Patent Publication Number: US-2022233956-A1

Title: Program, method, and information terminal device

Description:
TECHNICAL FIELD 
     The present invention relates to a program, a method, and an information terminal device. 
     BACKGROUND ART 
     As an application installed on an information terminal device, there is an application that produces the behaviors of a predetermined character and other objects that are superimposed on a captured image captured by a camera, and changes the motion of the character or a dialog to be uttered by the character, depending on a time zone. 
     CITATION LIST 
     Non-Patent Literature 
     Non-Patent Literature 1: MoguLive, Distribution start of an AR application “Elmina AR” connecting a world of VTuber and reality, Jun. 18, 2018, [online], searched on Apr. 23, 2019, URL, https://www.moguravr.com/vtuber-elmina-ar/ 
     SUMMARY OF INVENTION 
     Technical Problem 
     In the conventional application, however, the character is controlled in accordance with data in which the motion and dialogue of the character are recorded and prepared in advance. For this reason, variations in behavior of the character become poor and monotonous, and there is room for improvement in attracting users&#39; attention. 
     The present invention has been conceived in view of such circumstances, and an object thereof is to provide a program, method, and information terminal device which are capable of attracting users&#39; attention more than those of the prior art. 
     Solution to Problem 
     According to an aspect of an embodiment of the present disclosure, there is provided a program to be executed in an information terminal device which includes a processor, a memory, an input unit, a display unit, and an imaging sensor, the program causing the processor to execute the steps of: displaying on the display unit an image of an augmented reality space where a character is arranged with respect to an acquired image acquired by the imaging sensor; and producing the behavior of the character in the augmented reality space on the basis of data transmitted from an external source, wherein the data is motion data and sound data that are input by a performer who plays live as the character. 
     According to an aspect of an embodiment, there is provided a method to be executed by an information terminal device which includes a processor, a memory, an input unit, a display unit, and an imaging sensor, the method including the steps of: displaying on the display unit an image of an augmented reality space where a character is arranged with respect to an acquired image acquired by the imaging sensor; and producing a behavior of the character in the augmented reality space on the basis of data transmitted from an external source, wherein the data is motion data and sound data that are input by a performer who plays live as the character. 
     According to an aspect of an embodiment, there is provided an information terminal device which includes a processor, a memory, an input unit, a display unit, and an imaging sensor. The information terminal device is configured to: display on the display unit an image of an augmented reality space where a character is arranged with respect to an acquired image acquired by the imaging sensor; and produce the behavior of the character in the augmented reality space on the basis of data transmitted from an external source, wherein the data is motion data and sound data that are input by a performer who plays live as the character. 
     Advantageous Effects of Invention 
     According to the present invention, it is possible to attract users&#39; attention more than the prior art. 
    
    
     
       BRIEF DESCRIPTION OF DRAWINGS 
         FIG. 1  is a diagram showing an overview of a system according to an embodiment. 
         FIG. 2  is a diagram showing a hardware configuration of a user terminal according to an embodiment. 
         FIG. 3  is a diagram showing a hardware configuration of a server according to an embodiment. 
         FIG. 4  is a diagram showing a hardware configuration of a game play terminal according to an embodiment. 
         FIG. 5  is a diagram showing a hardware configuration of a transmission terminal according to an embodiment. 
         FIG. 6  is a block diagram showing functional configurations of a user terminal, a server, and an HMD set according to an embodiment. 
         FIG. 7  is a block diagram showing an example of a functional configuration of a transmission terminal according to an embodiment. 
         FIG. 8  is a flowchart showing a part of processing executed by the user terminal and the game play terminal according to an embodiment. 
         FIGS. 9A and 9B  are diagrams showing a virtual space provided to a player and a field-of-view image visually recognized by the player according to an embodiment. 
         FIGS. 10A and 10B  are diagrams showing a virtual space provided to a user of the user terminal and a field-of-view image visually recognized by the user according to an embodiment. 
         FIGS. 11A to 11D  are diagrams showing another example of a field-of-view image visually recognized by the user of the user terminal. 
         FIGS. 12A to 12D  are diagrams showing further another example of a field-of-view image visually recognized by the user of the user terminal. 
         FIG. 13  is a flowchart showing a part of processing to be executed in the game play terminal according to an embodiment. 
         FIG. 14  is a flowchart showing a part of processing to be executed in the user terminal according to an embodiment. 
         FIG. 15  is a flowchart showing a part of processing to be executed in the server according to an embodiment. 
         FIG. 16  is a diagram showing a specific example of a list of users who participate in a game according to an embodiment. 
         FIG. 17  is a flowchart showing a part of processing to be executed in the transmission terminal according to an embodiment. 
         FIGS. 18A and 18B  are diagrams showing a specific example of a screen displayed on the transmission terminal according to an embodiment. 
         FIG. 19  is a diagram showing another specific example of a screen displayed on the transmission terminal according to an embodiment. 
         FIG. 20  is a diagram showing a specific example of a sound input by a player according to an embodiment. 
         FIGS. 21A to 21C  are diagrams showing further another specific example of a screen displayed on the transmission terminal according to an embodiment and an overview of transmission of behavior instruction data. 
         FIG. 22  is a diagram showing another specific example of a sound input by a player according to an embodiment. 
         FIGS. 23A to 23C  are diagrams showing further another specific example of a screen displayed on the transmission terminal according to an embodiment and an overview of transmission of behavior instruction data. 
         FIG. 24  is a diagram showing an overview of sending of game progress information from the game play terminal to the user terminal according to an embodiment. 
         FIG. 25  is a flowchart showing a part of processing to be executed in the user terminal according to an embodiment. 
         FIG. 26  is a diagram showing a specific example of moving image reproduction. 
         FIG. 27  is a diagram showing another specific example of moving image reproduction. 
         FIG. 28A  is a diagram for schematically illustrating a virtual space defined on a game play terminal side in the progress of a rock-paper-scissors game, and  FIG. 28B  is a diagram for schematically illustrating an augmented reality virtual space defined on a user terminal side and superimposed on an acquired image. 
         FIG. 29  is a flowchart showing an example of a flow of processing for displaying an image in an augmented reality space. 
         FIGS. 30A, 30A ′,  30 B and  30 C are diagrams showing a display example in which an avatar object is arranged with respect to an acquired image A captured and acquired by a camera of a user terminal owned by a user A. 
         FIGS. 31A to 31C  are diagrams showing a display example in which an avatar object is arranged with respect to an acquired image B captured and acquired by a camera of a user terminal owned by a user B. 
         FIGS. 32A to 32C  are diagrams showing a display example after an input operation to a normal mode transition icon is received. 
         FIGS. 33A and 33B  are diagrams showing a display example in which an augmented reality space is generated in which the entire virtual space is miniaturized and arranged with respect to an image acquired from a camera and an avatar object behaves in the augmented reality space. 
     
    
    
     DESCRIPTION OF EMBODIMENTS 
     A system according to the present disclosure is a system for providing a game to a plurality of users. The system will be described below with reference to the drawings. The present invention is not limited to these illustrations but is indicated by the scope of the claims, and it is intended that the present invention includes all modifications within the meaning and scope equivalent to the scope of the claims. In the following description, the same components are denoted by the same reference numerals in the description of the drawings, and will not be repeatedly described. 
     &lt;Overview of Operations of System  1 &gt; 
       FIG. 1  is a diagram showing an overview of a system  1  according to the present embodiment. The system  1  includes a plurality of user terminals  100  (computers), a server  200 , a game play terminal  300  (an external device, a second external device), and a transmission terminal  400  (an external device, a first external device). In  FIG. 1 , user terminals  100 A to  100 C, that is, three user terminals  100  are shown as an example of the plurality of user terminals  100 , but the number of user terminals  100  is not limited to the shown example. In the present embodiment, the user terminals  100 A to  100 C are described as “user terminals  100 ” when being not necessary to be distinguished from each other. The user terminal  100 , the game play terminal  300 , and the transmission terminal  400  are connected to the server  200  via a network  2 . The network  2  is configured by various mobile communication systems constructed by the Internet and a wireless base station. Examples of the mobile communication system include so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and a wireless network (for example, Wi-Fi (registered trademark)) that can be connected to the Internet through a predetermined access point. 
     (Overview of Game) 
     In the present embodiment, as an example of a game provided by the system  1  (hereinafter, referred to as “main game”), a game mainly played by the user of the game play terminal  300  will be described. Hereinafter, the user of the game play terminal  300  called a “player”. As an example, the player (performer) operates one or more characters appearing in the main game to carry on the game. In the main game, the user of the user terminal  100  plays a role of supporting the progress of the game by the player. Details of the main game will be described below. The game provided by the system  1  may be a game in which a plurality of users participate, and no limitation to this example is intended. 
     (Game Play Terminal  300 ) 
     The game play terminal  300  controls the progress of the game in response to operations input by the player. Further, the game play terminal  300  sequentially transmits information (hereinafter, game progress information) generated by a player&#39;s game play to the server  200  in real time. 
     (Server  200 ) 
     The server  200  sends the game progress information (second data) received in real time from the game play terminal  300 , to the user terminal  100 . In addition, the server  200  mediates the sending and reception of various types of information between the user terminal  100 , the game play terminal  300 , and the transmission terminal  400 . 
     (Transmission Terminal  400 ) 
     The transmission terminal  400  generates behavior instruction data (first data) in response to operations input by the user of the transmission terminal  400 , and transmits the behavior instruction data to the user terminal  100  via the server  200 . The behavior instruction data is data for reproducing a moving image on the user terminal  100 , and specifically, is data for producing behaviors of characters appearing in the moving image. 
     In the present embodiment, as an example, the user of the transmission terminal  400  is a player of the main game. Further, as an example, the moving image reproduced on the user terminal  100  based on the behavior instruction data is a moving image in which the characters operated by the player in the game behave. The “behavior” is to move at least a part of a character&#39;s body, and also includes a speech. Therefore, the behavior instruction data according to the present embodiment includes, for example, sound data for controlling the character to speak and motion data for moving the character&#39;s body. 
     As an example, the behavior instruction data is sent to the user terminal  100  after the main game is over. Details of the behavior instruction data and the moving image reproduced based on the behavior instruction data will be described below. 
     (User Terminal  100 ) 
     The user terminal  100  receives game progress information in real time, and generate a game screen to display using the information. In other words, the user terminal  100  reproduces the game screen of the game being played by the player in real-time rendering. Thereby, the user of the user terminal  100  can visually recognize the same game screen as the game screen that the player visually recognize while playing the game at substantially the same timing as the player. 
     In addition, the user terminal  100  generates information for supporting the progress of the game by the player in response to the operation input by the user, and sends the information to the game play terminal  300  via the server  200 . Details of the information will be described below. 
     Further, the user terminal  100  receives the behavior instruction data from the transmission terminal  400 , and generates and reproduces a moving image (video) using the behavior instruction data. In other words, the user terminal  100  reproduces the behavior instruction data by rendering. 
     &lt;Hardware Configuration of System  1 &gt; 
       FIG. 2  is a diagram showing a hardware configuration of the user terminal  100 .  FIG. 3  is a view showing a hardware configuration of the server  200 .  FIG. 4  is a diagram showing a hardware configuration of the game play terminal  300 .  FIG. 5  is a diagram showing a hardware configuration of the transmission terminal  400 . 
     (User Terminal  100 ) 
     In the present embodiment, as an example, an example is described in which the user terminal  100  is implemented as a smartphone, but the user terminal  100  is not limited to the smartphone. For example, the user terminal  100  may be implemented as a feature phone, a tablet computer, a laptop computer (a so-called notebook computer), or a desktop computer. Further, the user terminal  100  may be a game device suitable for a game play. 
     As shown in  FIG. 2 , the user terminal  100  includes a processor  10 , a memory  11   a,  a storage  12 , a communication interface (IF)  13 , an input/output IF  14 , a touch screen  15  (display unit), a camera  17 , and a ranging sensor  18 . These components of the user terminal  100  are electrically connected to one another via a communication bus. The user terminal  100  may include an input/output IF  14  that can be connected to a display (display unit) configured separately from a main body of the user terminal  100  instead of or in addition to the touch screen  15 . 
     Further, as shown in  FIG. 2 , the user terminal  100  may be configured to have the capability to communicate with one or more controller  1020 . The controller  1020  establishes communication with the user terminal  100  in accordance with a communication standard, for example, Bluetooth (registered trademark). The controller  1020  may include one or more button, and sends an output value based on the user&#39;s input operation to the button to the user terminal  100 . In addition, the controller  1020  may include various sensors such as an acceleration sensor and an angular velocity sensor, and sends the output values of the various sensors to the user terminal  100 . 
     Instead of or in addition to the user terminal  100  including the camera  17  and the ranging sensor  18 , the controller  1020  may include the camera  17  and the ranging sensor  18 . 
     It is desirable that the user terminal  100  allows a user, who uses the controller  1020 , to input user identification information such as a user&#39;s name or login ID to the via the controller  1020  at the time of start of a game, for example. Thereby, the user terminal  100  enables to associate the controller  1020  with the user, and can specify on the basis of a sending source (controller  1020 ) of the received output value that the output value belongs to any user. 
     When the user terminal  100  communicates with a plurality of controllers  1020 , each user grasps each of the controllers  1020 , so that it is possible to implement multiplay with one user terminal  100  without communication with another device such as the server  200  via the network  2 . In addition, the user terminals  100  communicate with one another in accordance with a wireless standard such as a wireless LAN (Local Area Network) standard (communicate with one another without using the server  200 ), whereby multiplay can be implemented locally with a plurality of user terminals  100 . When the above-described multiplay is implemented locally with one user terminal  100 , the user terminal  100  may further have at least a part of various functions (to be described below) provided in the server  200 . Further, when the above-described multiplay is implemented locally with the plurality of user terminals  100 , the plurality of user terminals  100  may have various functions (to be described below) provided in the server  200  in a distributed manner. 
     Even when the above-described multiplay is implemented locally, the user terminal  100  may communicate with the server  200 . For example, the user terminal may send information indicating a play result such as a record or win/loss in a certain game and user identification information in association with each other to the server  200 . 
     Further, the controller  1020  may be configured to be detachable from the user terminal  100 . In this case, a coupling portion with the controller  1020  may be provided on at least any surface of a housing of the user terminal  100 , controller  1020 . When the user terminal  100  is coupled to the controller  1020  by a cable via the coupling portion, the user terminal  100  and the controller  1020  sends and receives signals via the cable. 
     As shown in  FIG. 2 , the user terminal  100  may be connected to a storage medium  1030  such as an external memory card via the input/output IF  14 . Thereby, the user terminal  100  can read program and data recorded on the storage medium  1030 . The program recorded on the storage medium  1030  is a game program, for example. 
     The user terminal  100  may store the game program acquired by communicating with an external device such as the server  200  in the memory  11  of the user terminal  100 , or may store the game program acquired by reading from the storage medium  1030  in the memory  11 . 
     As described above, the user terminal  100  includes the communication IF  13 , the input/output IF  14 , the touch screen  15 , the camera  17 , and the ranging sensor  18  as an example of a mechanism for inputting information to the user terminal  100 . Each of the components described above as an input mechanism can be regarded as an operation unit configured to receive a user&#39;s input operation. 
     For example, when the operation unit is configured by at least any one of the camera  17  and the ranging sensor  18 , the operation unit detects an object  1010  in the vicinity of the user terminal  100 , and specifies an input operation from the detection result of the object. As an example, a user&#39;s hand as the object  1010  or a marker having a predetermined shape is detected, and an input operation is specified based on color, shape, movement, or type of the object  1010  obtained as a detection result. More specifically, when a user&#39;s hand is detected from a captured image of the camera  17 , the user terminal  100  specifies a gesture (a series of movements of the user&#39;s hand) detected based on the captured image, as a user&#39;s input operation. The captured image may be a still image or a moving image. 
