to claim 1 , wherein the processor, which upon executing the computer-executable instructions, is further configured to: move the virtual mobile object from a predetermined movement start position to a predetermined movement end position in the virtual game space; and when the timing decision command is not inputted by the game player before the virtual mobile object reaches the movement end position, hide the manipulation icon when the mobile object reaches the movement end position. 5. The mobile game device of claim 4 , wherein the video game is a baseball video game, the mobile object is a ball object that is thrown by a pitcher character which first performs a windup motion and then performs a throwing motion, and the processor, which upon executing the computer-executable instructions, is further configured to display an estimated arrival position of the ball object in a hitting zone set between the movement start position and the movement end position, on the display device, when the pitcher character performs the windup motion, and hide the estimated arrival position when the ball object reaches the movement end position. 6. The mobile game device according to claim 1 , wherein the manipulation icon is a circle whose surface area is greater by a predetermined size than a surface area of a region in which the dominant hand of the game player and the display device come into contact with each other. 7. A non-transitory computer-readable storage medium having stored thereon computer-readable instructions to control progress of a video game in which an action is virtually applied to a virtual mobile object that moves in a virtual game space, the video game playable on a mobile game device having a single display device comprising a touchscreen, the computer-readable instructions, when executed by a processor, cause the processor to: accept a dominant hand setting, the dominant hand setting received by input from a game player, via the touchscreen, specifying that the game player is left-handed or right-handed; display, on the display device, in an aiming cursors display region, an aiming cursor configured to determine a position where the action is to be applied to the virtual mobile object in the virtual game space; display, on the display device, a manipulation icon display region entirely at (i) a left-end of the virtual game space when the dominant hand setting specifies that the game player is left-handed, or (ii) a right-end of the virtual game space when the dominant hand setting specifies that the game player is right-handed, the manipulation icon display region being separate from the aiming cursors display region; display a manipulation icon, in the manipulation icon display region, configured to manipulate the aiming cursor, the manipulation icon moveable within the manipulation icon display region in response to a movement of an input received via the touchscreen; accept a movement command by detecting contact, via the touch screen, between the game player and the manipulation icon; accept a timing decision command based on a first timing when the game player released the contact of the manipulation icon after the movement of the manipulation icon is initiated by the game player, via the touchscreen; move and display the aiming cursor, on the display device, such that the aiming cursor is linked with the movement of the manipulation icon by the first timing; decide an action application timing at which the action is applied to the virtual mobile object based on a second timing of acceptance of the timing decision command; and apply the action to the virtual mobile object in the virtual game space when at least a portion of the virtual mobile object and a portion of the aiming cursor overlap each other at the action application timing based on the movement of the manipulation icon.
Ball games, e.g. soccer or baseball · CPC title
using trajectories of game objects, e.g. of a golf ball according to the point of impact · CPC title
involving timing of operations, e.g. performing an action within a time slot · CPC title
Details of the user interface · CPC title
the surface being also a display device, e.g. touch screens · CPC title
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