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WO2024185915A1 - Procédé et appareil d'affichage de notification de jeu - Google Patents

Procédé et appareil d'affichage de notification de jeu Download PDF

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Publication number
WO2024185915A1
WO2024185915A1 PCT/KR2023/003241 KR2023003241W WO2024185915A1 WO 2024185915 A1 WO2024185915 A1 WO 2024185915A1 KR 2023003241 W KR2023003241 W KR 2023003241W WO 2024185915 A1 WO2024185915 A1 WO 2024185915A1
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WO
WIPO (PCT)
Prior art keywords
game
notification
size
visual object
screen window
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
PCT/KR2023/003241
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English (en)
Korean (ko)
Inventor
안승준
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NCSoft Corp
Original Assignee
NCSoft Corp
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Filing date
Publication date
Application filed by NCSoft Corp filed Critical NCSoft Corp
Priority to PCT/KR2023/003241 priority Critical patent/WO2024185915A1/fr
Priority to KR1020257005259A priority patent/KR20250044307A/ko
Publication of WO2024185915A1 publication Critical patent/WO2024185915A1/fr
Anticipated expiration legal-status Critical
Pending legal-status Critical Current

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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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • 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
    • A63F13/25Output arrangements for video game devices
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/04812Interaction techniques based on cursor appearance or behaviour, e.g. being affected by the presence of displayed objects
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/04817Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/0482Interaction with lists of selectable items, e.g. menus
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04842Selection of displayed objects or displayed text elements
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/14Digital output to display device ; Cooperation and interconnection of the display device with other functional units