     Alternatively, when the operation unit is configured by the touch screen  15 , the user terminal  100  specifies and receives the user&#39;s operation performed on an input unit  151  of the touch screen  15  as a user&#39;s input operation. Alternatively, when the operation unit is configured by the communication IF  13 , the user terminal  100  specifies and receives a signal (for example, an output value) sent from the controller  1020  as a user&#39;s input operation. Alternatively, when the operation unit is configured by the input/output IF  14 , a signal output from an input device (not shown) different from the controller  1020  connected to the input/output IF  14  is specified and received as a user&#39;s input operation. 
     (Server  200 ) 
     The server  200  may be a general-purpose computer such as a workstation or a personal computer as an example. The server  200  includes a processor  20 , a memory  21 , a storage  22 , a communication IF  23 , and an input/output IF  24 . These components in the server  200  are electrically connected to one another via a communication bus. 
     (Game Play Terminal  300 ) 
     The game play terminal  300  may be a general-purpose computer such as a personal computer as an example. The game play terminal  300  includes a processor  30 , a memory  31 , a storage  32 , a communication IF  33 , and an input/output IF  34 . These components in the game play terminal  300  are electrically connected to one another via a communication bus. 
     As shown in  FIG. 4 , the game play terminal  300  according to the present embodiment is included in an HMD (Head Mounted Display) set  1000  as an example. In other words, it can be expressed that the HMD set  1000  is included in the system  1 , and it can also be expressed that the player plays a game using the HMD set  1000 . A device for the player to play the game is not limited to the HMD set  1000 . As an example, the device may be any device that allows the player to experience the game virtually. The device may be implemented as a smartphone, a feature phone, a tablet computer, a laptop computer (a so-called notebook computer), or a desktop computer. Further, the device may be a game device suitable for a game play. 
     The HMD set  1000  includes not only the game play terminal  300  but also an HMD  500 , an HMD sensor  510 , a motion sensor  520 , a display  530 , and a controller  540 . The HMD  500  includes a monitor  51 , a gaze sensor  52 , a first camera  53 , a second camera  54 , a microphone  55 , and a speaker  56 . The controller  540  may include a motion sensor  520 . 
     The HMD  500  may be mounted on a head of the player to provide a virtual space to the player during operations. More specifically, the HMD  500  displays each of a right-eye image and a left-eye image on the monitor  51 . When each eye of the player visually recognizes each image, the player may recognize the image as a three-dimensional image based on a parallax of both the eyes. The HMD  500  may include either a so-called head-mounted display including a monitor or a head-mounted device capable of mounting a terminal including a smartphone or another monitor. 
     The monitor  51  is implemented as, for example, a non-transmissive display device. In an aspect, the monitor  51  is arranged on a main body of the HMD  500  to be located in front of both eyes of the player. Therefore, when the player visually recognizes the three-dimensional image displayed on the monitor  51 , the player can be immersed in the virtual space. In an aspect, the virtual space includes, for example, a background, player-operatable objects, and player-selectable menu images. In an aspect, the monitor  51  may be implemented as a liquid crystal monitor or an organic EL (Electro Luminescence) monitor included in a so-called smart phone or other information display terminals. 
     In another aspect, the monitor  51  can be implemented as a transmissive display device. In this case, the HMD  500  may be an open type such as a glasses type, instead of a closed type that covers the player&#39;s eyes as shown in  FIG. 1 . The transmissive monitor  51  may be temporarily configured as a non-transmissive display device by adjustment of its transmittance. The monitor  51  may include a configuration in which a part of the image constituting the virtual space and a real space are displayed at the same time. For example, the monitor  51  may display an image of the real space captured by a camera mounted on the HMD  500 , or may make the real space visually recognizable by setting a part of the transmittance to be high. 
     In an aspect, the monitor  51  may include a sub-monitor for displaying a right-eye image and a sub-monitor for displaying a left-eye image. In another aspect, the monitor  51  may be configured to integrally display the right-eye image and the left-eye image. In this case, the monitor  51  includes a high-speed shutter. The high-speed shutter operates to enable alternate display of the right-eye image and the left-eye image so that only one of the eyes can recognize the image. 
     In an aspect, the HMD  500  includes a plurality of light sources (not shown). Each of the light source is implemented by, for example, an LED (Light Emitting Diode) configured to emit infrared rays. The HMD sensor  510  has a position tracking function for detecting the movement of the HMD  500 . More specifically, the HMD sensor  510  reads a plurality of infrared rays emitted by the HMD  500  and detects the position and inclination of the HMD  500  in the real space. 
     In another aspect, the HMD sensor  510  may be implemented by a camera. In this case, the HMD sensor  510  can detect the position and the inclination of the HMD  500  by executing image analysis processing using image information of the HMD  500  output from the camera. 
     In another aspect, the HMD  500  may include a sensor (not shown) as a position detector instead of the HMD sensor  510  or in addition to the HMD sensor  510 . The HMD  500  can use the sensor to detect the position and the inclination of the HMD  500  itself. For example, when the sensor is an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor, the HMD  500  can use any of those sensors instead of the HMD sensor  510  to detect its position and inclination. As an example, when the sensor provided in the HMD  500  is an angular velocity sensor, the angular velocity sensor detects an angular velocity around each of three axes of the HMD  500  in the real space over time. The HMD  500  calculates a temporal change of the angle around each of the three axes of the HMD  500  based on each of the angular velocities, and further calculates an inclination of the HMD  500  based on the temporal change of the angles. 
     The gaze sensor  52  detects a direction in which lines of sight of the right eye and the left eye of the player are directed. The gaze sensor  52  detects the lines of sight of the player. The direction of the line of sight is detected by, for example, a known eye tracking function. The gaze sensor  52  is implemented by a sensor having the eye tracking function. In an aspect, the gaze sensor  52  preferably includes a right-eye sensor and a left-eye sensor. The gaze sensor  52  may be, for example, a sensor configured to irradiate the right eye and the left eye of the player with infrared light and to receive reflection light from the cornea and the iris with respect to the irradiation light, thereby detecting a rotational angle of each eyeball. The gaze sensor  52  can detect the line of sight of the player based on each of the detected rotational angles. 
     The first camera  53  captures a lower part of the player&#39;s face. More specifically, the first camera  53  captures a nose and a mouse of the player. The second camera  54  captures eyes and eyebrows of the player. The housing of the HMD  500  on the player side is defined as an inside of the HMD  500 , and the housing of the HMD  500  on the side opposite to the player. In an aspect, the first camera  53  can be located outside the HMD  500 , and the second camera  54  can be located inside the HMD  500 . The imaged generated by the first camera  53  and the second camera  54  are input to the game play terminal  300 . In another aspect, the first camera  53  and the second camera  54  may be implemented as one camera, and the player&#39;s face may be captured by the one camera. 
     The microphone  55  converts the speech of the player into a sound signal (electric signal) and outputs the sound signal to the game play terminal  300 . The speaker  56  converts the sound signal into a sound and outputs the sound to the player. In another aspect, the HMD  500  may include earphones instead of the speaker  56 . 
     The controller  540  is connected to the game play terminal  300  in a wired or wireless manner. The controller  540  receives as an input a command from the player to the game play terminal  300 . In an aspect, the controller  540  is configured to be capable of being gripped by the player. In another aspect, the controller  540  is configured to be wearable on a part of player&#39;s body or clothing. In further another aspect, the controller  540  may be configured to output at least one of vibration, sound, and light in accordance with the signal sent from the game play terminal  300 . In further another aspect, the controller  540  receives an operation for controlling the position and movement of an object arranged in the virtual space, from the player. 
     In an aspect, the controller  540  includes a plurality of light sources. Each of the light sources is implemented, for example, by an LED that emits infrared rays. The HMD sensor  510  has a position tracking function. In this case, the HMD sensor  510  reads the plurality of infrared rays emitted by the controller  540 , and detects position and inclination of the controller  540  in the real space. In another aspect, the HMD sensor  510  may be implemented by a camera. In this case, the HMD sensor  510  can detect the position and the inclination of the controller  540  by executing image analysis processing using the image information of the controller  540  output from the camera. 
     The motion sensor  520  is attached to the player&#39;s hand in an aspect, and detects movement of the player&#39;s hand. For example, the motion sensor  520  detects a rotation speed of the hand and the number of rotations of the hand. The detected signal is sent to the game play terminal  300 . The motion sensor  520  is provided in the controller  540 , for example. In an aspect, the motion sensor  520  is provided in, for example, the controller  540  configured to be capable of being gripped by the player. In another aspect, for safety in the real space, the controller  540  is a glove-type controller that is mounted on the player&#39;s hand not to easily fly away. In further another aspect, a sensor not mounted on the player may detect the movement of the player&#39;s hand. For example, a signal of a camera capturing the player may be input to the game play terminal  300  as a signal representing a behavior of the player. The motion sensor  520  and the game play terminal  300  are connected to each other in a wireless manner, for example. In the case of the wireless, a communication mode is not particularly limited, and Bluetooth or other known communication methods may be used, for example. 
     The display  530  displays the same image as the image displayed on the monitor  51 . Thereby, users other than the player wearing the HMD  500  can also view the same image like the player. The image displayed on the display  530  does not have to be a three-dimensional image, and may be a right-eye image or a left-eye image. Examples of the display  530  include a liquid crystal display and an organic EL monitor. 
     The game play terminal  300  produces the behavior of a character to be operated by the player, on the basis of various types of information acquired from the respective units of the HMD  500 , the controller  540 , and the motion sensor  520 , and controls the progress of the game. The “behavior” herein includes moving respective parts of the body, changing postures, changing facial expressions, moving, speaking, touching and moving the object arranged in the virtual space, and using weapons and tools gripped by the character. In other words, in the main game, as the respective parts of the player&#39;s body move, respective parts of the character&#39;s body also move in the same manner as the player. In the main game, the character speaks the contents of the speech of the player. In other words, in the main game, the character is an avatar object that behaves as a player&#39;s alter ego. As an example, at least some of the character&#39;s behaviors may be executed in response to an input to the controller  540  from the player. 
     In the present embodiment, the motion sensor  520  is attached to both hands of the player, both legs of the player, a waist of the player, and a head of the player. The motion sensor  520  attached to both hands of the player may be provided in the controller  540  as described above. In addition, the motion sensor  520  attached to the head of the player may be provided in the HMD  500 . The motion sensor  520  may be further attached to both elbows and knees of the user. As the number of motion sensors  520  attached to the player increases, the movement of the player can be more accurately reflected in the character. Further, the player may wear a suit to which one or more motion sensors  520  are attached, instead of attaching the motion sensors  520  to the respective parts of the body. In other words, a motion capturing method is limited to an example of using the motion sensor  520 . 
     (Transmission Terminal  400 ) 
     The transmission terminal  400  may be a mobile terminal such as a smartphone, a PDA (Personal Digital Assistant), or a tablet computer. Further, the transmission terminal  400  may be a so-called stationary terminal such as a desktop computer terminal. 
     As shown in  FIG. 5 , the transmission terminal  400  includes a processor  40 , a memory  41 , a storage  42 , a communication IF  43 , an input/output IF  44 , and a touch screen  45 . The transmission terminal  400  may include an input/output IF  44  connectable to a display (display unit) configured separately from the main body of the transmission terminal  400 , instead of or in addition to the touch screen  45 . 
     The controller  1021  may include one or physical input mechanisms of buttons, levers, sticks, and wheels. The controller  1021  sends an output value based on an input operation input to the input mechanisms from the operator (the player in the present embodiment) of the transmission terminal  400 , to the transmission terminal  400 . Further, the controller  1021  may include various sensors of an acceleration sensor and an angular velocity sensor, and may send the output values of the various sensors to the transmission terminal  400 . The above-described output values are received by the transmission terminal  400  via the communication IF  43 . 
     The transmission terminal  400  may include a camera and a ranging sensor (not shown). The controller  1021  may alternatively or additionally include the camera and the ranging sensor provided in the transmission terminal  400 . 
     As described above, the transmission terminal  400  includes the communication IF  43 , the input/output IF  44 , and the touch screen  45  as examples of mechanisms that input information to the transmission terminal  400 . The above-described respective components as an input mechanism can be regarded as an operation unit configured to receive the user&#39;s input operation. 
     When the operation unit is configured by the touch screen  45 , the transmission terminal  400  specifies and receives a user&#39;s operation, which is performed on an input unit  451  of the touch screen  45 , as a user&#39;s input operation. Alternatively, when the operation unit is configured by the communication IF  43 , the transmission terminal  400  specifies and receives a signal (for example, an output value), which is sent from the controller  1021 , as a user&#39;s input operation. Alternatively, when the operation unit is configured by the input/output IF  44 , the transmission terminal  400  specifies and receives a signal, which is output from an input device (not shown) connected to the input/output IF  44 , as a user&#39;s input operation. 
     &lt;Hardware Components of Each Device&gt; 
     Each of the processors  10 ,  20 ,  30 , and  40  controls operations of all the user terminal  100 , the server  200 , the game play terminal  300 , and the transmission terminal  400 . Each of the processors  10 ,  20 ,  30 , and  40  includes a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit). Each of the processors  10 ,  20 ,  30 , and  40  reads a program from each of storages  12 ,  22 ,  32 , and  42  which will be described below. Then, each of the processors  10 ,  20 ,  30 , and  40  expands the read program to each of memories  11 ,  21 ,  31 , and  41  which will be described below. The processors  10 ,  20 , and  30  execute the expanded program. 
     Each of the memories  11 ,  21 ,  31 , and  41  is a main storage device. Each of the memories  11 ,  21 ,  31 , and  41  is configured by storage devices of a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory  11  temporarily stores a program and various types of data read from the storage  12  to be described below by the processor  10  to give a work area to the processor  10 . The memory  11  also temporarily stores various types of data generated when the processor  10  is operating in accordance with the program. The memory  21  temporarily stores a program and various types of data read from the storage  22  to be described below by the processor  20  to give a work area to the processor  20 . The memory  21  also temporarily stores various types of data generated when the processor  20  is operating in accordance with the program. The memory  31  temporarily stores a program and various types of data read from the storage  32  to be described below by the processor  30  to give a work area to the processor  30 . The memory  31  also temporarily stores various types of data generated when the processor  30  is operating in accordance with the program. The memory  41  temporarily stores a program and various types of data read from the storage  42  to be described below by the processor  40  to give a work area to the processor  40 . The memory  41  also temporarily stores various types of data generated when the processor  40  is operating in accordance with the program. 
     In the present embodiment, the programs to be executed by the processors  10  and  30  may be game programs of the main game. In the present embodiment, the program executed by the processor  40  may be a transmission program for implementing transmission of behavior instruction data. In addition, the processor  10  may further execute a viewing program for implementing the reproduction of a moving image. 
     In the present embodiment, the program to be executed by the processor  20  may be at least one of the game program, the transmission program, and the viewing program. The processor  20  executes at least one of the game program, the transmission program, and the viewing program in response to a request from at least one of the user terminal  100 , the game play terminal  300 , and the transmission terminal  400 . The transmission program and the viewing program may be executed in parallel. 
     In other words, the game program may be a program for implementing the game by cooperation of the user terminal  100 , the server  200 , and the game play terminal  300 . The transmission program may be a program implementing the transmission of the behavior instruction data by cooperation of the server  200  and the transmission terminal  400 . The viewing program may be a program for implementing the reproduction of the moving image by cooperation of the user terminal  100  and the server  200 . 
