This application claims the benefit of priority from Japanese Patent Application No. 2022-091421 filed Jun. 6, 2022, the entire contents of the prior application(s) being incorporated herein by reference.
This disclosure relates to an information processing system, an information processing method, and a program.
A technology is known that supports the transaction of items between users in a virtual space.
However, in the above-mentioned conventional technology, information associated with an item to be transacted in the virtual space is insufficient for a user considering a purchase, and it is difficult to promote activation of the transaction.
Therefore, in one aspect, an object of this disclosure is to promote activation of various transactions related to a specific virtual reality medium in a virtual space.
In one aspect, an information processing system is provided that includes:
In one aspect, according to this disclosure, it is possible to promote various transactions related to a specific virtual reality medium in a virtual space.
Hereinafter, each embodiment will be described with reference to the drawings. In the attached drawings, for ease of viewing, only a portion of a plurality of parts having the same attribute may be given reference numerals.
With reference to
The virtual reality generation system 1 includes a server device 10 and one or more terminal devices 20. Although three terminal devices 20, 20A, and 20B are illustrated in
The server device 10 is an information system, for example, a server or the like managed by an administrator who provides one or more virtual realities. The terminal device 20 is a device used by a user, such as a mobile phone, a smartphone, a tablet terminal, a PC (Personal Computer), a head-mounted display, a game device, or the like. The terminal device 20 is typically different for each user. A plurality of terminal devices 20 can be connected to the server device 10 via a network 3.
The terminal device 20 can execute a virtual reality application according to this embodiment. The virtual reality application may be received by the terminal device 20 from the server device 10 or a predetermined application distribution server via the network 3. Alternatively, it may be stored in advance in a memory device provided in the terminal device 20 or in a memory medium such as a memory card that can be read by the terminal device 20. The server device 10 and the terminal device 20 are communicably connected via the network 3. For example, the server device 10 and the terminal device 20 cooperate to perform various processes related to virtual reality.
The terminal devices 20 are communicably connected to each other via the server device Hereinafter, “one terminal device 20 sends information to another terminal device 20” means “one terminal device 20 sends information to another terminal device 20 via the server device 10.” Similarly, “one terminal device 20 receives information from another terminal device 20” means “one terminal device 20 receives information from another terminal device 20 via the server device 10.” However, in a modification, each terminal device 20 may be communicably connected without going through the server device 10.
The network 3 may include a wireless communication network, the Internet, a VPN (Virtual Private Network), a WAN (Wide Area Network), a wired network, or any combination of these, or the like.
Hereinafter, the virtual reality generation system 1 realizes an example of the information processing system, but each element of a specific terminal device 20 (see a terminal communication portion 21 to a terminal controller 25 in
Here, a summary of a virtual reality according to this embodiment will be described. A virtual reality according to this embodiment is, for example, a virtual reality for any reality such as education, travel, role-playing, simulation, entertainment such as games and concerts, or the like. A virtual reality medium such as an avatar is used in execution of the virtual reality. For example, virtual reality according to this embodiment is realized by a three-dimensional virtual space, various virtual reality media that appear in the virtual space, and various contents provided in the virtual space.
Virtual reality media are electronic data used in virtual reality, and include any medium such as cards, items, points, in-service currency (or virtual reality currency), tokens (for example, Non-Fungible Token (NFT)), tickets, characters, avatars, parameters, or the like. Additionally, virtual reality media may be virtual reality-related information such as level information, status information, parameter information (physical strength, offensive ability, or the like) or ability information (skills, abilities, spells, jobs, or the like). Furthermore, the virtual reality media are electronic data that can be acquired, owned, used, managed, exchanged, combined, reinforced, sold, disposed of, or gifted or the like by a user in the virtual reality. However, usage of the virtual reality media is not limited to those specified in this specification.
An avatar is typically in the form of a character with a frontal orientation, and may have a form of a person, an animal, or the like. An avatar can have various appearances (appearances when drawn) by being associated with various avatar items. Additionally, hereinafter, due to the nature of avatars, a user and an avatar may be treated as the same. Therefore, for example, “one avatar does XX” may be synonymous with “one user does XX.”
A user may wear a mounted device on the head or a part of the face and visually recognize a virtual space through the mounted device. The mounted device may be a head-mounted display or a glasses-type device. A glasses-type device may be so-called AR (Augmented Reality) glasses or so-called MR (Mixed Reality) glasses. In any case, the mounted device may be separate from the terminal device 20, or may realize part or all of functions of the terminal device 20. The terminal device 20 may be realized by a head-mounted display.
A configuration of the server device 10 will be described in detail. The server device 10 is constituted by a server computer. The server device 10 may be realized by a plurality of server computers working together. For example, the server device 10 may be realized by a server computer that provides various contents, a server computer that realizes various authentication servers, and the like. Additionally, the server device 10 may also include a Web server. In this case, some functions of the terminal device 20 described hereafter may be realized by a browser processing HTML documents received from the Web server and various programs (JavaScript) associated with them.
As shown in
The server communicator 11 includes an interface that communicates with an external device wirelessly or by wire to send and receive information. The server communicator 11 may include, for example, a wireless LAN (Local Area Network) communication module or a wired LAN communication module or the like. The server communicator 11 can send and receive information to and from the terminal devices 20 via the network 3.
The server memory 12 is, for example, a memory device, and stores various information and programs necessary for various processes related to virtual reality.
The server controller 13 may include a dedicated microprocessor or a CPU (Central Processing Unit) that performs specific functions by loading a specific program, a GPU (Graphics Processing Unit), and the like. For example, the server controller 13 cooperates with the terminal device 20 to execute a virtual reality application in response to user input.
A configuration of the terminal device 20 will be described. As shown in
The terminal communicator 21 communicates with an external device wirelessly or by wire, and includes an interface for sending and receiving information. The terminal communicator 21 may include, for example, a wireless communication module, a wireless LAN communication module, or a wired LAN communication module, or the like corresponding to a mobile communication standard such as LTE (Long Term Evolution) (registered trademark), LTE-A (LTE-Advanced), a fifth generation mobile communications system, or UMB (Ultra Mobile Broadband). The terminal communicator 21 can send and receive information to and from the server device 10 via the network 3.