Definitions

  • the disclosed embodiments relate to game notification display technology.
  • the size of the game screen window is being applied in various ways, such as a size corresponding to the entire display screen of the user terminal or a size corresponding to a portion of the display screen, depending on the needs of the user.
  • the size of the game screen window can often become relatively small compared to the display screen size of the user terminal.
  • the disclosed embodiments are intended to provide a method and device for displaying game notifications.
  • a method for displaying a game notification is a method performed by a computing device including one or more processors, the method including: an operation for identifying a size of a game screen window of a game output on a display screen; an operation for identifying whether a preset notification event has occurred within the game; and an operation for outputting a visual object related to the notification event on the display screen, wherein different visual objects are output based on the size of the game screen window.
  • the above game notification display method further includes an action of setting a visual object differently according to the size of the game screen window, and the visual object may include at least one of text, an icon, color-based blinking, and a pop-up message.
  • the action of differently setting the above visual object may be performed by setting the visual object including text of a first length when the size of the game screen window is a first size, setting the visual object including text of a second length when the size of the game screen window is a second size, and setting the visual object including at least one of an icon, color-based blinking, and a pop-up message on the display screen when the size of the game screen window is a third size, and the first length may be longer than the second length.
  • the text of the first length may be a sentence, and the text of the second length may be a word.
  • the above color-based flashing may be to display a flashing light at the edge of the game screen.
  • the action of differently setting the above visual object can set at least one of the game notification items, text specification for each game notification item, and display method for each game notification item according to the user's operation.
  • the above game notification display method can set at least one of a blink color and a blink count in relation to the color-based blink when setting a display method for each of the above game notification items.
  • the operation of outputting the visual object can output preset visual objects in a differentiated manner corresponding to the sizes of each game screen window.
  • the operation of outputting the visual object can move the visual object to the preset focus area and output it.
  • a game notification display device includes: a notification event recognition unit that identifies whether a preset notification event has occurred in a game output on a display screen; and a notification processing unit that identifies the size of a game screen window of a game output on the display screen and outputs a visual object related to the notification event on the display screen, wherein different visual objects are output based on the size of the game screen window.
  • the above game notification display device may further include a condition setting unit that sets a visual object differently depending on the size of the game screen window, and the visual object may include at least one of text, an icon, color-based blinking, and a pop-up message.
  • the above condition setting section sets the visual object including text of the first length when the size of the game screen window is the first size, sets the visual object including text of the second length when the size of the game screen window is the second size, and sets the visual object including at least one of an icon, a color-based blinking, and a pop-up message on the display screen when the size of the game screen window is the third size, and the first length can be longer than the second length.
  • the text of the first length may be a sentence, and the text of the second length may be a word.
  • the above notification processing unit may display a blink at the edge of the game screen when displaying the color-based blink.
  • the above notification processing unit when there are multiple games output on the display screen and the size of the game screen window corresponding to each of the multiple games is the third size, can output at least one of the different colored flashes and the icons matching the notification event on the game screens of each of the multiple games when outputting the visual object.
  • the above condition setting section can set at least one of a game notification item, text specification for each game notification item, and display method for each game notification item according to the user's operation when setting the visual object.
  • the above condition setting section when setting the display method for each game notification item, can set at least one of the blink color and the blink count in relation to the color-based blink.
  • the notification processing unit can output preset visual objects in a differentiated manner corresponding to the sizes of each game screen window.
  • the notification processing unit can, when outputting the visual object, move the visual object to the preset focus area and output it.
  • the notification display method is segmented according to the size of the game screen window, the user can quickly recognize the game notification even in a relatively small game screen window, and this enables a quick response to the game situation, thereby increasing interest in the game.
  • FIG. 1 is a diagram showing a system environment to which a game notification display method according to one embodiment is applied.
  • FIG. 2 is a configuration diagram of a game notification display device according to one embodiment.
  • FIGS. 3 to 7 are exemplary diagrams for explaining a game notification display method according to one embodiment.
  • FIG. 8 is a flowchart illustrating a method for displaying game notifications according to one embodiment.
  • FIG. 9 is a block diagram illustrating a computing environment including a computing device according to one embodiment.
  • FIG. 1 is a diagram showing a system environment to which a game notification display method according to one embodiment is applied.
  • a system environment (100) includes a user terminal (110) and a game service system (120).
  • the user terminal (110) may refer to a configuration for running a game.
  • the game may be an online game or mobile game provided through a user terminal (110) while the user terminal (110) is connected to a game service system (120).
  • the above-described game may be a game with an auto-play function.
  • the auto-play function is a function that allows the game to proceed automatically without direct operation by the user for game play, and may be referred to as an auto-hunting function, an auto-battle function, etc. depending on the game genre.
  • a user terminal (110) may be connected to a game service system (120) and a game application for executing a game may be installed.
  • the user terminal (110) may be, but is not limited to, a smart phone, a desktop PC, a laptop PC, a tablet PC, a game console, etc.
  • the game service system (120) is a system for providing a game service and may include one or more servers.
  • the game service system (120) may include an account management server that manages account information for each user account using the game service, an authentication server that performs an authentication procedure for a user account, a game server that links with a game application of a game installed on a user terminal (110) to allow the game to be executed on the user terminal (110), etc.
  • the game service system (120) may provide one or more associated services (e.g., messenger service) linked to the game service for the game, and in this case, the game service system (120) may further include a server for providing each associated service.
  • the fact that one or more associated services are linked to the game service may mean that the game service and each of the one or more associated services can be used through the same user account, or that the user account of a specific user registered with the game service can be used to access the user account of a specific user registered with each of the one or more associated services and/or the user account of another user.
  • FIG. 2 is a configuration diagram of a game notification display device according to one embodiment.
  • FIGS. 3 to 7 are exemplary diagrams.
  • a game notification display device (200) includes a notification event recognition unit (210), a notification processing unit (220), a condition storage unit (230), and a condition setting unit (240).