     Each of the storages  12 ,  22 ,  32 , and  42  is an auxiliary storage device. Each of the storages  12 ,  22 ,  32 , and  42  is configured by a storage device such as a flash memory or an HDD (Hard Disk Drive). Each of the storages  12  and  32  stores various types data regarding the game, for example. The storage  42  stores various types of data regarding transmission of the behavior instruction data. Further, the storage  12  stores various types of data regarding the reproduction of the moving image. The storage  22  may store at least some of various types of data regarding each of the game, the transmission of the behavior instruction data, and the reproduction of the moving image. 
     Each of the communication IFs  13 ,  23 ,  33 , and  43  controls the sending and reception of various types of data in the user terminal  100 , the server  200 , the game play terminal  300 , and the transmission terminal  400 . Each of the communication IFs  13 ,  23 ,  33 , and  43  controls, for example, communication via a wireless LAN (Local Area Network), Internet communication via a wired LAN, a wireless LAN, or a mobile phone network, and communication using short-range wireless communication. 
     Each of the input/output IFs  14 ,  24 ,  34 , and  44  are interfaces through which the user terminal  100 , the server  200 , the game play terminal  300 , and the transmission terminal  400  receives a data input and outputs the data. Each of the input/output IFs  14 ,  24 ,  34 , and  44  may perform input/output of data via a USB (Universal Serial Bus) or the like. Each of the input/output IFs  14 ,  24 ,  34 , and  44  may include a physical button, a camera, a microphone, a speaker, a mouse, a keyboard, a display, a stick, and a lever. Further, each of the input/output IFs  14 ,  24 ,  34 , and  44  may include a connection portion for sending to and receiving from a peripheral device. 
     The touch screen  15  is an electronic component in which the input unit  151  and the display unit  152  (display) are combined. The touch screen  45  is an electronic component in which the input unit  451  and the display unit  452  are combined. Each of the input units  151  and  451  is, for example, a touch-sensitive device, and is configured by a touch pad, for example. Each of the display units  152  and  452  is configured by a liquid crystal display or an organic EL (Electro-Luminescence) display, for example. 
     Each of the input units  151  and  451  has a function of detecting a position where user&#39;s operations (mainly, physical contact operations including a touch operation, a slide operation, a swipe operation, and a tap operation) are input to an input surface, and sending information indicating the position as an input signal. Each of the input units  151  and  451  includes a touch sensor (not shown). The touch sensor may adopt any one of methods such as a capacitive touch method and a resistive-film touch method. 
     Although not shown, the user terminal  100  and the transmission terminal  400  may include one or more sensors configured to specify a holding posture of the user terminal  100  and a holding posture of the transmission terminal  400 , respectively. The sensor may be, for example, an acceleration sensor or an angular velocity sensor. 
     When each of the user terminal  100  and the transmission terminal  400  includes a sensor, the processors  10  and  40  can specify the holding posture of the user terminal  100  and the holding posture of the transmission terminal  400  from the outputs of the sensors, respectively, and can perform processing depending on the holding postures. For example, when the processors  10  and  40  may be vertical screen displays in which a vertically long images are displayed on the display units  152  and  452  when the user terminal  100  and the transmission terminal  400  are held in a vertical direction, respectively. On the other hand, when the user terminal  100  and the transmission terminal  400  are held horizontally, a horizontally long image may be displayed on the display unit as a horizontal screen display. In this way, the processors  10  and  40  may be able to switch between a vertical screen display and a horizontal screen display depending on the holding postures of the user terminal  100  and the transmission terminal  400 , respectively. 
     &lt;Functional Configuration of System  1 &gt; 
       FIG. 6  is a block diagram showing functional configurations of the user terminal  100 , the server  200 , and the HMD set  1000  included in the system  1 .  FIG. 7  is a block diagram showing a functional configuration of the transmission terminal  400  shown in  FIG. 6 . 
     The user terminal  100  has a function as an input device that receives a user&#39;s input operation, and a function as an output device that outputs an image or a sound of the game. The user terminal  100  functions as a control unit  110  and a storage unit  120  by cooperation of the processor  10 , the memory  11 , the storage  12 , the communication IF  13 , the input/output IF  14 , and the touch screen  15 . 
     The server  200  has a function of mediating the sending and reception of various types of information between the user terminal  100 , the HMD set  1000 , and the transmission terminal  400 . The server  200  functions as a control unit  210  and a storage unit  220  by cooperation of the processor  20 , the memory  21 , the storage  22 , the communication IF  23 , and the input/output IF  24 . 
     The HMD set  1000  (the game play terminal  300 ) has a function as an input device that receives a player&#39;s input operation, a function as an output device that outputs an image and a sound of the game, and a function of sending game progress information to the user terminal  100  via the server  200  in real time. The HMD set  1000  functions as a control unit  310  and a storage unit  320  by cooperation of the processor  30 , the memory  31 , the storage  32 , the communication IF  33 , and the input/output IF  34  of the game play terminal  300  with the HMD  500 , the HMD sensor  510 , the motion sensor  520 , and the controller  540 . 
     The transmission terminal  400  has a function of generating behavior instruction data and sending the behavior instruction data to the user terminal  100  via the server  200 . The transmission terminal  400  functions as a control unit  410  and a storage unit  420  by cooperation of the processor  40 , the memory  41 , the storage  42 , the communication IF  43 , the input/output IF  44 , and the touch screen  45 . 
     (Data Stored in Storage Unit of Each device) 
     The storage unit  120  stores a game program  131  (a program), game information  132 , and user information  133 . The storage unit  220  stores a game program  231 , game information  232 , user information  233 , and a user list  234 . The storage unit  320  stores a game program  331 , game information  332 , and user information  333 . The storage unit  420  stores a user list  421 , a motion list  422 , and a transmission program  423  (a program, a second program). 
     The game programs  131 ,  231 , and  331  are game programs to be executed by the user terminal  100 , the server  200 , and the HMD set  1000 , respectively. The respective devices operates by cooperation based on the game programs  131 ,  231 , and  331 , and thus the main game is implemented. The game programs  131  and  331  may be stored in the storage unit  220  and downloaded to the user terminal  100  and the HMD set  1000 , respectively. In the present embodiment, the user terminal  100  performs rendering on the data received from the transmission terminal  400  in accordance with the game program  131  and reproduces a moving image. In other words, the game program  131  is also a program for reproducing the moving image using moving image instruction data transmitted from the transmission terminal  400 . The program for reproducing the moving image may be different from the game program  131 . In this case, the storage unit  120  stores a program for reproducing the moving image separately from the game program  131 . 
     The game information  132 ,  232 , and  332  are data used for reference when user terminal  100 , the server  200 , and the HMD set  1000  execute the game programs, respectively. Each of the user information  133 ,  233 , and  333  is data regarding a user&#39;s account of the user terminal  100 . The game information  232  is the game information  132  of each of the user terminals  100  and the game information  332  of the HMD set  1000 . The user information  233  is the user information  133  of each of the user terminals  100  and player&#39;s user information included in the user information  333 . The user information  333  is the user information  133  of each of the user terminals  100  and player&#39;s user information. 
     Each of the user list  234  and the user list  421  is a list of users who have participated in the game. Each of the user list  234  and the user list  421  may include not only a list of users who have participated in the most recent game play by the player but also a list of users who have participated in each of game plays before the most recent game play. The motion list  422  is a list of a plurality of motion data created in advance. The motion list  422  is, for example, a list in which motion data is associated with information (for example, a motion name) identifies each motion. The transmission program  423  is a program for implementing transmission of the behavior instruction data for reproducing the moving image on the user terminal  100  to the user terminal  100 . 
     (Functional Configuration of Server  200 ) 
     The control unit  210  comprehensively controls the server  200  by executing the game program  231  stored in the storage unit  220 . For example, the control unit  210  mediates the sending and reception of various types of information between the user terminal  100 , the HMD set  1000 , and the transmission terminal  400 . 
     The control unit  210  functions as a communication mediator  211 , a log generator  212 , and a list generator  213  in accordance with the description of game program  231 . The control unit  210  can also as other functional blocks (not shown) for the purpose of mediating the sending and reception of various types of information regarding the game play and transmission of the behavior instruction data and supporting the progress of the game. 
     The communication mediator  211  mediates the sending and reception of various types of information between the user terminal  100 , the HMD set  1000 , and the transmission terminal  400 . For example, the communication mediator  211  sends the game progress information received from the HMD set  1000  to the user terminal  100 . The game progress information includes data indicating information on movement of the character operated by the player, parameters of the character, and items and weapons possessed by the character, and enemy characters. The server  200  sends the game progress information to the user terminal  100  of all the users who participate in the game. In other words, the server  200  sends common game progress information to the user terminal  100  of all the users who participate in the game. Thereby, the game progresses in each of the user terminals  100  of all the users who participate in the game in the same manner as in the HMD set  1000 . 
     Further, for example, the communication mediator  211  sends information received from any one of the user terminals  100  to support the progress of the game by the player, to the other user terminals  100  and the HMD set  1000 . As an example, the information may be an item for the player to carry on the game advantageously, and may be item information indicating an item provided to the player (character). The item information includes information (for example, a user name and a user ID) indicating the user who provides the item. Further, the communication mediator  211  may mediate the transmission of the behavior instruction data from the transmission terminal  400  to the user terminal  100 . 
     The log generator  212  generates a log for the game progress based on the game progress information received from the HMD set  1000 . The list generator  213  generates the user list  234  after the end of the game play. Although details will be described below, each user in the user list  234  is associated with a tag indicating the content of the support provided to the player by the user. The list generator  213  generates a tag based on the log for the game progress generated by the log generator  212 , and associates it with the corresponding user. The list generator  213  may associate the content of the support, which is input by the game operator or the like using a terminal device such as a personal computer and provided to the player by each user, with the corresponding user, as a tag. Thereby, the content of the support provided by each user becomes more detailed. The user terminal  100  sends, based on the user&#39;s operation, the information indicating the user to the server  200  when the users participate in the game. For example, the user terminal  100  sends a user ID, which is input by the user, to the server  200 . In other words, the server  200  holds information indicating each user for all the users who participate in the game. The list generator  213  may generate, using the information, the user list  234 . 
     (Functional Configuration of HMD Set  1000 ) 
     The control unit  310  comprehensively controls the HMD set  1000  by executing the game program  331  stored in the storage unit  320 . For example, the control unit  310  allows the game to progress in accordance with the game program  331  and the player&#39;s operation. In addition, the control unit  310  communicates with the server  200  to send and receive information as needed while the game is in progress. The control unit  310  may send and receive the information directly to and from the user terminal  100  without using the server  200 . 
     The control unit  310  functions as an operation receiver  311 , a display controller  312 , a UI controller  313 , an animation generator  314 , a game coordinator  315 , a virtual space controller  316 , and a response processor  317  in accordance with the description of the game program  331 . The control unit  310  can also as other functional blocks (not shown) for the purpose of controlling characters appearing in the game, depending on the nature of the game to be executed. 
     The operation receiver  311  detects and receives the player&#39;s input operation. The operation receiver  311  receives signals input from the HMD  500 , the motion sensor  520 , and the controller  540 , determines what kind of input operation has been performed, and outputs the result to each component of the control unit  310 . 
     The UI controller  313  controls user interface (hereinafter, referred to as UI) images to be displayed on the monitor  51  and the display  530 . The UI image is a tool for the player to make an input necessary for the progress of the game to the HMD set  1000 , or a tool for obtaining information, which is output during the progress of the game, from the HMD set  1000 . The UI image is not limited thereto, but includes icons, buttons, lists, and menu screens, for example. 
     The animation generator  314  generates, based on control modes of various objects, animations showing motions of various objects. For example, the animation generator  314  may generate an animation that expresses a state where an object (for example, a player&#39;s avatar object) moves as if it is there, its mouth moves, or its facial expression changes. 
     The game coordinator  315  controls the progress of the game in accordance with the game program  331 , the player&#39;s input operation, and the behavior of the avatar object corresponding to the input operation. For example, the game coordinator  315  performs predetermined game processing when the avatar object performs a predetermined behavior. Further, for example, the game coordinator  315  may receive information indicating the user&#39;s operation on the user terminal  100 , and may perform game processing based on the user&#39;s operation. In addition, the game coordinator  315  generates game progress information depending on the progress of the game, and sends the generated information to the server  200 . The game progress information is sent to the user terminal  100  via the server  200 . Thereby, the progress of the game in the HMD set  1000  is shared in the user terminal  100 . In other words, the progress of the game in the HMD set  1000  synchronizes with the progress of the game in the user terminal  100 . 
     The virtual space controller  316  performs various controls related to the virtual space provided to the player, depending on the progress of the game. As an example, the virtual space controller  316  generates various objects, and arranges the objects in the virtual space. Further, the virtual space controller  316  arranges a virtual camera in the virtual space. In addition, the virtual space controller  316  produces the behaviors of various objects arranged in the virtual space, depending on the progress of the game. Further, the virtual space controller  316  controls the position and inclination of the virtual camera arranged in the virtual space, depending on the progress of the game. 
     The display controller  312  outputs a game screen reflecting the processing results executed by each of the above-described components to the monitor  51  and the display  530 . The display controller  312  may display an image based on a field of view from the virtual camera arranged in the virtual space, on the monitor  51  and the display  530  as a game screen. Further, the display controller  312  may include the animation generated by the animation generator  314  in the game screen. Further, the display controller  312  may draw the above-described UI image, which is controlled by the UI controller  313 , in a manner of being superimposed on the game screen. 
     The response processor  317  receives a feedback regarding a response of the user of the user terminal  100  to the game play of the player, and outputs the feedback to the player. In the present embodiment, for example, the user terminal  100  can create, based on the user&#39;s input operation, a comment (message) directed to the avatar object. The response processor  317  receives comment data of the comment and outputs the comment data. The response processor  317  may display text data corresponding to the comment of the user on the monitor  51  and the display  530 , or may output sound data corresponding to the comment of the user from a speaker (not shown). In the former case, the response processor  317  may draw an image corresponding to the text data (that is, an image including the content of the comment) in a manner of being superimposed on the game screen. 
     (Functional Configuration of User Terminal  100 ) 
     The control unit  110  comprehensively controls the user terminal  100  by executing the game program  131  stored in the storage unit  120 . For example, the control unit  110  controls the progress of the game in accordance with the game program  131  and the user&#39;s operation. In addition, the control unit  110  communicates with the server  200  to send and receive information as needed while the game is in progress. The control unit  110  may send and receive the information directly to and from the HMD set  1000  without using the server  200 . 
     The control unit  110  functions as an operation receiver  111 , a display controller  112 , a UI controller  113 , an animation generator  114 , a game coordinator  115 , a virtual space controller  116 , and a moving image reproducer  117  in accordance with the description of the game program  131 . The control unit  110  can also as other functional blocks (not shown) for the purpose of progressing the game, depending on the nature of the game to be executed. 
     The operation receiver  111  detects and receives the user&#39;s input operation with respect to the input unit  151 . The operation receiver  111  determines what kind of input operation has been performed from the action exerted by the user on a console via the touch screen  15  and another input/output IF  14 , and outputs the result to each component of the control unit  110 . 
     For example, the operation receiver  111  receives an input operation for the input unit  151 , detects coordinates of an input position of the input operation, and specifies a type of the input operation. The operation receiver  111  specifies, for example, a touch operation, a slide operation, a swipe operation, and a tap operation as the type of the input operation. Further, the operation receiver  111  detects that the contact input is released from the touch screen  15  when the continuously detected input is interrupted. 