The terminal memory 22 includes, for example, primary and secondary memory devices. For example, the terminal memory 22 may include a semiconductor memory, a magnetic memory, or optical memory, or the like. The terminal memory 22 stores various information and programs used in the processing of virtual reality that are received from the server device 10. The information and programs used in the processing of virtual reality may be acquired from an external device via the terminal communicator 21. For example, a virtual reality application program may be acquired from a predetermined application distribution server. Hereinafter, an application program is also referred to simply as an application.
Additionally, the terminal memory 22 may store data for drawing a virtual space, for example, an image of an indoor space such as a building, an image of an outdoor space, or the like. Also, a plurality of types of data for drawing a virtual space may be prepared for each virtual space and used separately.
Additionally, the terminal memory 22 may store various images (texture images) for projection (texture mapping) onto various objects placed in a three-dimensional virtual space.
For example, the terminal memory 22 stores avatar drawing information related to avatars as virtual reality media associated with each user. An avatar in the virtual space is drawn based on the avatar drawing information related to the avatar.
Also, the terminal memory 22 stores drawing information related to various objects (virtual reality media) different from avatars, for example, various gift objects, buildings, walls, NPCs (Non Player Characters), and the like. Various objects are drawn in the virtual space based on such drawing information. A gift object is an object that corresponds to a gift from one user to another user, and is part of an item. A gift object may be a thing worn by an avatar (clothes or accessories), a decoration (fireworks, flowers, or the like), a background (wallpaper), or the like, or a ticket or the like that can be used for gacha (lottery). The term “gift” used in this application means the same concept as the term “token.” Therefore, it is also possible to replace the term “gift” with the term “token” to understand the technology described in this application.
The display portion 23 includes a display device, for example, a liquid crystal display or an organic EL (Electro-Luminescent) display. The display portion 23 can display various images. The display portion 23 is constituted by, for example, a touch panel, and functions as an interface that detects various user operations. Additionally, as described above, the display portion 23 may be in the form of a head-mounted display.
The input portion 24 may include physical keys or may further include any input interface, including a pointing device such as a mouse or the like. The input portion 24 may also be able to accept non-contact-type user input, such as sound input, gesture input, or line-of-sight input. Gesture input may use sensors (image sensors, acceleration sensors, distance sensors, and the like) to detect various user states, special motion capture that integrates sensor technology and a camera, and a controller such as a joypad. Also, a line-of-sight detection camera may be arranged in a head-mounted display. The user's various states are, for example, the user's orientation, position, movement, or the like. In this case, the orientation, position, and movement of the user include not only the orientation, position, and movement of part or all of the user's body, such as the face and hands, but also the orientation, position, movement, and the like of the user's line of sight.
Operation input by gestures may be used to change a viewpoint of a virtual camera. For example, when a user changes a direction of the terminal device 20 while holding the terminal device 20 with his or her hand as schematically shown in
The terminal controller 25 includes one or more processors. The terminal controller 25 controls the overall operation of the terminal device 20.
The terminal controller 25 sends and receives information via the terminal communicator 21. For example, the terminal controller 25 receives various information and programs used for various processes related to virtual reality from at least one of (i) the server device 10 and (ii) another external server. The terminal controller 25 stores the received information and programs in the terminal memory 22. For example, the terminal memory 22 may contain a browser (Internet browser) for connecting to a Web server.
The terminal controller 25 activates a virtual reality application in response to a user operation. The terminal controller 25 cooperates with the server device 10 to execute various processes related to virtual reality. For example, the terminal controller 25 displays an image of the virtual space on the display portion 23. On the screen, for example, a GUI (Graphical User Interface) may be displayed that detects a user operation. The terminal controller 25 can detect a user operation via the input portion 24. For example, the terminal controller 25 can detect various operations by user gestures (operations corresponding to a tap operation, a long tap operation, a flick operation, a swipe operation, and the like). The terminal controller 25 sends the operation information to the server device 10.
The terminal controller 25 draws an avatar or the like together with the virtual space (image), and causes the display portion 23 to display a terminal image. In this case, for example, as shown in
The virtual space described below is an immersive space that can be viewed using a head-mounted display or the like, and is a concept that includes not only a continuous three-dimensional space in which the user can freely (like in real life) move around via an avatar, but also a non-immersive space that can be viewed using a smartphone or the like as described above with reference to
Next, with reference to
In this embodiment, each user can change an association state of a specific virtual reality medium (hereinafter also referred to as “specific virtual reality medium”). The specific virtual reality medium can be any virtual reality medium described above, and is not limited to the avatar item(s) described hereinafter, and may include items that can be placed in the virtual space (including, for example, personal property such as a building such as a house or the like in the virtual space, and real estate such as land, as well as furniture and decorations placed in a virtual room of the avatar). However, a specific virtual reality medium is typically a virtual reality medium that can be associated with one or more users, and may exclude virtual reality media related to public property. In this embodiment, for convenience of explanation, it is assumed that a specific virtual reality medium can be associated with one user unless otherwise specified. In this case, disposal of the specific virtual reality medium can basically be decided only by the one associated user. If a specific virtual reality medium can be associated with two or more users, it becomes a “shared item,” and disposal of the specific virtual reality medium may basically be based on an agreement of two or more associated users (agreement of other users). Such legal relationships may be similar to reality (for example, the Japanese Civil Code) or may be amended as needed. In the virtual reality generation system 1 according to this embodiment, there may be one specific virtual reality medium or a plurality of specific virtual reality media, but in the case of a plurality of specific virtual reality media, the plurality of specific virtual reality media are provided so as to be mutually identifiable. The specific virtual reality medium can be arbitrarily selected from the virtual reality media described above, but a non-fungible token (NFT), which is a unique, non-fungible and tradable data unit recorded on a blockchain can be suitably used.
Here, to explain an NFT, an NFT is (a) digital data such as an image, (b) metadata related to (a), (c) index data related to (b), and (d) data in which part or all of (c) is recorded on a blockchain (tokenized). An NFT has the following features.
In the virtual reality generation system 1 according to this embodiment, an NFT may be used as follows.
An association state of the specific virtual reality medium shows an association state of each user with the specific virtual reality medium. A change in the association state of the specific virtual reality medium means a change from the association state associated with one user to the association state associated with another user. Here, the association state is a concept including (i) a state in which each user owns a specific virtual reality medium, and (ii) a state in which each user can use a specific virtual reality medium. A change in the association state is a concept including (i) an ownership of a specific virtual reality medium is transferred from one user to another user, and (ii) one user becomes unable to use the specific virtual reality medium and another user becomes able to use the specific virtual reality medium.
