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    • 1. 发明授权
    • Image processor, image processing method and game machine and recording medium
    • 图像处理器,图像处理方法以及游戏机和记录介质
    • US06213878B1
    • 2001-04-10
    • US09011258
    • 1998-01-30
    • Akio SetsumasaAkira NishinoYusuke YoshidaTakeshi Tanaka
    • Akio SetsumasaAkira NishinoYusuke YoshidaTakeshi Tanaka
    • A63B1500
    • A63F13/493A63F13/10A63F13/537A63F13/843A63F2300/303A63F2300/306A63F2300/636A63F2300/8029
    • Although difficult game stages may not be cleared by unskilled players, by making the stages easy to be cleared, the degree of difficulty of the game would be lowered and the amusement of the game would be reduced. The present invention comprises: a storing device 102 capable of storing the number of certain marks displayed in an virtual space and which are in the player's hand, as well as displaying the position of such marks; a processing circuit 10 for advancing the respective steps of game control in sequence by referring to the operation signals supplied from an input device 2b, the number of marks in hand and positions thereof stored in the storing device, and for outputting displaying image data related thereto; a displaying circuit 11 for displaying a displaying image including the segment and marks on the basis of displaying image data supplied from the processing circuit. The processing circuit 10 generates displaying image data displaying said marks in the displaying image according to the operation signals, and stores the displaying positions of the marks in the storing device 102, and generates-displaying image data for displaying the segment at the displaying positions stored in the storing device 102 when the segment is unable to continue moving.
    • 虽然难度较大的玩家阶段可能不会被不熟练的玩家清除,但是通过使得阶段容易被清除,游戏的难度将降低,游戏的娱乐性将会降低。本发明包括:存储装置102 能够存储显示在虚拟空间中并且在玩家手中的某些标记的数量,以及显示这些标记的位置; 处理电路10,用于通过参考从输入装置2b提供的操作信号,存储在存储装置中的手中的标记数量和位置顺序地推进游戏控制的各个步骤,并且用于输出与其相关的显示图像数据 ; 显示电路11,用于基于显示从处理电路提供的图像数据来显示包括该段和标记的显示图像。 处理电路10根据操作信号生成在显示图像中显示所述标记的显示图像数据,并将标记的显示位置存储在存储装置102中,并且生成显示用于在存储的显示位置显示该段的图像数据 在分段不能继续移动时在存储装置102中。
    • 2. 发明授权
    • Optimum viewpoint automatically provided video game system
    • 最佳观点自动提供视频游戏系统
    • US06354944B1
    • 2002-03-12
    • US09502935
    • 2000-02-11
    • Yasuhiro TakahashiAkira NishinoYusuke YoshidaTakeshi Tanaka
    • Yasuhiro TakahashiAkira NishinoYusuke YoshidaTakeshi Tanaka
    • A63F1300
    • A63F13/525A63F13/10A63F13/577A63F2300/66A63F2300/6653A63F2300/6661A63F2300/6684G06T15/10
    • This invention was devised in order to create a favourable playing environment in a video game by automatically providing an optimum viewpoint without placing a burden on the player. In an image processing method whereby images, wherein the figure of a character and the figure of a peripheral landscape set in a virtual spatial coordinates system are viewed from a prescribed viewpoint, are generated, and image display signals corresponding to these images are output, there are provided: a viewpoint calculating step S1 for determining a second point on said peripheral landscape which is at a prescribed horizontal distance from a first point previously set inside the character; a line of sight calculating step S2 for determining the line of sight by linking the first point and the second point by means of a straight line; a viewpoint calculating step S3, for setting as the viewpoint a point on the line of sight which is at a prescribed distance from the first point; and a drawing step S4 for obtaining an image viewed from this viewpoint.