     The UI controller  113  controls a UI image to be displayed on the display unit  152  to construct a UI according to at least one of the user&#39;s input operation and the received game progress information. The UI image is a tool for the user to make an input necessary for the progress of the game to the user terminal  100 , or a tool for obtaining information, which is output during the progress of the game, from the user terminal  100 . The UI image is not limited thereto, but includes icons, buttons, lists, and menu screens, for example. 
     The animation generator  114  generates, based on control modes of various objects, animations showing motions of various objects. 
     The game coordinator  115  controls the progress of the game in accordance with the game program  131 , the received game progress information, and the user&#39;s input operation. When predetermined processing is performed by the user&#39;s input operation, the game coordinator  115  sends information on the game processing to the HMD set  1000  via the server  200 . Thereby, the predetermined game processing is shared in the HMD set  1000 . In other words, the progress of the game in the HMD set  1000  synchronizes with the progress of the game in the user terminal  100 . The predetermined game processing is, for example, processing of providing an item to an avatar object, and in this example, information on the game processing is the item information described above. 
     The virtual space controller  116  performs various controls related to the virtual space provided to the user, depending on the progress of the game. As an example, the virtual space controller  116  generates various objects, and arranges the objects in the virtual space. Further, the virtual space controller  116  arranges a virtual camera in the virtual space. In addition, the virtual space controller  116  produces the behaviors of the various objects arranged in the virtual space, depending on the progress of the game, specifically, depending on the received game progress information. Further, the virtual space controller  316  controls position and inclination of the virtual camera arranged in the virtual space, depending on the progress of the game, specifically, the received game progress information. 
     The display controller  112  outputs a game screen reflecting the processing results executed by each of the above-described components to the display unit  152 . The display controller  112  may display an image based on a field of view from the virtual camera arranged in the virtual space provided to the user, on the display unit  152  as a game screen. Further, the display controller  112  may include the animation generated by the animation generator  114  in the game screen. Further, the display controller  112  may draw the above-described UI image, which is controlled by the UI controller  113 , in a manner of being superimposed on the game screen. In any case, the game screen displayed on the display unit  152  is the game screen as the game screen displayed on the other user terminal  100  and the HMD set  1000 . 
     The moving image reproducer  117  performs analysis (rendering) on the behavior instruction data received from the transmission terminal  400 , and reproduces the moving image. 
     (Functional Configuration of Transmission Terminal  400 ) 
     The control unit  410  comprehensively controls the transmission terminal  400  by executing a program (not shown) stored in the storage unit  420 . For example, the control unit  410  generates behavior instruction data in accordance with the program and the operation of the user (the player in the present embodiment) of the transmission terminal  400 , and transmits the generated data to the user terminal  100 . Further, the control unit  410  communicates with the server  200  to send and receive information as needed. The control unit  410  may send and receive the information directly to and from the user terminal  100  without using the server  200 . 
     The control unit  410  functions as a control unit  411 , a display controller  412 , an operation receiver  413 , a sound receiver  414 , a motion specifier  415 , and a behavior instruction data generator  416  in accordance with the description of the program. The control unit  410  can also function as other functional blocks (not shown) for the purpose of generating and transmitting behavior instruction data. 
     The communication controller  411  controls the sending and reception of information to and from the server  200  or the user terminal  100  via the server  200 . The communication controller  411  receives the user list  421  from the server  200  as an example. Further, the communication controller  411  sends the behavior instruction data to the user terminal  100  as an example. 
     The display controller  412  outputs various screens, which reflects results of the processing executed by each component, to the display unit  452 . The display controller  412  displays a screen including the received user list  234  as an example. Further, as an example, the display controller  412  displays a screen including the motion list  422  for enabling the player to select motion data included in the behavior instruction data to be transmitted for use in production of the behavior of an avatar object. 
     The operation receiver  413  detects and receives the player&#39;s input operation with respect to the input unit  151 . The operation receiver  111  determines what kind of input operation has been performed from the action exerted by the user on a console via the touch screen  45  and another input/output IF  44 , and outputs the result to each component of the control unit  410 . 
     For example, the operation receiver  413  receives an input operation for the input unit  451 , detects coordinates of an input position of the input operation, and specifies a type of the input operation. The operation receiver  413  specifies, for example, a touch operation, a slide operation, a swipe operation, and a tap operation as the type of the input operation. Further, the operation receiver  413  detects that the contact input is released from the touch screen  45  when the continuously detected input is interrupted. 
     The sound receiver  414  receives a sound generated around the transmission terminal  400 , and generates sound data of the sound. As an example, the sound receiver  414  receives a sound output by the player and generates sound data of the sound. 
     The motion specifier  415  specifies the motion data selected by the player from the motion list  422  in accordance with the player&#39;s input operation. 
     The behavior instruction data generator  416  generates behavior instruction data. As an example, the behavior instruction data generator  416  generates behavior instruction data including the generated sound data and the specified motion data. 
     The functions of the HMD set  1000 , the server  200 , and the user terminal  100  shown in  FIG. 6  and the function of the transmission terminal  400  shown in  FIG. 7  are merely examples. Each of the HMD set  1000 , the server  200 , the user terminal  100 , and the transmission terminal  400  may have at least some of functions provided by other devices. Further, another device other than the HMD set  1000 , the server  200 , the user terminal  100 , and the transmission terminal  400  may be used as a component of the system  1 , and another device may be made to execute some of the processing in the system  1 . In other words, the computer, which executes the game program in the present embodiment, may be any of the HMD set  1000 , the server  200 , the user terminal  100 , the transmission terminal  400 , and other devices, or may be implemented by a combination of these plurality of devices. 
     &lt;Control Processing of Virtual Space&gt; 
       FIG. 8  is a flowchart showing an example of a flow of control processing of the virtual space provided to the player and the virtual space provided to the user of the user terminal  100 .  FIGS. 9A and 9B  are diagrams showing a virtual space  600 A provided to the player and a field-of-view image visually recognized by the player according to an embodiment.  FIGS. 10A and 10B  are diagrams showing a virtual space  600 B provided to the user of the user terminal  100  and a field-of-view image visually recognized by the user according to an embodiment. Hereinafter, the virtual spaces  600 A and  600 B are described as “virtual spaces  600 ” when being not necessary to be distinguished from each other. 
     In step S 1 , the processor  30  functions as the virtual space controller  316  to define the virtual space  600 A shown in  FIG. 9A . The processor  30  defines the virtual space  600 A using virtual space data (not shown). The virtual space data may be stored in the game play terminal  300 , may be generated by the processor  30  in accordance with the game program  331 , or may be acquired by the processor  30  from the external device such as the server  200 . 
     As an example, the virtual space  600  has an all-celestial sphere structure that covers the entire sphere in a 360-degree direction around a point defined as a center. In  FIGS. 9A and 10A , an upper half of the virtual space  600  is illustrated as a celestial sphere not to complicate the description. 
     In step S 2 , the processor  30  functions as the virtual space controller  316  to arrange an avatar object (character)  610  in the virtual space  600 A. The avatar object  610  is an avatar object associated with the player, and behaves in accordance with the player&#39;s input operation. 
     In step S 3 , the processor  30  functions as the virtual space controller  316  to arrange other objects in the virtual space  600 A. In the example of  FIGS. 9A and 9B , the processor  30  arranges objects  631  to  634 . Examples of other objects may include character objects (so-called non-player characters, NPC) that behaves in accordance with the game program  331 , operation objects such as virtual hands, and objects that imitate animals, plants, artificial objects, or natural objects that are arranged depending on the progress of the game. 
     In step S 4 , the processor  30  functions as the virtual space controller  316  to arrange a virtual camera  620 A in the virtual space  600 A. As an example, the processor  30  arranges the virtual camera  620 A at a position of the head of the avatar object  610 . 
     In step S 5 , the processor  30  displays a field-of-view image  650  on the monitor  51  and the display  530 . The processor  30  defines a field-of-view area  640 A, which is a field of view from the virtual camera  620 A in the virtual space  600 A, in accordance with an initial position and an inclination of the virtual camera  620 A. Then, the processor  30  defines a field-of-view image  650  corresponding to the field-of-view area  640 A. The processor  30  outputs the field-of-view image  650  to the monitor  51  and the display  530  to allow the HMD  500  and the display  530  to display the field-of-view image  650 . 
     In the example of  FIGS. 9A and 9B , as shown in  FIG. 9A , since a part of the object  634  is included in the field-of-view area  640 A, the field-of-view image  650  includes a part of the object  634  as shown in  FIG. 9B . 
     In step S 6 , the processor  30  sends initial arrangement information to the user terminal  100  via the server  200 . The initial arrangement information is information indicating initial arrangement positions of various objects in the virtual space  600 A. In the example of  FIGS. 9A and 9B , the initial arrangement information includes information on initial arrangement positions of the avatar object  610  and the objects  631  to  634 . The initial arrangement information can also be expressed as one of the game progress information. 
     In step S 7 , the processor  30  functions as the virtual space controller  316  to control the virtual camera  620 A depending on the movement of the HMD  500 . Specifically, the processor  30  controls the direction and inclination of the virtual camera  620 A depending on the movement of the HMD  500 , that is, the posture of the head of the player. As will be described below, the processor  30  moves the head of the player (changes the posture of the head) and moves a head of the avatar object  610  in accordance with such movement. The processor  30  controls the direction and inclination of the virtual camera  620 A such that a direction of the line of sight of the avatar object  610  coincides with a direction of the line of sight of the virtual camera  620 A. In step S 8 , the processor  30  updates the field-of-view image  650  in response to changes in the direction and inclination of the virtual camera  620 A. 
     In step S 9 , the processor  30  functions as the virtual space controller  316  to move the avatar object  610  depending on the movement of the player. As an example, the processor  30  moves the avatar object  610  in the virtual space  600 A as the player moves in the real space. Further, the processor  30  moves the head of the avatar object  610  in the virtual space  600 A as the head of the player moves in the real space. 
     In step S 10 , the processor  30  functions as the virtual space controller  316  to move the virtual camera  620 A to follow the avatar object  610 . In other words, the virtual camera  620 A is always located at the head of the avatar object  610  even when the avatar object  610  moves. 
     The processor  30  updates the field-of-view image  650  depending on the movement of the virtual camera  620 A. In other words, the processor  30  updates the field-of-view area  640 A depending on the posture of the head of the player and the position of the virtual camera  620 A in the virtual space  600 A. As a result, the field-of-view image  650  is updated. 
     In step S 11 , the processor  30  sends the behavior instruction data of the avatar object  610  to the user terminal  100  via the server  200 . The behavior instruction data herein includes at least one of motion data that takes the motion of the player during a virtual experience (for example, during a game play), sound data of a sound output by the player, and operation data indicating the content of the input operation to the controller  540 . When the player is playing the game, the behavior instruction data is sent to the user terminal  100  as game progress information, for example. 
     Processes of steps S 7  to S 11  are consecutively and repeatedly executed while the player is playing the game. 
     In step S 21 , the processor  10  of the user terminal  100  of a user  3  functions as the virtual space controller  116  to define a virtual space  600 B shown in  FIG. 10A . The processor  10  defines a virtual space  600 B using virtual space data (not shown). The virtual space data may be stored in the user terminal  100 , may be generated by the processor  10  based on the game program  131 , or may be acquired by the processor  10  from an external device such as the server  200 . 
     In step S 22 , the processor  10  receives initial arrangement information. In step S 23 , the processor  10  functions as the virtual space controller  116  to arrange various objects in the virtual space  600 B in accordance with the initial arrangement information. In the example of  FIGS. 10A and 10B , various objects are an avatar object  610  and objects  631  to  634 . 
     In step S 24 , the processor  10  functions as the virtual space controller  116  to arrange a virtual camera  620 B in the virtual space  600 B. As an example, the processor  10  arranges the virtual camera  620 B at the position shown in  FIG. 10A . 
     In step S 25 , the processor  10  displays a field-of-view image  660  on the display unit  152 . The processor  10  defines a field-of-view area  640 B, which is a field of view from the virtual camera  620 B in the virtual space  600 B, in accordance with an initial position and an inclination of the virtual camera  620 B. Then, the processor  10  defines a field-of-view image  660  corresponding to the field-of-view area  640 B. The processor  10  outputs the field-of-view image  660  to the display unit  152  to allow the display unit  152  to display the field-of-view image  660 . 
     In the example of  FIGS. 10A and 10B , since the avatar object  610  and the object  631  are included in the field-of-view area  640 B as shown in  FIG. 10A , the field-of-view image  660  includes the avatar object  610  and the object  631  as shown in  FIG. 10B . 
     In step S 26 , the processor  10  receives the behavior instruction data. In step S 27 , the processor  10  functions as the virtual space controller  116  to move the avatar object  610  in the virtual space  600 B in accordance with the behavior instruction data. In other words, the processor  10  reproduces a video in which the avatar object  610  is behaving, by real-time rendering. 
     In step S 28 , the processor  10  functions as the virtual space controller  116  to control the virtual camera  620 B in accordance with the user&#39;s operation received when functioning as the operation receiver  111 . In step S 29 , the processor  10  updates the field-of-view image  660  depending on changes in the position of the virtual camera  620 B in the virtual space  600 B and the direction and inclination of the virtual camera  620 B. In step S 28 , the processor  10  may automatically control the virtual camera  620 B depending on the movement of the avatar object  610 , for example, the change in the movement and direction of the avatar object  610 . For example, the processor  10  may automatically move the virtual camera  620 B or change its direction and inclination such that the avatar object  610  is always captured from the front. As an example, the processor  10  may automatically move the virtual camera  620 B or change its direction and inclination such that the avatar object  610  is always captured from the rear in response to the movement of the avatar object  610 . 
     As described above, the avatar object  610  behaves in the virtual space  600 A depending on the movement of the player. The behavior instruction data indicating the behavior is sent to the user terminal  100 . In the virtual space  600 B, the avatar object  610  behaves in accordance with the received behavior instruction data. Thereby, the avatar object  610  performs the same behavior in the virtual space  600 A and the virtual space  600 B. In other words, the user  3  can visually recognize the behavior of the avatar object  610  depending on the behavior of the player using the user terminal  100 . 
     &lt;Overview of Game&gt; 
       FIGS. 11A to 11D  are diagrams showing another example of the field-of-view image displayed on the user terminal  100 . Specifically,  FIG. 11  is a diagram showing an example of a game screen of a game (main game) to be executed by the system  1  in which the player is playing. 
     The main game is a game in which the avatar object  610  who operates weapons, for example, guns and knives and a plurality of enemy objects  671  who is NPC appear in the virtual space  600  and the avatar object  610  fights against the enemy objects  671 . Various game parameters, for example, a physical strength of the avatar object  610 , the number of usable magazines, the number of remaining bullets of the gun, and the number of remaining enemy objects  671  are updated depending on the progress of the game. 
     A plurality of stages are prepared in the main game, and the player can clear the stage by establishing predetermined achievement conditions associated with each stage. Examples of the predetermined achievement conditions may include conditions established by defeating all the appearing enemy objects  671 , defeating a boss object among the appearing enemy objects  671 , acquiring a predetermined item, and reaching a predetermined position. The achievement conditions are defined in the game program  131 . In the main game, the player clears the stage when the achievement conditions are established depending on the content of the game, in other words, a win of the avatar object  610  against the enemy objects  671  (win or loss between the avatar object  610  and the enemy object  671 ) is determined. On the other hand, for example, when the game executed by the system  1  is a racing game, the ranking of the avatar object  610  is determined when a condition is established that the avatar object reaches a goal. 