A change in the association state of a specific virtual reality medium is realized by assigning the specific virtual reality medium for a fee or without charge (hereinafter also simply referred to as “buying/selling”). In other embodiments, the change in the association state of the specific virtual reality medium may be realized by other transaction forms such as lending.
Hereinafter, another user associated with the specific virtual reality medium is also referred to as a current possessing user of the specific virtual reality medium, and one or more past users with whom the specific virtual reality medium was associated in the past is also referred to as one or more past possessing users of the specific virtual reality medium.
A flea market is a place where a current possessing user of a specific virtual reality medium can assign the specific virtual reality medium to another user.
In the example shown in
In the example shown in
In this embodiment, the virtual space may include a plurality of spatial portions. Each of the plurality of spatial portions is a spatial portion that an avatar can enter, and each may be able to provide unique content. Each of the plurality of spatial portions may be generated in a mode of forming spaces that are continuous with each other in the virtual space, similar to various spaces in the real world. Alternatively, some or all of the plurality of spatial portions may be partitioned via walls or doors (second objects), or may be discontinuous with each other. A discontinuity is a relationship that is connected in a way that defies the laws of physics in reality, for example, a relationship between spatial portions that can be moved to and from in the form of teleportation, such as warping.
In the example shown in
Each spatial portion 70 may be a spatial portion at least partially separated from the free spatial portion 71 by a wall (example of a second object) or a movement-prohibiting portion (example of the second object). For example, each spatial portion 70 may have a doorway (for example, a second object such as a hole or a door) through which the avatar can enter and exit the free space portion 71. The spatial portions 70 may function as flea markets. In
Next, with reference
First, with reference to
As shown in
Each memory from the item information memory 140 to the avatar information memory 146 can be realized by the server memory 12 of the server device 10 shown in
Each processor from the first state change processor 151 to the support processor 160 is appropriately coordinated with the server memory 12 and the server communicator 11 by the server controller 13 of the server device 10 shown in
The item information memory 140 stores item information related to all avatar items existing in the virtual space. In the example shown in
An item ID is a unique identifier assigned to each avatar item. A unit of an avatar item may be the smallest inseparable unit or may include combined units.
An item type ID is a unique identifier representing the type of avatar item. The gradation of the types of avatar items is arbitrary, but may be, for example, glasses, shoes, clothes, and hairstyles.
The history information relates to the change history of the association state through buying and selling at the above-mentioned flea market and the like.
The sale information memory 142 stores sale information regarding avatar items currently being sold in each market in the virtual space. In the example shown in
User information related to each user is stored in the user information memory 144. In the example shown in
Each user ID is an ID that is automatically generated at the time of user registration.
Each user name is a name registered by a respective user, and is optional.
Each avatar ID is an ID representing the avatar used by the user. Avatar drawing information for drawing a corresponding avatar may be associated with each avatar ID. The avatar drawing information associated with one avatar ID may be able to be added or edited based on input from the corresponding user. Avatar drawing information may be generated based on an avatar item(s) related to possessed item information.
Possessed item information is various information related to one or more avatar items associated with the corresponding user.
Each item value represents the value of the corresponding avatar item. The value of the avatar item may be a value that correlates with the price at which the item is exhibited at the flea market described above. The item value may be calculated or determined by the association processor 153, which will be described hereinafter, and will be described hereinafter in relation to the association processor 153.
Item attributes may represent special effects (for example, visual effects and the like such as changing light or color, changing a design, making it extravagant, attaching a badge or frame) or functions (for example, functions that can give rewards to participating users, and the like at events, and the like) that may be associated with avatar items. Particularly in the case of avatar items that can be used in games, the item attributes may be attributes that increase offensive and defensive abilities, various skills, or the like. In addition, the item attributes may include attributes that increase an ability of an avatar to which an avatar item is attached. For example, such attributes may increase the number of things that can be performed in the metaverse space (such as being able to fly, teleport, or the like). The item attributes may be calculated or determined by the association processor 153, which will be described hereinafter, and will be described hereinafter in relation to the association processor 153.
Additionally, each item attribute may include a special attribute as an attribute by assigning the special attribute to an avatar item owned by the possessing user of the special attribute. Regarding the assigning of the special attribute, it may be possible for a possessing user of the special attribute to be able to voluntarily assign it. Alternatively, the special attribute may be automatically assigned regardless of the intention of the possessing user. In this case, for example, each item attribute may include an attribute indicating that it is an avatar item worn by the possessing user at a specific event. In this case, the special attribute may indicate that the particular event has a degree of name recognition or popularity that attracts attention from a large number of avatars (users) (for example, winning a top award in the ranking according to the number of gift points received at the specific event). Alternatively, the special attribute may indicate that the avatar (user) has a large number of followers or a large number of viewers, not limited to the specific event.
Interest information is information related to another user's interest with respect to the corresponding avatar item. In the example shown in
Returning to
A user parameter is any parameter that can be associated with a user. In the example shown in
A user attribute is an attribute of a user in the virtual space. For example, in contrast to normal attributes, special attributes that are specially given to users with high popularity (famousness), users with great influence (that is, so-called influencers), and users with high status may be prepared. The degree of popularity, the degree of influence, or the like may be correlated with the degree of popularity or the like of a user in reality. Also, a special attribute may be given to a user who hosts or co-sponsors an event as an organizer. Regarding a method of determining whether to give a special attribute, for example, the following may be considered.
The activity information is a parameter (information) related to the user's activity in the virtual space. For example, in addition to content distribution activities, content viewing activities, live distribution activities, live viewing activities, and the like by users, the user activities are not limited to functions, activities, or entertainment such as games and parties, conversations between users, and movement in the virtual space in which a plurality of users participate, but may include event activities and the like as general activities in a broad sense including various events and occurrences. In the case of an event as a function, an activity, or entertainment, the user's activities include hosting/co-hosting the event, appearing in the event, and participating and watching as a viewer. Specifically, for each activity, the activity information may include the length of stay in the virtual space, the login time and number of times, distribution time, distribution frequency, number of collaborative distributions, and the like. Additionally, collaborative distribution refers to distribution performed in the form of so-called collaboration by a plurality of users who work independently. The activity information may be collected for all users, including users with normal attributes, but preferably may be collected and managed only for users with special attributes. In this case, there is no need to collect/manage activity information for users with normal attributes, so the processing load on the server device 10 can be efficiently reduced.