  • the notification event recognition unit (210), the notification processing unit (220), the condition storage unit (230), and the condition setting unit (240) may be implemented using one or more physically separate devices, or may be implemented by one or more hardware processors or a combination of one or more hardware processors and software, and may not be clearly separated in specific operations, unlike the illustrated example.
  • the game notification display device (200) may be implemented as a component included in a user terminal (110) or a game service system (120).
  • the notification event recognition unit (210) can identify whether a preset notification event has occurred within the game that is output on the display screen of the user terminal (110).
  • the notification event may refer to information that must be delivered to the user during the game (e.g., information on potions, acquisition of items, battle situation information of the player character, etc.).
  • the notification processing unit (220) can identify the size of the game screen window of the game displayed on the display screen and output a visual object related to the notification event on the display screen. At this time, the notification processing unit (220) can output different visual objects based on the size of the game screen window.
  • the display screen size may refer to the size of the display screen (S) of the user terminal (110) on which the game is output.
  • the size of the game screen window (W) may refer to any one of the numerical size of the game screen window, the resolution of the game screen window, the ratio of the current resolution of the game screen window to the default resolution value of the game screen window, and the ratio of the size of the game screen window (W) to the size of the display screen (S).
  • the notification processing unit (220) can output a text tooltip in the form of a sentence (e.g., "The number of potions is less than 70%. Please purchase the potion.”).
  • the notification processing unit (220) can output a text tooltip in the form of a word (e.g., “Potion shortage”).
  • the notification processing unit (220) can output a yellow flashing and no potion icon on the game screen without text guidance. At this time, the notification processing unit (220) can display flashing at the edge of the game screen when displaying color-based flashing.
  • the sizes of the game screen window described above can be 1st size > 2nd size > 3rd size.
  • the numbers and number of divisions for each size described above are examples and can be changed, added, and deleted according to the operator's needs.
  • the notification processing unit (220) can output at least one of different colored flashes and icons matching the notification event on the game screens of each of the multiple games when outputting a visual object.
  • the notification processing unit (220) can output a visual object in the form of a pop-up on the display screen (S).
  • the notification processing unit (220) can differentiate and output preset visual objects corresponding to the sizes of the game screen windows when there are multiple games output on the display screen and the sizes of the game screen windows corresponding to each of the multiple games are different. That is, in the present embodiment, when there are multiple games being played and the sizes of the game screen windows are different, the visual objects corresponding to each are differentiated and displayed, so that the user can intuitively and quickly recognize the game situation of the target game where the notification event has occurred.
  • the notification processing unit (220) can output additional non-visual objects, such as voice messages and vibration functions, in addition to visual objects when the size of the game screen window is the third size.
  • the notification processing unit (220) may output a voice message such as "The number of potions is less than 70%. Please purchase the potion.”
  • the notification processing unit (220) can output vibration to the user terminal (110) in relation to the notification event.
  • vibration can be set differently for each notification event, and a detailed description thereof will be provided later.
  • this embodiment outputs notification events in ways other than text, such as icons, color-based flashing, pop-up messages, voice messages, and vibration functions for the third size, it is expected that the convenience of the user's game play can be further increased.
  • the present embodiment is expected to have the effect of enabling a user to quickly identify a target game screen where a notification event has occurred among a plurality of relatively small game screens.
  • the notification processing unit (220) can move a visual object to the preset viewing area and output it when the position of the game screen window on the display screen is included in the preset non-viewing area.
  • the preset viewing area can include the viewing area on the game screen and the viewing area on the display screen of the user terminal (110).
  • the notification processing unit (220) can output a visual object to a preset viewing area on the game screen while maintaining the current location of the game screen window on the display screen of the user terminal (110).
  • the notification processing unit (220) may move the position of the game screen window to a preset focus area on the display screen of the user terminal (110), and then output a visual object to the preset focus area on the game screen.
  • the notification processing unit (220) may recognize the display screen size and position information of the user terminal (110) in advance, and may preset the focus area and non-focus area on the display screen or the game screen.
  • the notification processing unit (220) may output the visual object on the game screen, or display it in a pop-up form on the display screen of the user terminal (110) on which the game is being output.
  • the condition storage unit (230) can store various information related to the game notification display service. That is, the condition storage unit (230) can store a visual object set by the condition setting unit (240) according to the user's operation, or based on the game screen window size related to the initially set notification event.
  • the condition setting unit (240) can set visual objects differently depending on the size of the game screen window.
  • the visual objects can include at least one of text, icons, color-based flashing, and pop-up messages.
  • the condition setting unit (240) can set a visual object related to a notification event according to a control signal input from a user terminal (110) according to a user's operation. Without being limited thereto, the condition setting unit (240) can independently set a visual object according to the size of the game screen window. In addition, the condition setting unit (240) can provide preset guidance messages, menus, and tool functions for the convenience of the user when the user sets a visual object.
  • the condition setting unit (240) provides a menu for setting visual objects through the user terminal (110), and can set visual objects according to a control signal input according to the user's operation.
  • the condition setting unit (240) can set at least one of the game notification items, text designation for each game notification item, and display method for each game notification item according to the user's operation.
  • the display method for each game notification item can include text output, non-text output, etc.
  • Non-text output can mean display methods other than text, such as blinking and icons, which will be described later.
  • condition setting unit (240) can set a visual object including text of a first length when the size of the game screen window is a first size.
  • the text of the first length can be a sentence.
  • condition setting unit (240) may additionally provide a guidance message so that text can be set within a preset first length, and this may be applied equally to other cases.
  • the guidance message may include "Enter text within ** characters. The specified text length has been exceeded. Input can be made in sentence form.”
  • the condition setting unit (240) can set a visual object including text of a second length when the size of the game screen window is a second size.
  • the first length can be longer than the second length.
  • the text of the second length can be a word.
  • the condition setting unit (240) can set visual objects including at least one of icons, color-based flashing, and pop-up messages on the display screen when the size of the game screen window is the third size.
  • the third size may mean a size in which it is relatively difficult for a user to recognize text displayed on the game screen or in which it is relatively difficult to display text on the game screen.