     In the main game, the game progress information is live transmitted to the plurality of user terminals  100  at predetermined time intervals in order to share the virtual space between the HMD set  1000  and the plurality of user terminals  100 . As a result, on the touch screen  15  of the user terminal  100  on which the user watches the game, a field-of-view image of the field-of-view area defined by the virtual camera  620 B corresponding to the user terminal  100  is displayed. Further, on an upper right side and an upper left side of the field-of-view image, parameter images showing the physical strength of the avatar object  610 , the number of usable magazines, the number of remaining bullets of the gun, and the number of remaining enemy objects  671  are displayed in a manner of being superimposed. The field-of-view image can also be expressed as a game screen. 
     As described above, the game progress information includes motion data that takes the behavior of the player, sound data of a sound output by the player, and operation data indicating the content of the input operation to the controller  540 . These data are, that is, information for specifying the position, posture, and direction of the avatar object  610 , information for specifying the position, posture, and direction of the enemy object  671 , and information for specifying the position of other objects (for example, obstacle objects  672  and  673 ). The processor  10  specifies the position, posture, and direction of each object by analyzing (rendering) the game progress information. 
     The game information  132  includes data of various objects, for example, the avatar object  610 , the enemy object  671 , and the obstacle objects  672  and  673 . The processor  10  uses the data and the analysis result of the game progress information to update the position, posture, and direction of each object. Thereby, the game progresses, and each object in the virtual space  600 B moves in the same manner as each object in the virtual space  600 A. Specifically, in the virtual space  600 B, each object including the avatar object  610  behaves in accordance with the game progress information regardless of whether the user operates the user terminal  100 . 
     On the touch screen  15  of the user terminal  100 , as an example, UI images  701  and  702  are displayed in a manner of being superimposed on the field-of-view image. The UI image  701  is an UI image that receives an operation for controlling the touch screen  15  to display an UI image  711  that receives an item-supply operation for supporting the avatar object  610  from the user  3 . The UI image  702  is an UI image that receives an operation for controlling the touch screen  15  to display an UI image (to be described below) receives an operation for inputting and sending a comment for the avatar object  610  (in other words, a player  4 ) from the user  3 . The operation received by the UI images  701  and  702  may be, for example, an operation of tapping the UI images  701  and  702 . 
     When the UI image  701  is tapped, the UI image  711  is displayed in a manner of being superimposed on the field-of-view image. The UI image  711  includes, for example, a UI image  711 A on which a magazine icon is drawn, a UI image  711 B on which a first-aid kit icon is drawn, a UI image  711 C on which a triangular cone icon is drawn, and a UI image  711 D on which a barricade icon is drawn. The item-supply operation corresponds to an operation of tapping any UI image, for example. 
     As an example, when the UI image  711 A is tapped, the number of remaining bullets of the gun used by the avatar object  610  increases. When the UI image  711 B is tapped, the physical strength of the avatar object  610  is restored. When the UI images  711 C and  711 D are tapped, the obstacle objects  672  and  673  are arranged in the virtual space to obstruct the movement of the enemy object  671 . One of the obstacle objects  672  and  673  may obstruct the movement of the enemy object  671  more than the other obstacle object. 
     The processor  10  sends item-supply information indicating that the item-supply operation has been performed, to the server  200 . The item-supply information includes at least information for specifying a type of the item specified by the item-supply operation. The item-supply information may include another information on the item such as information indicating a position where the item is arranged. The item-supply information is sent to another user terminal  100  and the HMD set  1000  via the server  200 . 
       FIGS. 12A to 12D  are diagrams showing another example of the field-of-view image displayed on the user terminal  100 . Specifically,  FIG. 12  is a diagram showing an example of a game screen of the main game, and is a diagram for illustrating a communication between the player and user terminal  100  during the game play. 
     In a case of  FIG. 12A , the user terminal  100  produces a speech  691  of the avatar object  610 . Specifically, the user terminal  100  produces the speech  691  of the avatar object  610  on the basis of the sound data included in the game progress information. The content of the speech  691  is “OUT OF BULLETS!” output by a player  4 . In other words, the content of the speech  691  is to inform each user that there is no magazine ( 0 ) and the number of bullets loaded in the gun is 1, so that a means for attacking the enemy object  671  is likely to be lost. 
     In  FIG. 12A , a balloon is used to visually indicate the speech of the avatar object  610 , but the sound is output by the speaker of the user terminal  100  in fact. In addition to the output of the sound, the balloon shown in  FIG. 12A  (that is, the balloon including a text of the sound content) may be displayed in the field-of-view image. This also applies to a speech  692  to be described below. 
     Upon reception of the tap operation on the UI image  702 , the user terminal  100  displays UI images  705  and  706  (message UI) in a manner of being superimposed on the field-of-view image as shown in  FIG. 12B . The UI image  705  is a UI image on which a comment on the avatar object  610  (in other words, the player) is displayed. The UI image  706  is a UI image that receives a comment-sending operation from the user  3  in order to send the input comment. 
     As an example, upon reception of the tap operation on the UI image  705 , the user terminal  100  controls the touch screen  15  to display a UI image (not shown, hereinafter simply referred to as “keyboard”) imitating a keyboard. The user terminal  100  controls the UI image  705  to display a text corresponding to the user&#39;s input operation on the keyboard. In the example of  FIG. 12B , the text “I&#39;ll SEND YOU A MAGAZINE” is displayed on the UI image  705 . 
     As an example, upon reception of the tap operation on the UI image  706  after the text is input, the user terminal  100  sends comment information including information indicating the input content (text content) and information indicating the user, to the server  200 . The comment information is sent to another user terminal  100  and HMD set  1000  via the server  200 . 
     A UI image  703 A is a UI image indicating a user name of the user who sends the comment, and a UI image  704 A is a UI image indicating a content of the comment sent by the user. In the example of  FIG. 12B , a user with the user name “BBBBB” uses his/her own user terminal  100  to send comment information having the content “watch out!”, whereby the UI image  703 A and the UI image  704 A are displayed. The UI image  703 A and the UI image  704 A are displayed on the touch screen  15  of all the user terminals  100  participating in the main game and the monitor  51  of the HMD  500 . The UI image  703 A and the  704 A may be one UI image. In other words, one UI image may include the user name and the content of the comment. 
     In an example of  FIG. 12C , a user with the user name “AAAAA”, who is the user of the user terminal  100  shown in  FIGS. 12A to 12D , inputs and sends a comment as described above, whereby UI images  703 B and  704 B are displayed on the touch screen  15 . The UI image  703 B contains the user name “AAAAA”, and the UI image  704 B contains the comment “I&#39;ll SEND YOU A MAGAZINE!” input in the example of  FIG. 12B . 
     Further, the example of  FIG. 12C  shows a field-of-view image  611  in which the user “AAAAA” further inputs a tap operation to the UI image  701  and displays the UI image  711  on the touch screen  15  and the input of the tap operation to the UI image  711 A is completed. In other words, item-supply information indicating a magazine is sent from the user terminal  100  of the user “AAAAA” to another user terminal  100  and the HMD set  1000 , and as a result, the user terminal  100  and the HMD set  1000  arrange a presentment object  674  (to be described below) in the virtual space  600 . As an example, the user terminal  100  and the HMD set  1000  executes a presentment related to the presentment object  674  after the elapsed time indicated in the item-supply information has elapsed, and executes processing of arousing the effect of the item object. 
     In an example of  FIG. 12D , the number of magazines is increased from 0 to 1 by execution of the processing of arousing the effect of the item object. As a result, the player speaks the phrase “thank you!” to the user “AAAAA”, and sound data of the speech is sent to each of the user terminals  100 . Thereby, each of the user terminals  100  outputs the sound “than you!” as a speech  692  of the avatar object  610 . 
     As described above, the communication between the user and the avatar object  610  is achieved in the main game by both the input of the comment of each user and the output of the speech sound of the avatar object  610  based on the speech of the player. 
     (Game Progress Processing in Game Play Terminal  300 ) 
       FIG. 13  is a flowchart showing an example of a flow of game progress processing to be executed by the game play terminal  300 . 
     In step S 31 , the processor  30  functions as the game coordinator  315  to control the progress of the game in accordance with the game program  331  and the movement of the player. In step S 32 , the processor  30  generates game progress information and transmits the generated information to user terminal  100 . Specifically, the processor  30  sends the generated game progress information to each of the user terminals  100  via the server  200 . 
     In step S 33 , upon receiving item-supply information (YES in S 33 ), the processor  30  arranges item objects in the virtual space  600 A based on the item-supply information in step S 34 . As an example, the processor  30  arranges the presentment object  674  in the virtual space  600 A before the arrangement of the item objects (see  FIG. 11C ). The presentment object  674  may be, for example, an object imitating a present box. As an example, the processor  30  may execute the presentment related to the to the presentment object  674  after the elapsed time indicated in the item-supply information has elapsed. The presentment may be, for example, an animation in which a lid of the present box opens. The processor  30  executes processing for arousing the effect of the item object after executing the animation. For example, in the example of  FIG. 11D , the obstacle object  673  is arranged. 
     The processor  30  may arrange the item object corresponding to the tapped UI image in the virtual space  600 A after executing the animation. For example, when a tap operation is performed on the UI image  711 A, the processor  30  arranges the magazine object indicating the magazine in the virtual space  600 A after executing the animation. In addition, when a tap operation is performed on the UI image  711 B, the processor  30  arranges the first-aid kit object indicating the first-aid kit in the virtual space  600 A after executing the animation. The processor  30  may execute the processing of arousing the effect of the magazine object or the first-aid kit object when the avatar object  610  moves to the position of the magazine object or the first-aid kit object, for example. 
     The processor  30  continues and repeats the processes of steps S 31  to S 34  until the game is over. When the game is over, for example, when the player inputs a predetermined input operation for the end of the game (YES in step S 35 ), the processing shown in  FIG. 13  ends. 
     (Game Progress Processing in User Terminal  100 ) 
       FIG. 14  is a flowchart showing an example of a flow of game progress processing to be executed by the user terminal  100 . 
     In step S 41 , the processor  10  receives the game progress information. In step S 42 , the processor  10  functions as the game coordinator  115  to control the progress of the game in accordance with the game progress information. 
     In step S 43 , when the processor  10  receives the item-supply operation from the user  3  (YES in step S 43 ), the processor  10  spends virtual currency and arranges the presentment object  674  in the virtual space  600 B in step S 44 . Here, the virtual currency may be purchased (charged for the main game) when the user  3  performs a predetermined operation on the processor  10  before or during the participation in the game, or may be given to the user  3  when predetermined conditions are satisfied. The predetermined conditions may be those that require participation in the main game such as clearing a quest in the main game, or those that do not require participation in the main game such as answering a questionnaire. As an example, the amount of virtual currency (holding amount of virtual currency) is stored in the user terminal  100  as game information  132 . 
     In step S 45 , the processor  10  sends the item-supply information to the server  200 . The item-supply information is sent to the game play terminal  300  via the server  200 . 
     The processor  10  arranges item objects in the virtual space  600 A when a predetermined time elapses after the arrangement of the presentment object  674 . In the example of  FIGS. 11A to 11D , the obstacle object  673  is arranged. In other words, when the user  3  inputs a tap operation to the UI image  711 C, a predetermined amount of virtual currency is spent and the obstacle object  673  is arranged. 
     The processor  10  continues and repeats the processes of steps S 41  to S 45  when the game is over. When the game is over, for example, when the player inputs a predetermined input operation for the end of the game or when the user  3  performs a predetermined input operation for leaving in the middle of the game (YES in step S 46 ), the processing shown in  FIG. 14  ends. 
     (Game Progress Processing in Server  200 ) 
       FIG. 15  is a flowchart showing an example of a flow of game progress processing to be executed by the server  200 . 
     In step S 51 , the processor  20  receives the game progress information from the game play terminal  300 . In step S 52 , the processor  20  functions as the log generator  212  to update a game progress log (hereinafter, a play log). As an example, the play log is generated by the processor  20  when the initial arrangement information is received from the game play terminal  300 . 
     In step S 53 , the processor  20  sends the received game progress information to each of the user terminals  100 . 
     In step S 54 , when the item-supply information is received from any user terminal  100  (YES in step S 54 ), the processor  20  functions as the log generator  212  to update the play log in step S 55 . In step S 56 , the processor  20  sends the received item-supply information to the game play terminal  300 . 
     The processor  20  continues and repeats the processes of steps S 51  to S 56  until the game is over. When the game is over, for example, when information indicating the game over is received from the game play terminal  300  (YES in step S 57 ), the processor  20  functions as the list generator  213  to generate a list of users (user list  234 ), who participate in the game, from the play log in step S 58 . The processor  20  stores the generated user list  234  in the server  200 . 
       FIG. 16  is a diagram showing a specific example of the user list  234 . A “user” column stores information (for example, a user name) indicating users who participate in the game. A “tag” column stores information (tag) generated based on the support performed on the player by each user. In the example of  FIG. 16 , tags not having square brackets in tags stored in the “tag” column are information automatically generated by the processor  20 , and tags having square brackets are information manually input by the operator of the game. 
     In the example of  FIG. 16 , the user “AAAAA” is associated with the information: A MAGAZINE, 10 F, A BOSS, and “WINNING AGAINST THE BOSS BECAUSE OF GIFT OF THE MAGAZINE”. This indicates that the user “AAAAA” supplies a magazine, for example, in a battle against a boss on a stage of a 10th floor and the avatar object  610  wins the boss with bullets of the supplied magazine. 
     In addition, the user “BBBBB” is associated with the information: A FIRST-AID KIT, 3 F, ZAKO, and “RESTORATION IMMEDIATELY BEFORE GAME OVER”. This indicates that the user “BBBBB” supplies a first-aid kit, for example, in a battle against a Zako enemy on a stage of a 3rd floor, and as a result, that the physical strength of the avatar object  610  is restored immediately before the physical strength becomes 0 (becomes game over). 
     In addition, the user “CCCCC” is associated with the information: A BARRICADE, 5 F, ZAKO, and “STOP TWO ZOMBIES FROM COMING HERE USING BARRICADE”. This indicates that the user “CCCCC” supplies a barricade (obstacle object  672  in  FIGS. 11A to 11D ), for example, in a battle against a Zako enemy on a stage of a 5th floor, and as a result, succeeds in making two Zako enemies stuck. 
     In the example of  FIG. 16 , one support provided is associated with the user name of each user  3 , but a tag for each of the multiple times of support can be associated with the user name of the user  3  who has performed the support several times. It is preferable that the respective tags are distinguished from one another in the user list  234 . Thereby, after the game over, the player who refers to the user list  421  using the transmission terminal  400  can accurately grasp the content of each support. 
     &lt;Transmission of Behavior Instruction Data&gt; 
     (Transmission Processing in Transmission Terminal  400 ) 
       FIG. 17  is a flowchart showing an example of a flow of transmission processing by the transmission terminal  400 .  FIGS. 18A and 18B  are diagrams showing a specific example of a screen displayed on the transmission terminal  400 .  FIG. 19  is a diagram showing another specific example of the screen displayed on the transmission terminal. 
     In step S 61 , the processor  40  functions as the operation receiver  413  to receive a first operation for displaying the list (user list  234 ) of users who participate in the game. A download screen  721  shown in  FIG. 18A  is a screen for downloading the user list  234  from the server  200  and controlling the display unit  452  to display it. As an example, the download screen  721  is a screen to be displayed immediately after a start operation of an application for executing the transmission processing shown in  FIG. 17  is input to the transmission terminal  400 . 
     The download screen  721  includes UI images  722  and  723  as an example. The UI image  722  receives an operation for downloading the user list  234 , that is, the first operation. The first operation may be, for example, an operation for tapping the UI image  722 . The UI image  723  receives an operation for terminating the application. Such an operation may be, for example, an operation for tapping the UI image  723 . 