In the example shown in
The award winning history is history information of the user's winning of awards in the virtual space when the event is in the form of a contest. For example, the award winning history may include the winning history (the number of awards won, the number of championships won, and the like) in various contests that can be executed in the virtual space. Similar to the activity information described above, the award winning histories may be collected for all users including users with normal attributes, but preferably may be collected and managed only for users with special attributes. In this case, there is no need to collect/manage award winning histories for users with normal attributes, so the processing load on the server device 10 can be efficiently reduced.
In the example shown in
The number of followers represents the number of followers for the user. For example, the number of followers may be calculable when the user is a user who distributes various contents, or it may be possible to calculate the number of followers for all users including users who do not distribute. Additionally, since the user attributes and the number of followers described above can be correlated, only one of them may be used. Also, instead of or in addition to the number of followers, any index value (see below) relating to the evaluation of the activities of the corresponding user by other users, such as the total number of viewers or the number of gifts received, may be used.
Avatar drawing information for drawing each user's avatar is stored in the avatar information memory 146. In the example shown in
The first state change processor 151 changes the association state of avatar items based on the buying and selling of the avatar items between users via a flea market or the like. For example, the first state change processor 151 changes the association state of one avatar item from a state associated with one user to a state associated with another user, based on a combination of the one user's selling instruction (an example of a first input) for the one avatar item and the other user's buying instruction (an example of a second input) for the one avatar item. That is, when the avatar item is bought/sold in the virtual space, the first state change processor 151 changes the user associated with the avatar item from the user that is the seller to the user that is the buyer. Hereinafter, the process of changing the association state of the avatar item by the first state change processor 151 in accordance with such buying/selling is also referred to as “owner change processing.”
Furthermore, when there is an instruction to sell one avatar item from one user (before there is an instruction to buy for the one avatar item from another user), the first state change processor 151 may change the association state of the one avatar item from being associated with the one user to another state. That is, the first state change processor 151 may cancel the association state of the one avatar item with respect to the one user when there is an instruction to sell the one avatar item from the one user.
With the change of the association state by the first state change processor 151, the second state change processor 152 changes the association state of predetermined points of a predetermined value from a state of being associated with the user that is the buyer to a state of being associated with the user that is the seller. The predetermined value corresponds to a selling price (compensation) when the avatar item is bought and sold. That is, when the avatar item is bought and sold in the virtual space, the second state change processor 152 increases the number of points associated with the user that is the seller by the predetermined value and reduces the number of points associated with the user that is the buyer by the predetermined value. Hereinafter, the processing in which the second state change processor 152 changes the association state of the predetermined points according to such buying and selling is also referred to as “settlement processing.” In another embodiment, the settlement processing may be realized by indirect transfer (that is, transfer via a third party) of predetermined points between users instead of direct transfer of predetermined points between users. In this case, the third party may be a user corresponding to a broker.
The association processor 153 generates or updates at least one of item value information and item attribute information (examples of predetermined information) associated with an avatar item based on the change history of the association state of the avatar item and the user information. The avatar items with which at least one of the item value information and the item attribute information is associated may be all avatar items or a part of avatar items (for example, avatar items with a predetermined item type ID). In the case of a part of the avatar items, the part of the avatar items may be determined in any manner. For example, it may include only rare avatar items, or may be selected by a current possessing user, which will be described hereinafter. The change history of the association state may be stored for each avatar item, and each user may be able to check the change history. Specifically, the change history of the association state may be displayed at the display portion 23 of the terminal device 20 of each user together with the avatar item in accordance with the input instruction of each user. At that time, regarding the change history of the association state, when each user taps an avatar item displayed at the display portion 23 of the terminal device 20 of the respective user, the change history of the avatar item may be displayed. Alternatively, an avatar item worn by an avatar and its change history may be displayed in correspondence with each other. Furthermore, the change history of the association state may display the change history of avatar items related to all users, or may display only the change history of avatar items related to users who satisfy a predetermined condition described hereinafter. Alternatively, in the change histories of avatar items for all users, the change histories of avatar items related to users who have satisfied a predetermined condition described hereinafter and users who have not satisfied the predetermined condition may be displayed separately.
Based on the user information related to at least one of the past and current possessing users (hereinafter also referred to as “possessing users” when there is no particular distinction) (an example of a target user) of an avatar item based on the history information of the avatar item, the association processor 153 generates or updates at least one of the item value information and the item attribute information. For example, the association processor 153 may generate or update at least one of the item value information and the item attribute information based on the user information related to a possessing user selected at random from among the one or more possessing users. Alternatively, the association processor 153 may generate or update at least one of the item value information and the item attribute information based on the user information of each possessing user. In this case, at least one of the item value information and the item attribute information may be generated or updated by weighting user information for a specific possessing user (for example, a possessing user with a special attribute) more heavily than other possessing users. Further details of the association processor 153 will be described hereinafter.
The assessment portion 154 determines whether at least one possessing user satisfies a predetermined condition based on the value of a user parameter (an example of a predetermined parameter) related to the possessing user, for each avatar item to be assessed. The value of the user parameter used by the assessment portion 154 for assessment may be the current value, a past value, or a combination of the current value and a past value. The past value may be a value at any point in time prior to the present, for example, the best value or an average value.
The predetermined condition is a condition for determining (i) whether there is an element that increases the item value of the avatar item in the user information (especially the user parameters), and (ii) whether there is an element that increases the item attribute of the avatar item in the user information.
For example, the predetermined condition may include a condition (an example of a first predetermined condition) that is satisfied when the user attribute of the possessing user is or was a predetermined attribute. The predetermined attribute may be a user attribute that increases the item value of the avatar item. Specifically, if a past possessing user or the current possessing user of the avatar item to be assessed has a special attribute such as being a celebrity, the value of all the avatar items possessed by that possessing user increases, and the number of users who want to acquire those avatar items tends to increase. Therefore, in this case, it can be said that such avatar items have an element that increases the item value.