  • the condition setting unit (240) can display examples for selecting a flashing color and icon on the screen to facilitate the user's setting of a visual object.
  • condition setting unit (240) can set at least one of the blink color and blink count in relation to color-based blinking.
  • condition setting unit (240) can set non-visual objects in addition to visual objects, including voice messages and vibration functions.
  • condition setting unit (240) can be set to output additional non-visual objects, such as voice messages and vibration functions, in addition to visual objects when the size of the game screen window is the third size.
  • condition setting unit (240) can be set to output a voice message such as “The number of potions is 70% or less. Please purchase the potion.”
  • condition setting unit (240) provides a menu to set the game notification items to which the vibration function will be applied and the vibration type for each game notification item, and can set non-visual objects according to the user's operation.
  • condition setting unit (240) can set the vibration of the first vibration length twice for lack of potion, the vibration of the second vibration length three times for lack of mana, etc., when the size of the game screen window is the third size, depending on the user's operation, so that the user can recognize the notification event even when he or she is not looking at the user terminal (110), and can also quickly recognize the details of the notification event.
  • the vibration function described above can be applied equally to all user terminals (110) of the present embodiment that include a vibration function.
  • the condition setting unit (240) can separately set the visual objects of each of the plurality of game screen windows when there are multiple games output on the display screen of the user terminal (110). At this time, the condition setting unit (240) can set the visual objects related to the notification event to be differentiated according to the game screen window size, including at least one of text, blinking color, and icon, according to a control signal by the user's operation.
  • the condition setting unit (240) can set the flashing color for each game notification item according to the user's choice. For example, referring to Fig. 6, the condition setting unit (240) can set the lack of potion to yellow flashing (W1), the lack of mana to green flashing (W2), and 5 minutes before a world boss to purple flashing (W3).
  • FIG. 8 is a flowchart illustrating a method for displaying game notifications according to one embodiment.
  • the method illustrated in FIG. 8 can be performed by the game notification display device (200) illustrated in FIG. 2.
  • the game notification display method described below can be applied to all methods of the game notification display device (200) based on the above-described FIGS. 1 to 7, and redundant detailed descriptions will be omitted for convenience of explanation.
  • the game notification display device (200) can identify the size of the game screen window of the game output on the display screen of the user terminal (1100).
  • the game notification display device (200) can identify whether a preset notification event has occurred within the game (1200).
  • the game notification display device (200) can output a visual object related to a notification event on the display screen (1300). At this time, the game notification display device (200) can output different visual objects based on the size of the game screen window.
  • the game notification display device (200) can output visual objects by differentiating preset visual objects corresponding to the sizes of each game screen window when outputting visual objects.
  • the game notification display device (200) can output a visual object corresponding to the first size on the first game screen and output a visual object corresponding to the second size on the second game screen. At this time, the game notification display device (200) can adjust the output timing of each visual object in order to prevent a situation in which different visual objects are output simultaneously and cause confusion.
  • the game notification display device (200) can output at least one of different colored flashes and icons matching the notification event on the game screen of each of the multiple games when outputting a visual object.
  • the game notification display device (200) can move a visual object to the preset focus area and output it.
  • the game notification display device (200) can set visual objects differently depending on the size of the game screen window.
  • the visual objects can include at least one of text, icons, color-based flashing, and pop-up messages.
  • the game notification display device (200) can set at least one of the game notification items, text designation for each game notification item, and display method for each game notification item according to the user's operation when setting visual objects differently.
  • the game notification display device (200) may set the visual object to include a text of a first length when the size of the game screen window is a first size when setting the visual object differently.
  • the game notification display device (200) may set the visual object to include a text of a second length when the size of the game screen window is a second size.
  • the game notification display device (200) may set the visual object to include at least one of an icon, a color-based blink, and a pop-up message on a display screen when the size of the game screen window is a third size.
  • the first length may be longer than the second length.
  • the text of the first length may be a sentence, and the text of the second length may be a word.
  • the color-based blink may be to display a blink at the edge of the game screen.
  • the game notification display device (200) can set at least one of a blink color and a blink count in relation to color-based blinking.
  • FIG. 9 is a block diagram illustrating a computing environment including a computing device according to one embodiment.
  • each component may have different functions and capabilities other than those described below, and may include additional components other than those described below.
  • the illustrated computing environment (10) includes a computing device (12).
  • the computing device (12) may be one or more components included in a game notification display device (200) according to one embodiment.
  • a computing device (12) includes at least one processor (14), a computer-readable storage medium (16), and a communication bus (18).
  • the processor (14) may cause the computing device (12) to operate in accordance with the exemplary embodiments described above.
  • the processor (14) may execute one or more programs stored in the computer-readable storage medium (16).
  • the one or more programs may include one or more computer-executable instructions, which, when executed by the processor (14), may cause the computing device (12) to perform operations in accordance with the exemplary embodiments.
  • a computer-readable storage medium (16) is configured to store computer-executable instructions or program code, program data, and/or other suitable forms of information.
  • a program (20) stored in the computer-readable storage medium (16) includes a set of instructions executable by the processor (14).
  • the computer-readable storage medium (16) may be a memory (volatile memory such as random access memory, non-volatile memory, or a suitable combination thereof), one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, any other form of storage medium that can be accessed by the computing device (12) and capable of storing desired information, or a suitable combination thereof.
  • a communication bus (18) interconnects various other components of the computing device (12), including the processor (14) and computer-readable storage media (16).
  • the computing device (12) may also include one or more input/output interfaces (22) that provide interfaces for one or more input/output devices (24) and one or more network communication interfaces (26).
  • the input/output interfaces (22) and the network communication interfaces (26) are coupled to the communication bus (18).
  • the input/output devices (24) may be coupled to other components of the computing device (12) via the input/output interfaces (22).
  • Exemplary input/output devices (24) may include input devices such as a pointing device (such as a mouse or trackpad), a keyboard, a touch input device (such as a touchpad or a touchscreen), a voice or sound input device, various types of sensor devices and/or photographing devices, and/or output devices such as a display device, a printer, speakers, and/or a network card.
  • the exemplary input/output devices (24) may be included within the computing device (12) as a component that constitutes the computing device (12), or may be coupled to the computing device (12) as a separate device distinct from the computing device (12).