     Upon reception of the tap operation on the UI image  722 , the processor  40  functions as the communication controller  411  to acquire (receive) the user list  234  from the server  200  in step S 62 . In step S 63 , the processor  40  functions as the display controller  412  to control the display unit  452  to display the user list  234 . Specifically, the processor  40  controls the display unit  452  to display a user list screen generated based on the user list  234 . As an example, the user list screen may be a user list screen  731  shown in  FIG. 18B . The user list screen  731  includes record images corresponding to respective records in the user list  234 . In the example of  FIG. 18B , record images  732 A to  732 C are described as the record images, but the number of record images is not limited to three. In the example of  FIG. 18B , when the number of records in the user list  234  is greater than 3 (that is, when the number of users participating in the game is greater than 3), the player can control the display unit  452  to display another record image by, for example, inputting an operation of scrolling the screen (for example, a drag operation or a flick operation) to the touch screen  45 . 
     As an example, the record images  732 A to  732 C include user names  733 A to  733 C, tag information  734 A to  734 C, and icons  735 A to  735 C, respectively. Hereinafter, the record images  732 A to  732 C, the user names  733 A to  733 C, the tag information  734 A to  734 C, and the icons  735 A to  735 C are a “record image  732 ”, a “user name  733 ”, “tag information  734 ”, and an “icon  735 ”, respectively, when being not necessary to be distinguished from one another. 
     The user name  733  is information indicating each of users who participate in the game stored in the “user” column in the user list  234 . The tag information  734  is information indicating a tag associated with each of users who participate in the game in the user list  234 . For example, the record image  732 A includes “AAAAA” as the user name  733 A. Therefore, the record image  732 A includes, as the tag information  734 A, the information associated with the “AAAAA” in the user list  234 : A MAGAZINE, 10 F, A BOSS, and “WINNING AGAINST THE BOSS BECAUSE OF GIFT OF THE MAGAZINE”. The icon  735  is, for example, an image set in advance by the user. 
     The processor  40  may store the received user list in the transmission terminal  400  (in the user list  421  of  FIG. 7 ). The download screen  721  may include a UI image (not shown) for displaying the user list  421  on the display unit  452 . In this example, when the UI image is tapped, the processor  40  reads the user list  421  without downloading the user list  234 , generates a user list screen from the user list  421 , and controls the display unit  452  to display the generated user list screen. 
     In step S 64 , the processor  40  functions as the operation receiver  413  to receive a second operation for selecting any of the users included in the user list screen  731 . As an example, the second operation may be an operation of tapping any of the record images  732  on the user list screen  731 . In the example of  FIG. 18B , the player inputs a tap operation to the record image  732 A. In other words, the player selects the user “AAAAA” as a user who transmits the behavior instruction data. 
     Upon reception of the tap operation on the record image  732 , the processor  40  functions as the display controller  412  to control the display unit  452  to display the motion list  422 . Specifically, the processor  40  controls the display unit  452  to display a motion list screen generated based on the motion list  422 . As an example, the motion list screen may be a motion list screen  741  shown in  FIG. 19 . The motion list screen  741  includes record images corresponding to respective records in the motion list  422 . In the example of  FIG. 19 , record images  742 A to  742 C are described as the record images, but the number of record images is not limited to three. In the example of  FIG. 19 , when the number of records in the motion list  422  is greater than 4, the player can control the display unit  452  to display another record image by, for example, inputting an operation of scrolling the screen (for example, a drag operation or a flick operation) to the touch screen  45 . 
     As an example, the record images  742 A to  742 C include motion names  743 A to  743 C, motion images  744 A to  744 C, and UI images  745 A to  745 C, respectively. Hereinafter, the record images  742 A to  742 C, the motion names  743 A to  743 C, the motion images  744 A to  744 C, and the UI images  745 A to  745 C are a “record image  7432 ”, a “motion name  743 ”, a “motion image  744 ”, and a “UI image  745 ”, respectively, when being not necessary to be distinguished from one another. 
     The motion name  743  is information for identifying the motion stored in the motion list  422 . The motion image  744  is an image generated from motion data associated with each motion name in the motion list  422 . As an example, the processor  40  includes an image of the avatar object  610 , which takes a first posture in each motion data, in the record image  742  as the motion image  744 . The motion image  744  may be a UI image that receives a predetermined operation (for example, a tap operation on the motion image  744 ) from the player. Upon reception of the predetermined operation, the processor  40  may reproduce a motion moving image in which the avatar object  610  behaves in accordance with the motion data. The processor  40  may automatically display the motion list screen  741  again when the motion moving image is completed. 
     The record image  742  may include, for example, a UI image including the text “motion reproduction” instead of the motion image  744 . 
     In step S 66 , the processor  40  functions as the operation receiver  413  to receive a third operation for selecting a motion. As an example, the third operation may be a tap operation on the UI image  745 . In other words, the UI image  745  receives an operation for selecting motion data corresponding to each of the record images  742 . By receiving the third operation, the processor  40  functions as the motion specifier  415  to specify the motion data selected by the player. 
     In step S 67 , the processor  40  functions as the display controller  412  and the sound receiver  414  to receive a sound input of the player while reproducing the motion moving image in which the avatar object  610  behaves in accordance with the selected motion data. 
       FIG. 20  is a diagram showing a specific example of a sound input by a player  4 . As shown in  FIG. 20 , the player  4  inputs speech sound  820 A while reproducing a motion moving image  810 A. The speech sound  820 A is a speech sound directed to the user  3  (hereinafter, user  3 A) with a user name “AAAAA”. In other words, in the example of  FIG. 20 , the player  4  selects a user  3 A (first user) in step S 64 , and creates behavior instruction data directed to the user  3 A. It is assumed that the user terminal  100  used by the user  3 A is a user terminal  100 A. 
     Since the speech sound  820 A is a speech sound directed to the user  3 A, the speech sound is based on the content of the support provided for the avatar object  610  (in other words, the player  4 ) by the user  3 A. Specifically, the user  3 A supplies a magazine in a battle against a boss on a stage of a 10th floor, and the avatar object  610  wins the boss with bullets of the supplied magazine. Therefore, the speech sound  820 A includes the contents “THANK YOU FOR GIVING ME THE MAGAZINE IN THE BATTLE AGAINST THE BOSS! THE TIMING WAS PERFECT! THANKS TO MR. AAAAA, I WAS ABLE TO CLEAR IT!”. As described above, it is preferable that the speech sound includes the content of the support provided by the user  3  in the game and gratitude to the user  3 . 
     In an aspect, the player  4  creates a speech content directed to the user  3  before starting the sound input, that is, before inputting the third operation to the transmission terminal  400 . In another aspect, the speech content directed to the user  3  may be automatically generated by the processor  40 . In addition, the processor  40  may display the tag associated with the user  3  selected by the second operation in a manner of being superimposed on the motion moving image  810 A. 
     The processor  40  converts the received sound into sound data. In step S 68 , the processor  40  functions as the behavior instruction data generator  416  to generate behavior instruction data including the sound data and the motion data of the selected motion. 
     In step S 69 , the processor  40  functions as the communication controller  411  to transmit the generated behavior instruction data to the user terminal  100  (first computer) of the selected user  3  (user  3 A in the example of  FIG. 20 ).  FIGS. 21A to 21C  are diagrams showing further another specific example of the screen displayed on the transmission terminal  400 . After executing step S 68 , the processor  40  functions as the display controller  412  to control the display unit  452  to display the transmission screen. As an example, the transmission screen may be a transmission screen  751  shown in  FIG. 21A . The transmission screen  751  includes a UI image  752  and a motion image  753 A. Further, as shown in  FIG. 21A , the transmission screen  751  may include information indicating a user to whom the behavior instruction data is transmitted. 
     The UI image  752  receives an operation for transmitting the behavior instruction data to the selected user  3 . The operation may be, for example, a tap operation on the UI image  752 . The motion image  753 A is a UI image that receives an operation for reproducing the moving image based on the generated behavior instruction data, that is, the moving image based on the behavior instruction data generated for the user  3 A. The operation may be, for example, a tap operation on the motion image  753 A. The UI image, which receives the operation for reproducing the generated moving image, is not limited to the motion image  753 A. For example, the UI image may be a UI image including a text “moving image reproduction”. The processor  40  may automatically display the transmission screen  751  again when the moving image is completed. 
     The transmission screen  751  may preferably further include a UI image that receives an operation for returning to the reception of the sound input. The operation may be, for example, a tap operation on the UI image. The transmission screen  751  includes the UI image, whereby the player  4  can perform the sound input again when the sound input fails, such as when the speech content is mistake. The UI image may be a UI image that receives an operation for returning to the selection of motion data. 
     Upon reception of the tap operation on the UI image  752 , the processor  40  sends the behavior instruction data together with the information indicating the user  3 A to the server  200 . The server  200  specifies the user terminal  100 , which is a destination of the behavior instruction data, based on the information indicating the user  3 A, and sends the behavior instruction data to the specified user terminal  100  (that is, the user terminal  100 A). 
     When the sending of the behavior instruction data is completed, the processor  40  may control the display unit  452  to display a transmission completion screen  761  shown in  FIG. 21B  as an example. The transmission completion screen  761  includes UI images  762  and  763  as an image. Further, the transmission completion screen  761  may include a text indicating that the sending of the behavior instruction data is completed, as shown in  FIG. 21B . 
     The UI image  762  receives an operation for starting creation of behavior instruction data directed to another user  3 . The operation may be, for example, an operation of tapping the UI image  762 . Upon reception of the tap operation, the processor  40  controls the display unit  452  to display the user list screen again. In other words, when the tap operation is received, the transmission process returns to step S 63 . At this time, the processor  40  may generate a user list screen based on the user list  421  stored in the transmission terminal  400 , and control the display unit  452  to display the generated user list screen. The UI image  763  receives an operation for completing the application. The operation may be, for example, an operation of tapping the UI image  763 . When the operation is received, the transmission process ends. 
     In the example described with reference to  FIGS. 20 and 21A to 21C , as shown in  FIG. 21C , the transmission terminal  400  sends the behavior instruction data of the moving image directed to the user  3 A (the user  3  with the user name “AAAAA”) only to the user terminal  100 A. 
       FIG. 22  is a diagram showing another specific example of a sound input by the player  4 . As shown in  FIG. 22 , the player  4  inputs a speech sound  820 B while reproducing a motion moving image  810 B. The speech sound  820 B is a speech sound directed to the user  3  (hereinafter, user  3 B) with a user name “BBBBB”. In other words, in the example of  FIG. 22 , the player  4  inputs a tap operation on a record image  732 B corresponding to the user  3 B and creates behavior instruction data directed to the user  3 B in step S 64 . It is assumed that the user terminal  100  used by the user  3 B is a user terminal  100 B. 
     Since the speech sound  820 B is the speech sound directed to the user  3 B, the speech sound is based on the content of the support provided for the avatar object  610  (in other words, the player  4 ) by the user  3 B. Specifically, the user  3 B of the user “BBBBB” supplies a first-aid kit in a battle against a Zako enemy on a stage of a 3rd floor, and as a result, the physical strength of the avatar object  610  is restored immediately before the physical strength becomes 0 (becomes game over). For this reason, the speech sound  820 B includes the contents “THANKS TO THE FIRST-AID KIT THAT MR. BBBBB GAVE ME, I HAVE SURVIVED WITHOUT GAME OVER ON THE  3 RD FLOOR. THANKS SO MUCH!”. 
       FIGS. 23A to 23C  are diagrams showing further another specific example of the screen displayed on the transmission terminal  400 . The transmission screen  751  shown in  FIG. 23A  includes a UI image  752  and a motion image  753 B. The motion image  753 B reproduces a moving image in accordance with the behavior instruction data generated for the user  3 B when receiving a tap operation. 
     Upon reception of the tap operation on the UI image  752 , the processor  40  sends the behavior instruction data together with the information indicating the user  3 B, to the server  200 . The server  200  specifies the user terminal  100 , which is a destination of the behavior instruction data, based on the information indicating the user  3 B, and sends the behavior instruction data to the specified user terminal  100  (that is, the user terminal  100 B). 
     In the example described with reference to  FIGS. 22 and 23A to 23C , as shown in  FIG. 23C , the transmission terminal  400  sends the behavior instruction data of the moving image directed to the user  3 B (the user  3  with the user name “BBBBB”) only to the user terminal  100 B. 
     As described above, the content of the sound based on the sound data included in the behavior instruction data is based on the content of the support provided for the player  4  in participating in the latest game by the user  3 . Since the content of the support is different for each user  3 , the content of the sound is different for each user  3 . In other words, after the game is over, behavior instruction data including sounds having different contents is sent to at least some of the user terminals  100  of the users  3  who participates in the game. 
     Further, the motion of the avatar object  610  in the example of  FIG. 22  is different from the motion in the example of  FIG. 20 . In other words, the player  4  selects, in the generation of the behavior instruction data directed to the user  3 B, motion data different from that at the time of the generation of the behavior instruction data directed to the user  3 A. Specifically, in step S 66 , the player  4  inputs a tap operation on the UI image  745 B that selects the motion data corresponding to the record image  742 B. In this way, the player  4  can make the motion data included in the behavior instruction data different for each user  3 . 
     Then, the behavior instruction data for each user  3  including the sound data having different contents for each user  3  and the motion data selected for each user  3  is sent only to the user terminal  100  of each user  3 . In other words, the unique behavior instruction data unique to each of the user terminals  100  is sent to each of the user terminals  100  of the selected user  3 . 
       FIG. 24  is a diagram showing an overview of sending of game progress information from the game play terminal  300  to the user terminal  100 . While the behavior instruction data for reproducing the moving image in the user terminal  100  is unique for each of the user terminals  100 , as shown in  FIG. 24 , the game progress information sent to the user terminals  100  of all of the users  3  participating in the game during the game execution are common among the respective user terminals  100 . In other words, the behavior instruction data included in the game progress information is also common among the respective user terminals  100 . As described above, it can be said that the behavior instruction data for reproducing the moving image is different from the behavior instruction data for progressing the game from viewpoints of the difference between the user terminals  100  and the destination. 
     (Moving Image Reproduction Processing in User Terminal  100 ) 
       FIG. 25  is a flowchart showing an example of moving image reproduction processing to be executed by the user terminal  100 . 
     In step S 71 , the processor  10  functions as the moving image reproducer  117  to receive the behavior instruction data. In step S 72 , the processor  10  functions as the moving image reproducer  117  to notify the user  3  of the reception of the behavior instruction data. As an example, the processor  10  notifies the user  3  of the reception of the behavior instruction data, using at least one of a display of a notification image on the display unit  152 , reproduction of a notification sound from a speaker (not shown), and lighting or flickering of a lighting unit (not shown) configured by an LED (light-emitting diode). 
     In step S 73 , the processor  10  functions as the operation receiver  111  to receive a first reproduction operation for reproducing the moving image. As an example, the first reproduction operation may be an operation of tapping the notification image. In step S 74 , the processor  10  functions as the moving image reproducer  117  to reproduce the moving image by rendering the behavior instruction data. As an example, the processor  10  may start an application for playing the main game to reproduce the moving image, or may start an application for reproducing the moving image different from the above-described application to reproduce the moving image. Hereinafter, the moving image will be referred to as a “thank-you moving image”. 