Also, the predetermined condition may include a condition (an example of a second predetermined condition) that is satisfied when the value of a user parameter of the possessing user is or was a predetermined value. As mentioned above, the user parameters include user attributes (number of viewers, number of gifts received, number of points according to the number of gifts received, ranking and rank according to user activity, and the like), activity information (user length of stay in the virtual space, login time and number of times, distribution time, distribution frequency, and the like), award winning history (history of awards received in various contests, and the like), and number of followers (number of followers and total number of viewers, and the like). For example, if the award winning history, which is a user parameter of the possessing user, includes winning such as winning a championship as the predetermined condition, the value of all the avatar items possessed by the possessing user increases, and in particular, the value of a specified avatar item(s) used at the time of winning increases, and the number of users who want to acquire that specified avatar item(s) tends to increase. Therefore, in this case, it can be said that such an avatar item has an element that increases the item value. Here, the avatar item used by the possessing user at the time of winning an award, such as winning a championship, is specified by determining whether the item ID of the avatar item used by the possessing user in the corresponding event matches the item ID of the avatar item to be assessed.
Additionally, the predetermined condition may include a condition (an example of the second predetermined condition) that is satisfied when the value of a user parameter of the possessing user is or was within a predetermined range. For example, when the number of followers, which is the user parameter of the possessing user, is in a range exceeding a threshold value, the value of all the avatar items possessed by the possessing user increases, and the number of users who want to acquire those avatar items tends to increase. Therefore, in this case, it can be said that such an avatar item has an element that increases the item value. Here, for the predetermined condition related to the number of followers, the following items may be used as the arbitrary index value described above. For example, instead of a threshold value, a relative setting such as a top ranking among all possessing users may be used. Furthermore, when the possessing user is in a “mutual follower” relationship with another user (in a state in which different users follow each other), the number of followers of the “mutual followers” may be used as a basis for the predetermined condition of the threshold value or the top ranking. Additionally, instead of the number of followers, the number of friends of the possessing user, the number of other users whose specific information (for example, phone number, email address, predetermined ID, and the like) is stored in the terminal device of the possessing user, or the like may be used as a basis for the predetermined condition. In this manner, the predetermined condition may be appropriately set in various modes.
The evaluation parameter calculator 155 calculates values of evaluation parameters used for assessment by the assessment portion 154. The evaluation parameters may include, for example, user parameters. For example, the evaluation parameter calculator 155 may calculate each value of the user parameters based on each user's activity in the virtual space, and update the user information in the user information memory 144.
Based on the item attribute information associated with the avatar item, the effect processor 156 exerts a predetermined effect on the avatar associated with the avatar item, an avatar in a vicinity of the avatar, or an object in the vicinity of the avatar. For example, if the item attribute is a function that can give rewards to participating users or the like in an event or the like, the effect processor 156 may associate a reward item and/or a predetermined point (or other points) with a hosting user and/or a participating user at an event hosted by an avatar to which the avatar item is attached. Additionally, when the item attribute is a skill that can be used in a game, the effect processor 156 may generate an effect of the corresponding skill in response to an attack performed by the avatar to which the avatar item is attached.
Furthermore, based on the user information related to a past possessing user associated with one avatar item, the effect processor 156 may exert a predetermined effect on the avatar associated with the avatar item, an avatar in a vicinity of the avatar, or an object in the vicinity of the avatar. For example, the effect processor 156 may exert a predetermined effect (for example, an effect associated with a special skill) corresponding to a user attribute associated with the past possessing user, or may make avatars in the vicinity stronger when the avatar associated with the avatar item becomes stronger. Also, for example, the effect processor 156 may cause a special effect to be exerted (i) whenever the avatar item that was worn by the past possessing user at the time of winning an award in an event is worn at the same type of event (whether it is the same type of event is specified by the event type ID described above), and (ii) not limited to that case, whenever the avatar item is worn regardless of the circumstances such as differences in events. In this case, the special effect may be a visual effect (an effect such as changing light or color, changing design, becoming luxurious, attaching a badge or frame, or the like), improvement of a user parameter (changing in a way favorable for the user), or the like. Also, another special effect may be an effect that occurs only when the avatar item is acquired by a follower of a past possessing user. In this case, the visual effect may be a fan mark or the like. In addition, another special effect is that when avatars with the same attribute avatar item gather and play a game together, a user parameter can be improved and the game can proceed in a favorable manner, for example, if the game is a battle, it may be an effect such as improving a parameter such as attack power or the like of each avatar.
Based on at least one of the item value information and the item attribute information associated with one avatar item, the first value determination portion 157 automatically determines the selling price (a “predetermined value” based on a predetermined point of a predetermined value) at the time of buying and selling the one avatar item. The selling price may be determined as a unique price or as a range of prices. Basically, the first value determination portion 157 automatically determines (calculates) the compensation in such a manner that the higher the value of the item value information, the higher the compensation. Similarly, the first value determination portion 157 automatically determines (calculates) the price in such a manner that the higher the value of the item attribute information (the value of ability, function, rarity, or the like), the higher the compensation. Also, the first value determination portion 157 may automatically determine (calculate) the price in such a manner that the higher the type and number of item attributes, the higher the compensation. In this case, a calculation formula may be prepared for determining the compensation for various combinations of at least one of the item value information and the item attribute information.
The second value determination portion 158 determines the selling price (a “predetermined value” based on a predetermined point of a predetermined value) at the time of buying and selling the one avatar item based on user input from the current possessing user related to the one avatar item. In this case, “pricing” that matches the intention of the possessing user is possible. The second value determination portion 158 may function in cooperation with the first value determination portion 157. For example, after the first value determination portion 157 initially determines the selling price related to one avatar item, the initially determined selling price may be presented to the current possessing user (specifically, it may be displayed at the display portion 23 of the terminal device 20B of the current possessing user), and the second value determination portion 158 may change the selling price determined by the first value determination portion 157 based on user input from the current possessing user of the one avatar item. In this case, the second value determination portion 158 may regulate a changeable range according to user input, preferably, so that there is no divergence (particularly a divergence that tends to be increasing) from the selling price initially determined by the first value determination portion 157. For example, the selling price initially determined by the first value determination portion 157 may not be changed by a predetermined percentage or more. As a result, it is possible to suppress unreasonable price hikes and the like, and it is possible to give a sense of security to transactions between users.
The support processor 160 executes a support process for supporting transaction activities related to buying and selling avatar items between users in the virtual space.