    • 本发明是为了通过自动提供最佳视点而不对玩家造成负担而在视频游戏中创造有利的播放环境。 在图像处理方法中,产生从规定的视点观看设置在虚拟空间坐标系中的字符的图形和外围景观的图形的图像,并且输出与这些图像对应的图像显示信号,那里 提供:一个视点计算步骤S1,用于确定所述外围景观上与预先设置在字符内部的第一点相距预定水平距离的第二点; 视线计算步骤S2,用于通过用直线连接第一点和第二点来确定视线; 视点计算步骤S3,用于将视点设置在与第一点相距规定距离的视线上; 以及用于获得从该视点观看的图像的绘制步骤S4。
    • 3. 发明授权
    • Image processor, a game machine using the image processor, a method of
image processing and a medium
    • 图像处理器,使用图像处理器的游戏机,图像处理方法和媒体
    • US6126545A
    • 2000-10-03
    • US973336
    • 1997-11-28
    • Yasuhiro TakahashiAkira NishinoYusuke YoshidaTakeshi Tanaka
    • Yasuhiro TakahashiAkira NishinoYusuke YoshidaTakeshi Tanaka
    • A63F13/52G06T19/00A63F9/22
    • A63F13/525A63F13/10A63F13/577G06T15/10A63F2300/66A63F2300/6653A63F2300/6661A63F2300/6684
    • This invention was devised in order to create a favorable playing environment in a video game by automatically providing an optimum viewpoint without placing a burden on the player. In an image processing method whereby images, wherein the figure of a character and the figure of a peripheral landscape set in a virtual spatial coordinates system are viewed from a prescribed viewpoint, are generated, and image display signals corresponding to these images are output, there are provided: a viewpoint calculating step S1 for determining a second point on said peripheral landscape which is at a prescribed horizontal distance from a first point previously set inside the character; a line of sight calculating step S2 for determining the line of sight by linking the first point and the second point by means of a straight line; a viewpoint calculating step S3, for setting as the viewpoint a point on the line of sight which is at a prescribed distance from the first point; and a drawing step S4 for obtaining an image viewed from this viewpoint.
    • PCT No.PCT / JP97 / 00999 Sec。 371日期1997年11月28日 102(e)日期1997年11月28日PCT 1997年3月25日PCT公布。 WO97 / 36261 PCT出版物 日期1997年10月2日本发明是为了通过自动提供最佳观点而不对玩家造成负担,在视频游戏中创造有利的播放环境。 在图像处理方法中,产生从规定的视点观看设置在虚拟空间坐标系中的字符的图形和外围景观的图形的图像,并且输出与这些图像对应的图像显示信号,那里 提供:一个视点计算步骤S1,用于确定所述外围景观上与预先设置在字符内部的第一点相距预定水平距离的第二点; 视线计算步骤S2,用于通过用直线连接第一点和第二点来确定视线; 视点计算步骤S3,用于将视点设置在与第一点相距规定距离的视线上; 以及用于获得从该视点观看的图像的绘制步骤S4。
    • 5. 发明授权
    • Axial flow fan unit
    • 轴流风机单元
    • US08133006B2
    • 2012-03-13
    • US12392243
    • 2009-02-25
    • Yusuke Yoshida
    • Yusuke Yoshida
    • F01D1/25
    • F04D19/007F04D25/0613F04D29/646
    • A frame for a serially connected axial flow fan unit includes a first housing and a second housing coupled together. The first housing includes a first axial locking mechanism and a first unlocking mechanism, and the second housing includes a second axial locking mechanism and a second unlocking mechanism. The first and the second axial locking mechanism are locked against each other through their movement along their axis. The first and the second unlocking mechanism unlock the first and the second housing with a twisting force equal to or greater than a predetermined value when the first and the second housing are twisted relative to each other. When the first and the second end portion are brought into contact, the first and the second axial locking mechanism are locked against each other and the first and the second unlocking mechanism engage with each other.
    • 用于串联连接的轴流风扇单元的框架包括联接在一起的第一壳体和第二壳体。 第一壳体包括第一轴向锁定机构和第一解锁机构,第二壳体包括第二轴向锁定机构和第二解锁机构。 第一和第二轴向锁定机构通过其沿其轴线的运动彼此锁定。 当第一和第二壳体相对于彼此扭转时,第一和第二解锁机构以等于或大于预定值的扭转力来解锁第一和第二壳体。 当第一和第二端部接触时,第一和第二轴向锁定机构彼此锁定,并且第一和第二解锁机构彼此接合。