       FIG. 26  is a diagram showing a specific example of reproduction of a thank-you moving image, and specifically, is a diagram showing an example of reproduction of a thank-you moving image in the user terminal  100  of the user  3 A. In a thank-you moving image  910 A reproduced in the user terminal  100 , the avatar object  610  throws out a sound  920 A while executing a certain motion. In other words, the processor  10  controls the speaker (not shown) to output the sound  920 A while reproducing the thank-you moving image  910 A including the avatar object  610  that executes a certain motion. 
     The motion in the thank-you moving image  910 A is based on the motion data selected by the player  4  in the generation of the behavior instruction data directed to the user  3 A, and the sound  920 A is based on the sound data generated from the speech sound  820 A input by the player  4  in the generation of the behavior instruction data. In other words, the sound  920 A is a sound including the content of the support provided by the user  3 A in the game and gratitude for the support. In this way, the user  3 A can watch the thank-you moving image in which the avatar object  610  speaks the content of the support provided by himself/herself in the game and the gratitude for the support by the input of the first reproduction operation. 
     As an example, the user terminal  100  may control the touch screen  15  to display at least one UI image after the reproduction of the thank-you moving image  910 A is completed. The UI image may be, for example, a UI image that receives an operation for reproducing the thank-you moving image  910 A again, may be a UI image that receives an operation for transitioning to another screen, or may be a UI image that receives an operation for completing the application. 
     Further, as an example, the user terminal  100  may control the touch screen  15  to display at least one UI image during the reproduction of the thank-you moving image  910 A. The UI image may be, for example, a plurality of UI images that receive operations of temporarily stopping or completing the thank-you moving image  910 A being reproduced, or changing a reproducing scene. 
     These UI images displayed during the reproduction of the thank-you moving image  910 A and after the thank-you moving image  910 A is hunted do not include a UI image for answering to the avatar object  610 . In other words, the thank-you moving image  910 A according to the present embodiment does not include a means for answering to the avatar object  610 . 
       FIG. 27  is a diagram showing another specific example of reproduction of a thank-you moving image, and specifically, is a diagram showing an example of reproduction of a thank-you moving image in the user terminal  100  of the user  3 B. In a thank-you moving image  910 B reproduced in the user terminal  100 , the avatar object  610  throws out a sound  920 B while executing a certain motion. In other words, the processor  10  controls the speaker (not shown) to output the sound  920 B while reproducing the thank-you moving image  910 B including the avatar object  610  that executes a certain motion. 
     The motion in the thank-you moving image  910 B is based on the motion data selected by the player  4  in the generation of the behavior instruction data directed to the user  3 B, and the sound  920 B is based on the sound data generated from the speech sound  820 B input by the player  4  in the generation of the behavior instruction data. Therefore, the motion performed by the avatar object  610  in the example of  FIG. 27  is different from the motion in the example of  FIG. 26 . Further, the sound  920 B is a sound including the content of the support provided by the user  3 B in the game and gratitude for the support. Therefore, the content of the sound  920 B in the example of  FIG. 27  is different from the content of sound  920 A in the example of  FIG. 26 . 
     As described above, the thank-you moving image received by at least some of the user terminals  100  of the users  3  participating in the game after the game is over is a moving image in which the speech content of the avatar object  610  is different for each user  3 . 
     The processor  10  may display a UI image  930  including the content for urging participation in the next game in a manner of being superimposed on the moving image  910 . The UI image  930  may be transmitted together with the behavior instruction data, or may be stored in the user terminal  100  as the game information  132 . 
     In the embodiment described above, the example has been described in which the avatar object  610  behaves in the virtual space  600 B similar to the virtual space  600 A defined by the game play terminal  300 , and the field-of-view image  660  of the field-of-view area  640 B depending on the position, direction, and inclination of the virtual camera  620 B is displayed on the touch screen  15  of the user terminal  100 . However, the space where the avatar object  610  behaves is not limited to the virtual space, and may be a real space. An example of the real space may include a space specified by the acquired image captured and acquired by the camera  17 . 
     On the user terminal  100 , the avatar object  610  may behaves in accordance with the game progress information in the space (hereinafter, also referred to as an augmented reality space) where the avatar object  610  is arranged with respect to the image acquired by the camera  17 . Thereby, it can make the user feel an impression that the avatar object  610  actually behaves in the real space in front of the user. 
     In addition, the avatar object  610  in the augmented reality space moves in response to the motion of the player (performer) who is playing live, and outputs the speech sound of the performer. For this reason, the number of the variations in the behavior of the avatar object  610  in the augmented reality space significantly increases (becomes practically infinite depending on the performer), and behavior and speech can be made depending on the current situation, which attracts the user&#39;s attention. In the following description, an example will be described in which the avatar object  610  behaves in the augmented reality space. 
     An example will be described with reference to  FIGS. 28A and 28B  through  FIGS. 32A to 32C  in which the user performs a game (hereinafter, referred to as a rock-paper-scissors game) in which the avatar object  610  behaving live in the augmented reality space is confronted by rock-paper-scissors.  FIG. 28A  is a diagram schematically illustrating the virtual space  600 A defined closer to the game play terminal  300  when the rock-paper-scissors game progressed. 
     In  FIG. 28A , the avatar object  610 , option objects  281  to  283 , and a wreath object  284  reminiscent of a wreath are arranged in the virtual space  600 A. The avatar object  610  moves depending on the motion of the player (performer) who behaves live, and outputs the speech sound of the performer. The virtual camera  620 A is arranged at the position of the head of the avatar object  610 . In addition, although not shown, other objects, that is, objects decorating the periphery of the avatar object  610 , a viewer object corresponding the viewer, a background object, and a floor object are arranged in the virtual space  600 A. 
     Further, each of the option objects  281  to  283  is configured by a bar portion and a disk portion at a tip. Illustrations representing rock/scissors/paper are drawn on the surface of the disk portion. In each of the option objects  281  to  283 , the bar portion can be gripped in response to a grip motion of the player. The operation (motion) of gripping the option objects  281  to  283  by the player is detected by a controller  540  provided with a motion sensor  520  that is attached to the hand of the player and detects movement of the hand (a behavior of the hand (for example, a position of each finger and shape and direction of the grip)). The player grips the option object corresponding to the final outstretching hand (rock/scissors/paper) among the option objects  281  to  283  and raises it above, whereby the outstretching hand of the avatar object  610  is decided. 
     The game play terminal  300  performs live transmission of game progress information including information and sound data (behavior instruction data) for specifying position, posture, and direction of at least the avatar object  610  and the option objects  281  to  283  among the objects arranged in the virtual space  600 A, toward the plurality of user terminals  100  at predetermined time intervals. The game progress information transmitted toward the plurality of user terminals  100  is information common to the plurality of user terminals  100 . Thereby, the behaviors of at least the avatar object  610  and the option objects  281  to  283  can be shared (synchronized) between the game play terminal  300  and each of the plurality of user terminals  100 . The object shared between the game play terminal  300  and the plurality of user terminals  100  may be only the avatar object  610  as long as including at least the avatar object  610  who can behave live by the performer among the objects arranged in the virtual space  600 A, or may include objects other than the avatar object  610  and the option objects  281  to  283 . Further, the data transmitted from the game play terminal  300  toward the plurality of user terminals  100  includes not only the game progress information but also initial arrangement information, game information  132 , and information for specifying the type (rock, scissors, or paper) of the option object decided by the hand to be outstretched by the avatar object  610 . 
       FIG. 28B  is a diagram schematically illustrating a virtual space  600 C (hereinafter, also referred to as AR virtual space  600 C) for augmented reality defined closer to the user terminal  100  and superimposed on the acquired image. Further,  FIG. 29  is a flowchart showing an example of a flow of processing for displaying an image in the augmented reality space. 
     First, in step S 80 , the processor  10  analyzes the acquired image captured and acquired by the camera  17 , using techniques related to image recognition and space recognition. Thereby, for example, a three-dimensional space is specified from the acquired image, and a plane surface portion (for example, a horizontal portion, specifically, a surface of the floor) and a size (a width) of the plane surface portion are specified. 
     Next, in step S 81 , the processor  10  sets, based on the specified plane surface portion, an arrangement position at which a field-of-view image in the AR virtual space  600 C is arranged (superimposed) on the acquired image. The processor  10  sets a predetermined position (for example, a center position of the plane surface portion) of the plane surface portion as a position at which the field-of-view image in the AR virtual space  600 C is arranged. Thereby, the arrangement position of the field-of-view image matches with the predetermined position of the field-of-view image. 
     In step S 82 , the processor  10  defines the AR virtual space  600 C shown in  FIG. 28B . In step S 83 , the processor  10  receives the initial arrangement information (similarly to S 6  and S 22  in  FIG. 8 ). In step S 84 , the processor  10  arranges various objects in the AR virtual space  600 C in accordance with the initial arrangement information. In the example of  FIG. 28B , various objects are some of the objects in the virtual space  600 A, and are the avatar object  610  and the option objects  281  to  283 . In  FIG. 28B , the avatar object  610  and the option objects  281  to  283  are arranged to have the same positional relation as in  FIG. 28A . 
     In step S 85 , the processor  10  arranges the virtual camera  620 B in the AR virtual space  600 C. The processor  10  arranges, based on a capturing direction (for example, orientation, inclination) of the camera  17  at the time of capturing the acquired image, for example, the virtual camera  620 B at a position where the AR virtual space  600 C is viewed in the same direction as the capturing direction. Specifically, when the capturing direction is substantially a horizontal direction, the virtual camera  620 B is arranged at a position (for example,  FIGS. 30A to 30C  and the like) where the AR virtual space  600 C is viewed in the horizontal direction, and when the capturing direction is a direction obliquely viewed down from above, the virtual camera  620 B is arranged at a position (for example,  FIGS. 33A and 33B ) where the AR virtual space  600 C is obliquely viewed down from above. 
     In step S 86 , the processor  10  controls the display unit  152  to display the image formed in the augmented reality space such that the field-of-view image  640 C acquired from the virtual camera  620 B is superimposed on the image acquired by the camera  17 . At this time, the processor  10  superimposes the field-of-view image  640 C at a predetermined position on the acquired image set in step S 81  with a display size according to the size of the plane surface portion specified in step S 80  to generate and display the image in the augmented reality space. 
     In step S 87 , the processor  10  receives the behavior instruction data (similarly to S 26  in  FIG. 8 ). In step S 88 , the processor  10  moves the avatar object  610  in the augmented reality space in accordance with the behavior instruction data (similarly to S 27  in  FIG. 8 ). In other words, the processor  10  reproduces the video, in which the avatar object  610  is behaving in the augmented reality space, by the real-time rendering. Thereby, the behaviors of the avatar object  610  and the option objects  281  to  283  in the virtual space  600 A closer to the game play terminal  300  can synchronize with the behaviors of the avatar object  610  and the option objects  281  to  283  in the augmented reality space closer to the user terminal  100 . 
     In step S 89 , the processor  10  controls the virtual camera  620 B in synchronization with the changes in the position, direction, and inclination of the camera  17 . In step S 90 , the processor  10  updates the acquired image and the field-of-view image. Thereby, the acquired image changes depending on the change in the position of the camera  17 , the display position of the field-of-view image also changes due to the change in the predetermined position, and the field-of-view image changes depending on the change in the position of the virtual camera  620 B. Thereby, for example, when the camera  17  is turned to the left as if the left surface of the avatar object  610  is captured, the acquired image captured and acquired by the camera  17  is updated to the field-of-view image when the avatar object  610  is viewed from the left surface. In addition, when the camera  17  is turned to the right as if the right surface of the avatar object  610  is captured, the acquired image captured and acquired by the camera  17  is updated to the field-of-view image when the avatar object  610  is viewed from the right surface. 
       FIGS. 30A to 30C  through  FIGS. 32A to 32C  are diagrams showing display examples of the display unit  152  of the user terminal  100  during the progress of the rock-paper-scissors game.  FIGS. 30A, 30A ′,  30 B and  30 C show a display example in which the avatar object  610  is arranged in an acquired image A (an image of a room where a picture is decorated on a wall and a desk is placed) captured and acquired by the camera  17  of the user terminal  100 A owned by the user A. 
       FIG. 30A  shows a display example when the avatar object  610  in the virtual space  600 A is in the state shown in  FIG. 28A . The acquired image A is an image captured in the horizontal direction. For this reason, the virtual camera  620 B is arranged at a position where the AR virtual space  600 C is viewed in the horizontal direction. As a result, the avatar object  610  is in a front view in  FIG. 30A . As shown in  FIG. 30A , the avatar object  610  is displayed in a state of being erected at a substantially center position of the floor, which is a plane surface portion of the acquired image A, and the option objects  281  to  283  are arranged on a right front side (having the same positional relation as in  FIG. 28A ) of the avatar object  610  with reference to the avatar object  610 . The avatar object  610  in the  FIG. 30A  shows a scene where sound is being output together with a state (motion) of thinking, for example, “what should I outstretch? what should I choose?”. 
     Further, during the progress of the rock-paper-scissors game, various UIs and game information are displayed on the display unit  152 . In  FIG. 30A , for example, a selection UI  180 , a rule explanation display  181 , a normal mode transition icon  182   a,  a display size adjustment UI  183 , an item-supply icon  185 , and a comment input icon  186  are displayed in a manner of being superimposed on the image in the augmented reality space. Further, a comment display unit  184  for displaying a comment content directed to the avatar object  610  is provided at a lower left of the display unit  152 . 
     The rule explanation display  181  is an image for explaining a rule for the rock-paper-scissors game. In  FIG. 30A , for example, messages such as “three rounds in total!”, “let&#39;s press a button within a time limit!”, “win 50 P”, “draw 10 P”, and “loss 0 P” are displayed. 
     The selection UI  180  includes a button icon for selecting a hand to be outstretched by the user, and is a UI for receiving an input operation (tap operation) on the button icon. Therefore, as shown in  FIG. 30A , the selection UI  180  is displayed in preference to the avatar object  610 , the comment display unit  184 , the item-supply icon  185 , and the comment input icon  186 . In  FIG. 30A , a message such as “choose a hand to be outstretched!” is displayed, and a button icon corresponding to rock, a button icon corresponding to scissors, and a button icon corresponding to paper are displayed from the left below the message. Thereby, the user can intuitively recognize that the hand to be outstretched can be selected by a touch operation on the button icon. In addition, the time limit (herein, “10”) capable of selecting the hand to be outstretched is displayed on the left side of the message “choose a hand to be outstretched!”, and an “×” button for deleting the selection UI  180  itself is displayed on the right side of the message. 
     The user can delete the selection UI  180  by selecting the “×” button even when the selection of the hand to be outstretched is not finished. This is because when the selection UI  180  is displayed, the avatar object  610  (character), the comment display unit  184 , and the item-supply icon  185  are hidden in the selection UI  180  and the image of the avatar object  610  become difficult to be seen from. When the user does not select the hand to be outstretched within the time limit as a result of deletion of the selection UI  180 , the hand to be outstretched of the user may be automatically determined. In addition, when the selection UI  180  is deleted, an icon (a message icon such as “come back to game”) is displayed to display the selection UI  180  again, the selection UI  180  may be displayed again by the input operation on the icon, the selection UI  180  may be displayed again by an instruction of the performer, and the selection UI  180  may be displayed again when some conditions are satisfied (for example, when the time limit reaches a specific value). 
     The display size adjustment UI  183  is a UI for receiving an input operation for adjusting a display size of the field-of-view image including the avatar object  610  and the option objects  281  to  283  arranged with respect to the acquired image. In  FIG. 30A , an input gauge is displayed below a message such as “display size adjustment of character”, a “small” is displayed on a left end of the input gauge, and a “large” is displayed on a right end of the input gauge. The processor  10  receives an input operation (tap operation) on the input gauge to perform a process of adjusting the display size of the avatar object  610  included in the field-of-view image in accordance with the input operation. 