The support process may include a notification process of giving a predetermined notification to another user or the like based on an instruction to sell an avatar item from one user. For example, in the support process, prior to or following the instruction to sell from the user who currently possesses the avatar item, the support process may include a notification process for notifying the one user or the other user of at least one of the item value information and the item attribute information associated with the avatar item (avatar item to be sold). The other user may be a user who intends to buy the avatar item or an interested user associated with the avatar item. Such an interested user may be extracted based on the interest information described above (see
Furthermore, the support process may include, for example, a process for notifying an interested user associated with the avatar item that the avatar item will be listed for sale, based on an instruction to sell from the current possessing user of the avatar item. In this case, the interested user may be extracted based on the interest information described above (see
Additionally, when at least one of the item value information and the item attribute information associated with the avatar item is updated (changed), the support process may include a process for notifying the current possessing user of the update (change). For example, a message such as “Your hat has changed from 200 to 300 coins!” may be output. In this case, the user may be able to confirm a factor that caused the change in at least one of the item value information and the item attribute information. Furthermore, the message may include a user interface (UI) for receiving an instruction to sell. In this case, for example, the user can grasp that the reason why the item value information has changed is because the number of followers of user Mr./Ms. X, who once possessed this hat, has exceeded 5000. Such a notification can trigger the user to list an avatar item, effectively promoting the activation of the flea market.
Next, with reference to
In step S1300, the association processor 153 of the server device 10 determines whether a condition for generating or updating the item value information (hereinafter referred to as “generating/updating condition”) is established. The condition for generating/updating the item value information is arbitrary, but may be appropriately set from the viewpoint of reducing the processing load. For example, among the condition for generating/updating the item value information, the update condition may be satisfied when there is a request (for example, an appraisal request) from the current possessing user of the avatar item, or when the avatar item is used by the current possessing user. Also, the update condition may be executed at intervals of days or longer, such as every day or every week. Additionally, regarding the update condition, the condition for generating/updating the item value information may be established in conjunction with the schedule of the flea market (for example, only on weekends). Also, among the condition for generating/updating the item value information, the generation condition may be satisfied when a new avatar item is generated. If the determination result is “YES,” the process proceeds to step S1302; otherwise, the process ends as-is. A new avatar item may be generated by the operator of the virtual reality generation system 1, or may be generated by the user.
In step S1302, the association processor 153 extracts history information (see
In step S1304, the association processor 153 specifies the possessing users (current possessing user and past possessing user(s)) based on the history information extracted in step S1302.
In step S1306, the association processor 153 extracts each value of the user parameters (see
In step S1308, the association processor 153 executes an item value calculation process that calculates the item value related to the avatar item to be assessed, based on each value of the user parameters (see
In step S1310, the association processor 153 generates or updates possessed item information (item value information) in the user information memory 144, based on the calculation result of the item value obtained in step S1308.
In step S1400, the association processor 153 sets k=1, and N=the number of possessing users. The number of possessing users is the number of possessing users related to the avatar item to be assessed.
In step S1402, the association processor 153 calculates an individual value of the k-th possessing user that contributes to the value of the avatar item to be assessed, based on each value of the user parameter of the k-th possessing user. A method of calculating the individual value of the k-th possessing user is arbitrary, but may be calculated as follows, for example. Based on each value of the user parameter of the k-th possessing user, the individual value of the k-th possessing user may be calculated in such a manner that (i) the individual value of the k-th possessing user is higher in the case of a special attribute than in the case of not having the special attribute, (ii) the individual value of the k-th possessing user increases as the activity information (for example, the number of activity events and distribution frequency) increases, (iii) the individual value of the k-th possessing user increases as the award winning history increases, and/or (iv) the individual value of the k-th possessing user increases as the number of followers increases.
In step S1404, the association processor 153 increments k by “1.”
In step S1406, the association processor 153 determines whether k=N (set in step S1400). If the determination result is “YES,” the process proceeds to step S1408; otherwise, the process proceeds to step S1412.
In step S1408, the association processor 153 executes an item value calculation process for calculating a final value (total value) of the avatar item as an item value, based on the individual values of the N possessing users calculated in step S1402. The item value calculation process may be a process for calculating the final value by adding up the individual values of N possessing users. At this time, the individual values of the possessing users may be added up with the same weighting, or may be added up with different weightings. In the latter case, the weight assigned to the individual value associated with each possessing user may be assigned in such a manner that the longer the duration of the association state associated with each possessing user, the greater the weight. A more specific example of the item value calculation process will be described hereinafter with reference to
In step S1500, the association processor 153 sets a threshold value for the avatar item to be assessed based on the current item value information associated with the avatar item. The threshold value may be set in such a manner that the higher the value that is based on the current item value information, the higher the threshold value.
In step S1502, the association processor 153 determines whether the total individual value of each possessing user exceeds the threshold value. In another embodiment, the association processor 153 determines whether the individual value (for example, the largest individual value) related to a specific possessing user exceeds the threshold value. In this case, the threshold value set in step S1500 may be adapted to a single individual value. Alternatively, the association processor 153 may determine whether the average value of the individual values of the possessing users exceeds the threshold value. In this case, even if the individual value associated with one possessing user is extremely high, the average value is less likely to exceed the threshold value (that is, the value will diminish) when the number of possessing users increases. If the determination result is “YES,” the process proceeds to step S1504; otherwise, the process proceeds to step S1506.
In step S1504, the association processor 153 ranks up the item value associated with the avatar item to be assessed (changes in in a way favorable for the possessor). For example, when item values are ranked, the association processor 153 ranks up the item values. The item value may be calculated by the number of points of predetermined points. In this case, the association processor 153 may increase the number of points of the predetermined points by a predetermined percentage instead of increasing the rank.
In step S1506, the association processor 153 sets the item value associated with the target avatar item to be assessed to be maintained as is. In this case, since the item value information does not change, the process itself of step S1310 in
In step S1600, the association processor 153 determines whether there is a possessing user who satisfies a predetermined condition among all possessing users related to the avatar item to be assessed. The predetermined condition may be as described above. In
In step S1602, the association processor 153 calculates an individual value based on a user parameter(s) of the possessing user who satisfies the predetermined condition. The method for calculating the individual value may be as described above with reference to step S1402 in
In step S1604, if not omitted, the association processor 153 calculates a correction coefficient based on the history information extracted in step S1302.