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  • General Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
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  • General Physics & Mathematics (AREA)
  • Multimedia (AREA)
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  • User Interface Of Digital Computer (AREA)

Abstract

Un procédé et un appareil d'affichage d'une notification de jeu sont divulgués. Le procédé d'affichage d'une notification de jeu, selon un mode de réalisation, comprend les opérations : d'identification de la taille d'une fenêtre d'écran de jeu d'une sortie de jeu sur un écran d'affichage ; d'identification du fait qu'un événement de notification préconfiguré se produit dans le jeu ; et de délivrance d'un objet visuel associé à l'événement de notification sur l'écran d'affichage, différents objets visuels étant délivrés sur la base de la taille de la fenêtre d'écran de jeu.
PCT/KR2023/003241 2023-03-09 2023-03-09 Procédé et appareil d'affichage de notification de jeu Pending WO2024185915A1 (fr)

Priority Applications (2)

Application Number Priority Date Filing Date Title
PCT/KR2023/003241 WO2024185915A1 (fr) 2023-03-09 2023-03-09 Procédé et appareil d'affichage de notification de jeu
KR1020257005259A KR20250044307A (ko) 2023-03-09 2023-03-09 게임 알림 표시 방법 및 장치

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PCT/KR2023/003241 WO2024185915A1 (fr) 2023-03-09 2023-03-09 Procédé et appareil d'affichage de notification de jeu

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WO2024185915A1 true WO2024185915A1 (fr) 2024-09-12

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KR (1) KR20250044307A (fr)
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Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20100227692A1 (en) * 2006-11-10 2010-09-09 Igt Displaying content for various aspect ratios
KR20150082999A (ko) * 2014-01-07 2015-07-16 삼성전자주식회사 동적 화면 레이아웃 변경 방법 및 전자 장치
KR20150099297A (ko) * 2014-02-21 2015-08-31 삼성전자주식회사 전자장치의 화면 표시 방법
KR20200069899A (ko) * 2018-12-07 2020-06-17 주식회사 넥슨코리아 다른 사용자의 게임 화면을 디스플레이하기 위한 방법, 장치, 및 컴퓨터 프로그램
KR20200108733A (ko) * 2019-03-11 2020-09-21 주식회사 넥슨코리아 게임 제공 장치 및 게임 제공 방법

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20100227692A1 (en) * 2006-11-10 2010-09-09 Igt Displaying content for various aspect ratios
KR20150082999A (ko) * 2014-01-07 2015-07-16 삼성전자주식회사 동적 화면 레이아웃 변경 방법 및 전자 장치
KR20150099297A (ko) * 2014-02-21 2015-08-31 삼성전자주식회사 전자장치의 화면 표시 방법
KR20200069899A (ko) * 2018-12-07 2020-06-17 주식회사 넥슨코리아 다른 사용자의 게임 화면을 디스플레이하기 위한 방법, 장치, 및 컴퓨터 프로그램
KR20200108733A (ko) * 2019-03-11 2020-09-21 주식회사 넥슨코리아 게임 제공 장치 및 게임 제공 방법

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