Incidentally, the greater the number of variations in value fluctuation factors, the greater the interest in buying and selling avatar items, and the more the flea market can be activated. For this reason, the correction coefficient may preferably be calculated in various manners so as to increase the variation of such price fluctuation factors. For example, when history information of the avatar item includes an association state of a possessing user that satisfies a predetermined condition, the correction coefficient may be calculated so that the value of the avatar item increases as the duration of the association state of the possessing user increases. This is because there is a high possibility that the possessing user used it by that amount (possibility that he liked it and used it). Furthermore, even if the history information of the avatar item includes the association state of a possessing user who satisfies the predetermined condition, if the number of association states of a possessing user(s) who does not satisfy the predetermined condition (that is, a possessing user having a normal attribute) is large, the correction coefficient may be calculated to reduce the value by that amount. Additionally, even if the history information of the avatar item includes the association state of a possessing user who satisfies the predetermined condition, the correction coefficient may be calculated so that the longer the elapsed time after the possessing user let the item go, the more the value decreases.
Specifically,
Additionally, the association processor 153 may calculate the correction coefficient such that based on history information related to one avatar item, the greater the number of possessing users over the entire period in which the one avatar item exists (that is, the number of association state changes over the entire period, including the first time), the lower or higher the final value (item value) of the avatar item. In this case, it may be irrelevant whether the possessing users related to the one avatar item include users who satisfy the predetermined condition. Alternatively, while the association processor 153 may calculate the correction coefficient such that if the possessing users related to the one avatar item include a user(s) who satisfies a predetermined condition, the greater the number of possessing users over the entire period in which the one avatar item exists, the lower the final value of the avatar item, the association processor 153 may calculate the correction coefficient such that if the possessing users related to the one avatar item do not include any users who satisfy a predetermined condition, the greater the number of possessing users over the entire period in which the one avatar item exists, the higher the final value of the avatar item.
In step S1606, the association processor 153 calculates the final value of the avatar item as the item value based on the individual value obtained in step S1602, and based on the correction coefficient obtained in step S1604 if not omitted. For example, it may be calculated as item value=K1×individual value. Here, K1 is the correction coefficient obtained in step S1604. If it is greater than or equal to 1, it is corrected to increase the individual value. The correction coefficient may be calculated based on various factors as described above. In this case, the correction coefficient K1 may be a combination of correction coefficients related to multiple factors. Step S1604 may be omitted, and if omitted, in step S1606, the association processor 153 calculates the final value of the avatar item as the item value, based on the individual value obtained in step S1602.
In step S1608, the association processor 153 sets the item value associated with the avatar item to be assessed to be maintained as is. In this case, since the item value information does not change, the process itself of step S1310 in
In the example shown in
In the example shown in
In step S1800, the association processor 153 of the server device 10 determines whether a condition for generating/updating the item attribute information is established. The condition for generating/updating the item attribute information is arbitrary, but may be appropriately set from the viewpoint of reducing the processing load. For example, the condition for generating/updating the item attribute information may be the same as the condition for generating/updating the above-described item value information, and may be satisfied at the same time. If the determination result is “YES,” the process proceeds to step S1802; otherwise, the process directly ends.
In step S1802, the association processor 153 extracts history information (see
In step S1804, the association processor 153 specifies the possessing users (current possessing user and past possessing user), based on the history information extracted in step S1802.
In step S1806, the association processor 153 extracts each value of the user parameter(s) (see
In step S1808, the association processor 153 determines whether the condition for adding/overwriting the item attribute is established based on each value of the user parameter(s) (see
In step S1810, the association processor 153 determines the item attribute to be added or overwritten. In this case, the item attribute to be added or overwritten is an item attribute that is more favorable for the possessing user than the current item attribute, and may be set in advance for each condition for adding/overwriting the item attribute. Alternatively, the item attribute to add or overwritten may be set at random or may be selectable by the user. For example, in the case of an avatar item that can be used in a game, the item attribute may be an attribute that increases offensive or defensive capabilities, various skills, or the like. In this case, it may be added in such a way that an item attribute constructed by a past possessing user is inherited. As a result, for example, an avatar item used by an old hero (past possessing user) when he defeated an enemy may inherit an item attribute that can generate a buff effect when fighting a similar enemy. In this way, item attributes may accumulate according to successive enemies defeated.
Additionally, for example, when an avatar wearing one avatar item attends a commemorative event, many users tend to want to acquire the avatar item at that time. Therefore, in this case, it can be said that the avatar item has an element that increases the item value. Thus, in this case, the avatar item may be provided with a special item attribute. Also, when an avatar wearing one avatar item wins a contest, the avatar item may be provided with a special item attribute. In this case, the avatar item may have an element that improves the item attribute, such as the ability to win the contest. Therefore, in this case, the avatar item may be provided with a special item attribute.
In step S1812, the association processor 153 adds or overwrites the item attribute determined in step S1810 to generate or update possessed item information (item attribute information) in the user information memory 144.
Furthermore, in the example shown in
Thus, according to this embodiment, the item value and the item attribute that are associated with an avatar item can be generated or updated based on the history information of the one avatar item (and the user information of the possessing user related to the history information). As a result, activation of various transactions related to the avatar item in the virtual space can be effectively promoted.
In
In step S210, the host-side user starts distribution related to an activity event, and performs various movements (including speaking movements related to conversation) to realize various movements of the host-side avatar. As a result, the host-side terminal device 20A can generate host-side user information according to the various movements of the host-side avatar. The host-side terminal device 20A sends, to the server device 10, such host-side user information as terminal data for the terminal device 20B. As long as a condition is met in which the host-side user information indicates that the correspondence relationship between transmitting (transmitted) information and a time stamp based on a reference time is clear in both the host-side terminal device 20A and the participating-side terminal device 20B, the host-side user information may be multiplexed together by an arbitrary multiplexing method and sent to the server device 10. If such a condition is satisfied, the participating-side terminal device 20B can appropriately process according to the time stamp corresponding to the host-side user information when the host-side user information is received. For the multiplexing method, the host-side user information may each be sent via separate channels, or part of the host-side user information may be sent over the same channel. A channel may include a timeslot, a frequency band, and/or a spreading code, and the like. A method of distributing a video (digital content) using a reference time may be realized in a manner disclosed in Japanese Patent No. 6803485, which is incorporated in the specification of this application by reference.
Next, in parallel with the operation in step S210, in step S212, the host-side terminal device 20A continuously sends the host-side user information for drawing a virtual space image for the participating-side user to the participating-side terminal device 20B via the server device Additionally, the host-side terminal device 20A outputs, to the host-side terminal device the virtual space image (not depicted) for the host-side user.
The host-side terminal device 20A can perform the operations in steps S210 and S212 in parallel with the operations in steps S214 to S222 described below.
Next, in step S214, the server device 10 sends (transfers) the host-side user information continuously sent from the host-side terminal device 20A to the participating-side terminal device 20B.
In step S216, the participating-side terminal device 20B receives the host-side user information from the server device 10 and stores it in the terminal memory 22. In one embodiment, considering the possibility that sound information may have a larger capacity than other information and/or the possibility of communication line failure, the participating-side terminal device 20B can temporarily store, in the terminal memory 22 (see
In parallel with receiving and storing such host-side user information, in step S218, the participating-side terminal device 20B uses the host-side user information received from the host-side terminal device 20A via the server device 10 and stored so as to generate a virtual space image for the participating-side user and play digital content.
In parallel with the operations in steps S216 and S218 described above, in step S220, the participating-side terminal device 20B generates participating-side user information, and sends the participating-side user information as terminal data related to the terminal device 20A to the host-side terminal device 20A via the server device 10. The participating-side user information may be generated, for example, only when the participating-side user inputs a conversation-related input, performs an operation to give a gift, or the like.
In step S222, the server device 10 sends (transfers) the participating-side user information received from the participating-side terminal device 20B to the host-side terminal device 20A.
In step S224, the host-side terminal device 20A can receive the participating-side user information via the server device 10.
In step S226, the host-side terminal device 20A can basically perform the same operation as in step S210. For example, the host-side terminal device 20A may generate drawing instructions for the participating-side avatar and/or gift drawing instructions based on the participating-side user information received in step S224, and draw the corresponding participating-side avatar and/or a gift object in the virtual space image. If a sound output instruction is generated in addition to the drawing instruction, drawing and sound output may be performed.
Thus, the processing shown in
In the example shown in
Additionally, in the example shown in
Next, with respect to
The selling-side user uses his/her own terminal device 20 to call up a sale screen (step S300). Instead of calling up the sale screen, it is also possible for the selling-side user to become an avatar and directly visit the flea market in the metaverse space. At this time, the selling-side user may designate an avatar item that the user wishes to sell.
Next, the server device 10 generates or updates at least one of the item value information and the item attribute information of the avatar item associated with the selling-side user (for example, the avatar item specified by the same user) (step S302), and presents the sale price at the time of buying and selling the avatar item (step S304). Additionally, the selling price for buying and selling the avatar item may be the selling price determined by the first value determination portion 157 described above.
When the server device 10 receives the sale instructions, the server device 10 executes the sale process according to the sale instructions (step S308). As a result, the avatar items that are on sale are displayed in the flea market (step S310). Therefore, other users can visually recognize the avatar items that are on sale via avatars visiting the flea market.
Also, when the server device 10 receives such sale instructions, it updates the data in the sale information memory 142 and may present (notify) sale information to an interested user based on interested-user information (see
Continuing to
Although various embodiments have been described in detail above, it is not limited to a specific embodiment, and various modifications and changes are possible within the scope of the claims. It is also possible to combine all or a plurality of structural elements of the above-described embodiments.
For example, in the above-described embodiments, a flea market by individual users was a place to buy and sell avatar items, but it can also be applied to selling avatar items to buyer-side users and the like (for example, buying agent users) in the virtual space. In this way, the form of sales of avatar items is arbitrary.
Additionally, in the above-described embodiments, although no particular reference is made to rules and the like for sales at the flea market, the rules and the like may be set as appropriate. For example, when a transaction is established, the selling-side user may be charged a commission of a predetermined percentage, or the selling-side user may be charged a usage fee for using the spatial portion 70. Also, in the virtual space, it may be possible to display various advertisements for the avatar items that are on sale at the flea market. Also, in the above-described embodiment, the final selling price of an avatar item that is on sale at the flea market may be determined in an auction format.
Further, in the above-described embodiments, the history information associated with the avatar item may be able to be output (published) in a form that cannot be falsified. In this case, the avatar item may be allowed to be brought into another metaverse space based on another platform. Alternatively, conversely, avatar items may be brought in from other metaverse spaces. In this case, the item value and the item attribute may be calculated with respect to the avatar item, using the history information associated with the avatar item on another platform.
Further, in the above-described embodiments, at least one of the item value information and the item attribute information is associated with an avatar item. However, depending on the item type, only one of the item value information and the item attribute information may be associated with all avatar items. Additionally, at least one of the item value information and the item attribute information associated with one avatar item is generated or updated based on the history information and the user information. However, only one of the item value information and the item attribute information may be generated or updated based on the history information and the user information.
Also, in the above-described embodiments, the item value and the item attribute associated with one avatar item are parameters independent of each other, but they may be mutually dependent (or in a cooperative relationship). For example, an item attribute associated with one avatar item may be changed to an item attribute that is more favorable as the item value associated with the one avatar item increases.
Further, in the above-described embodiments, the item value associated with one avatar item is generated or updated based on the history information of the one avatar item (and the user information of the owner user related to the history information), but other factors may be considered in combination. In this case, the other factors may include the rarity of the avatar item itself, interest information (the number of interested users, the degree of attention, or the like) associated with the avatar item, the level, some parameters such as abilities, the number of times the item is combined or reinforced, and the like. In this case, the item value associated with one avatar item is generated or updated in such a manner that (i) the higher the rarity (the more rare the item is), the higher the value, and (ii) the higher the number of interested users or the higher the degree of attention, the higher the value.
Additionally, in the above-described embodiments, as mentioned above, item attributes are diverse. However, for example, item attributes linked to user attributes, activities, and the like of a possessing user may be set. For example, when a distributor recommended by the possessing user of one avatar item has an attribute of distributor A, the one avatar item may be given an item attribute that produces an effect when participating in distribution or an event of distributor A. Also, an item attribute may be given that produces an effect when performing a predetermined activity (collaborative distribution, a conversation in the metaverse space, playing a game together, a video chat) with a user have attached thereto an avatar item with the same item attribute. In these cases, the usefulness of being able to access the user profile information of the possessing user becomes significant. Furthermore, for special virtual reality media that are not on sale in a market in the virtual space, contents such as item attributes, item values, predetermined effects, and the like are displayed on the display portion 23 of the terminal device of the possessing user. The special virtual reality media that are placed on sale in the market in the virtual space are displayed on the display portion 23 of the terminal device 20 of each user.
Number | Date | Country | Kind |
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2022-091421 | Jun 2022 | JP | national |