       FIG. 30A ′ is a display example when an input operation (for example, a tap operation on the right end of the input gauge) is performed to maximize the display size with respect to the input gauge. The gauge of the display size adjustment UI  183  is maximized in accordance with the input operation, and the display size of the field-of-view image including the avatar object  610  and the option objects  281  to  283  is displayed in the maximum size larger than that in  FIG. 30A  at the same time. 
     When the field-of-view image including the avatar object  610  and the option objects  281  to  283  is arranged, the display size is determined depending on the size of the analyzed plane surface portion as described above. Therefore, depending on the analysis result, the avatar object  610  may be displayed extremely large or small with respect to the acquired image. In such a case, the display size of the avatar object  610  can be adjusted to an appropriate display size or a display size of user&#39;s preference for the acquired image by the input operation on the input gauge. 
     The normal mode transition icon  182   a  is an icon for switching to a mode in which the avatar object  610  during the rock-paper-scissors game behaves not in the augmented reality space but in the virtual space similar to the virtual space  600 A closer to the game play terminal  300 . The processor  10  receives an input operation on the normal mode transition icon  182   a  to execute, for example, the processing on the user terminal  100  shown in  FIG. 8 , to define the virtual space  600 B synchronizing with the virtual space  600 A in the game play terminal  300 , and to produce the behavior of the avatar object  610  in the virtual space  600 B, thereby displaying the field-of-view image from the virtual camera  620 B. This will be described below with reference to  FIGS. 32A to 32C . 
     The item-supply icon  185  is an icon that serves as a trigger for supplying an item and giving the item to the avatar object  610 . When the input operation on the item-supply icon  185  is received, a window is displayed for selecting from a plurality of types of items and supplying the selected item. As described above, the selection UI  180  is displayed in preference to the item-supply icon  185 . Therefore, when the selection UI  180  is displayed in a manner of being superimposed on the item-supply icon  185 , the input operation on the item-supply icon  185  may not be effectively received unless the display of the selection UI  180  is not erased. Further, even when the selection UI  180  is displayed in a manner of being superimposed on the item-supply icon  185 , the input operation on the item-supply icon  185  may be effectively received in a state where the display of the selection UI  180  is maintained. 
     The comment input icon  186  is an icon that serves as a trigger for inputting a comment directed to the avatar object  610 . When an input operation on the comment input icon  186  is received, a window is displayed for inputting and sending a comment. The selection UI  180  is displayed at a position where the selection UI is not displayed in a manner of being superimposed on the comment input icon  186 , but similarly to the item-supply icon  185 , the input operation on the comment input icon  18  may not be effectively received unless the display of the selection UI  180  is not erased. Further, even when the selection UI  180  is displayed, the input operation on the comment input icon  18  may be effectively received in a state where the display of the selection UI  180  is maintained. On the comment display unit  184 , a predetermined number of comments are displayed together with the user name in order from the newest comment input to the avatar object  610 . 
       FIG. 30B  shows a display example when the user selects a hand to be outstretched.  FIG. 30B  shows an example in which “rock” is selected. When “rock” is selected, as shown in  FIG. 30B , a button icon of “rock” in the selection UI  180  is updated to the selected state (a state surrounded by double circles). In  FIG. 30B , since the time limit is “7”, the user determines the hand to be outstretched with 7 seconds left. On the other hand, the avatar object  610  in the  FIG. 30B  shows a scene where sound is being output together with a state (motion) of thinking, for example, “what should I choose? scissors or paper?” in a state of gripping the option objects  281  to  283 . After the time limit has elapsed, the avatar object  610  raises any one of the option objects  281  to  283  with a shout such as “rock-paper-scissors” at the timing of the performer. 
       FIG. 30C  shows a display example when the avatar object  610  outstretches the hand after the time limit has elapsed. In  FIG. 30C , the avatar object  610  raises the option object  282  of “scissors”. Thereby, the fact is notified that the avatar object  610  raises “scissors”. When the avatar object  610  outstretches the hand, information is received to specify the type (rock, scissors, or paper) of the option object determined by the hand to be outstretched by the avatar object  610 . The processor  10  determines, on the basis of the information, win or loss of the user compared with the hand to be outstretched by the user. In  FIGS. 30A to 30C , since the user A selects “rock”, it is determined that the user A wins. As a result, a message such as “win” is displayed above the avatar object  610 . 
       FIGS. 31A to 31C  show a display example in which the avatar object  610  is arranged with respect to an acquired image B (an image of an entrance in which a mirror is hung on a wall) captured and acquired by the camera  17  of the user terminal  100 B owned by the user B. Also in  FIGS. 31A to 31C , the avatar object  610  is displayed in a state of being erected at a substantially center position of the floor, which is a plane surface portion of the acquired image B, and the option objects  281  to  283  are arranged on a right front side of the avatar object  610  with reference to the avatar object  610 . 
       FIG. 31A  shows a display example of the user terminal  100 B at the same timing as that in  FIG. 30A . Similarly,  FIGS. 31B and 31C  show display examples of the user terminal  100 B at the same timings as those in  FIGS. 30B and 30C . Comparing  FIGS. 31A to 31C  with  FIGS. 30A to 30C , respectively, the erecting positions of the avatar objects  610  (that is, an arrangement position of the field-of-view image from the virtual camera  620 B) with respect to the acquired images may be different from one another due to the difference in the acquired images, but since the avatar object  610  behaves based on the common game progress information, the avatar object  610  and the option objects  281  to  283  synchronize with one another among the plurality of user terminals. 
     On the other hand, since the user B has not yet selected the hand to be outstretched in  FIG. 31B  in which the time limit is “7”, none of the button icons has been updated to the selected state. Thereafter, it is assumed that the user B selects “paper” within the time limit. As shown in  FIG. 31C , since the avatar object  610  raises the option object  282  of “scissors” and the “scissors” is outstretched (similarly to  FIG. 30C ), the user B loses. In this way, the behaviors of the avatar objects  610  played by the player are common among the plurality of user terminals, but the results of the rock-paper-scissors game are different from one another among the plurality of user terminals depending on the user&#39;s input operations. 
       FIGS. 32A to 32C  are diagrams showing a display example after an input operation on the normal mode transition icon  182   a  is received in the user terminal  100  owned by any user during the progress of the rock-paper-scissors game. 
       FIG. 32A  shows a display example when the input operation on the normal mode transition icon  182   a  is received at the timing at which  FIG. 30A or 31A  is displayed. The processor  10  receives the input operation on the normal mode transition icon  182   a  to execute, for example, the processing on the user terminal  100  shown in  FIG. 8  and to define the virtual space  600 B synchronizing with the virtual space  600 A in the game play terminal  300 . Therefore, the objects of the wreath object  284 , the viewer object, and the background object are arranged in the virtual space  600 B in addition to the avatar object  610  and the option objects  281  to  283 . Further, the processor  10  produces the behavior of the avatar object  610  in the virtual space  600 B on the basis of the game progress information, and displays the field-of-view image from the virtual camera  620 B on the display unit  152 . Therefore, unlike  FIGS. 30A to 30C  and  FIGS. 31A to 30C , the wreath object  284  is displayed behind the avatar object  610 , and the floor object and the background are object at the same time. 
     During switching to a mode in which the avatar object  610  behaves in the virtual space  600 B upon the reception of the input operation on the normal mode transition icon  182   a,  the processor  10  may control the display size and the display position of the avatar object  610  in the display area of the touch screen  15  of the user terminal  100  so as not to change significantly. For example, the processor  10  may arrange the virtual camera  620 B at a position where the display size and the display position of the avatar object  610  do not change in the display area of the touch screen  15  of the user terminal  100 . Thereby, it is possible to prevent the display of the avatar object  610 , to which the user pays attention, from being significantly changed before and after the switching to the mode in which the avatar object  610  behaves in the virtual space  600 B. 
     In  FIG. 32A , an AR mode transition icon  182   b  is displayed instead of the normal mode transition icon  182   a.  The AR mode transition icon  182   b  is an icon for switching to a mode in which the avatar object  610  during the rock-paper-scissors game behaves in the augmented reality space again. The processor  10  receives an input operation on the AR mode transition icon  182   b  to execute, for example, the processing on the user terminal  100  shown in  FIG. 29  and to switch to a mode in which the avatar object  610  behaves in the augmented reality space where the avatar object  610  is arranged on the acquired image. Even during the switching to the mode in which the avatar object  610  behaves in the augmented reality space upon the reception of the input operation on the AR mode transition icon  182   b,  the processor  10  may control the display size and the display position of the avatar object  610  in the display area of the touch screen  15  of the user terminal  100  so as not to change significantly. 
       FIGS. 32B and 32C  are display examples at the same timings as those in  FIGS. 30B and 30C , respectively, when the avatar object  610  behaves in the virtual space  600 B. For example, when the input operation on the normal mode transition icon  182   a  is received at the timing at which  FIG. 30B  is displayed, the display example is switched to the display example shown in  FIG. 32B , and when the input operation on the normal mode transition icon  182   a  is received at the timing at which  FIG. 30C  is displayed, the display example is switched to the display example shown in  FIG. 32C . 
     In  FIG. 29  through  FIGS. 31A to 31C , an example has been described in which the augmented reality space is a space where only some of objects in the virtual space  600 A are arranged with respect to the image acquired by the camera  17 . However, the objects arranged with respect to the image acquired by the camera  17  are not limited thereto as long as including the avatar object  610  played by the player, and may be all the objects arranged in the virtual space  600 A. In other words, the augmented reality space may be a space in which the entire virtual space similar to the virtual space  600 A is arranged with respect to the image acquired by the camera  17 . 
     In this case, the processor  10  may specify whether the entire virtual space similar to the virtual space  600 A is arranged or whether only some objects in the virtual space  600 A are arranged with respect to the image acquired by the camera  17 , depending on the type of content (game type) to be live transmitted. Specifically, as long as the user can specify only the avatar object  610  or a surrounding situation of the avatar object  610 , when a type of live game (for example, the game shown in  FIGS. 9A, 9B, 10A and 10B  or the rock-paper-scissors game) in which the game can progress is performed, the processor  10  causes only some objects in the virtual space  600 A to be arranged with respect to the image acquired by the camera  17 , and produces the behavior of the avatar object  610  in the augmented reality space as shown in  FIGS. 29, 30A, 30A ′,  30 B,  30 C and the like. 
     On the other hand, in a case of performing a type of live game in which the user can easily carry on the game if the user can get a bird&#39;s eye view of the entire virtual space including the avatar object  610 , the processor  10  causes the entire virtual space similar to the virtual space  600 A to be miniaturized and arranged with respect to the image acquired by the camera  17 , and produces the behavior of the avatar object  610  in the augmented reality space. Examples of the type of live game in which the user can easily carry on the game if the user can get a bird&#39;s eye view of the entire virtual space include the live games shown in  FIGS. 11A to 11D, 12A to 12D  and the like. 
     In  FIGS. 11A to 11D and 12A to 12D , the virtual space similar to the virtual space  600 A closer to the game play terminal  300  is defined closer to the user terminal  100  while the live game is in progress, and the field-of-view image corresponding to the field-of-view area of the virtual camera  620 B in the virtual space is shown. In  FIGS. 33A and 33B , the augmented reality space is generated in which the entire virtual space  600 A described above is miniaturized and arranged with respect to the image acquired by the camera  17 , and the display example is described in which the avatar object  610  behaves in the augmented reality space. 
     In  FIGS. 33A and 33B , an acquired image C (an image of a large desk captured obliquely from above) is acquired by the camera  17 , a top plate of a desk in the acquired image C is specified as a plane surface portion in step S 81  of  FIG. 29 , and a predetermined position of the plane surface portion is set as an arrangement position where the field-of-view image from the virtual camera  620 B is arranged. In  FIGS. 33A and 33B , it is assumed that the entire virtual space  600 A is defined as an AR virtual space  600 C, and an image of the entire AR virtual space  600 C obliquely viewed down from above by the virtual camera  620 B is specified as a field-of-view image. Therefore, as shown in  FIGS. 33A and 33B , the augmented reality space is generated in which the field-of-view image capable of enabling the entire AR virtual space  600 C similar to the virtual space  600 A to make a bird&#39;s eye view is arranged at a predetermined position of the top plate of the desk. 
     In  FIG. 33A , the entire virtual space  600 A at the timing of  FIG. 11A  is defined as the AR virtual space  600 C, and an augmented reality space is displayed in which an image of the entire AR virtual space  600 C captured obliquely from above by the virtual camera  620 B is arranged on the top plate of the desk. In  FIG. 33B , the entire virtual space  600 A at the timing of  FIG. 11C  is defined as the AR virtual space  600 C, and an augmented reality space is displayed in which an image of the entire AR virtual space  600 C captured obliquely from above by the virtual camera  620 B is arranged on the top plate of the desk. 
     Images in a dotted line box in the AR virtual space  600 C of  FIGS. 33A and 33B  are consistent with the images shown in  FIGS. 11A and 11C , respectively. In  FIGS. 33A and 33B , since the entire virtual space  600 A is miniaturized, images (outside the dotted line box) of parts not shown in  FIGS. 11A and 11C  are also shown. In the AR virtual space  600 C of  FIGS. 33A and 33B , the plurality of objects including the avatar object  610  behave as shown in  FIGS. 11A to 11D  and the like. Therefore, the plurality of objects including the avatar object  610  also behave in the augmented reality space shown in  FIGS. 33A and 33B . 
     Further, also in  FIGS. 33A and 33B , various icons including the UI image  711  are displayed as in  FIGS. 11A to 11D  and the like. Therefore, it is possible to grasp, for example, the number of Zako enemies approaching the avatar object  610  in the virtual space, and to provide the user with the fun of having the user consider points such as whether to supply the item and where to supply the item after the user grasps that where the obstacle object making the Zako enemy stuck is supplied. 
     Although not shown in  FIGS. 33A and 33B , the normal mode transition icon  182   a  and the display size adjustment UI  183  may be displayed as in  FIGS. 30A to 30C  and the like. In this case, the processor  10  may receive the input operation on the normal mode transition icon  182   a  to execute, for example, the processing on the user terminal  100  shown in  FIG. 8  and to perform switching to the field-of-view image shown in  FIGS. 11A to 11D  and the like. In addition, the processor  10  may receive the input operation on the input gauge of the display size adjustment UI  183  to adjust the display size of the entire AR virtual space  600 C arranged on the top plate of the desk in accordance with the input operation. 
     Effects of Present Embodiment 
     According to the present embodiment, the avatar object  610  can behave in the augmented reality space where the objects including the avatar object  610  are arranged on the acquired image acquired by the camera  17 . Thereby, the user can be given the impression (realism) as if the avatar object  610  is actually behaving in the real space in front of the user. Further, the avatar object  610  in the augmented reality space moves depending on the motion of the player who is performing live, and outputs the speech sound of the performer. For this reason, the number of the variations in the behavior of the avatar object  610  in the augmented reality space significantly increases (becomes practically infinite depending on the performer), and behavior and speech can be made depending on the current situation, which attracts the user&#39;s attention. 
     Further, when the avatar object  610  behaves in the augmented reality space, the switching to the mode in which the avatar object  610  behaves in the virtual space is performed by the input operation on the normal mode transition icon  182   a  as illustrated in  FIGS. 32A to 32C . In addition, when the avatar object  610  behaves in the virtual space, the switching to the mode in which the avatar object  610  behaves in the augmented reality space is performed by the input operation on the AR mode transition icon  182   b  as exemplarily illustrated in  FIGS. 30A to 30C  and the like. Thereby, the mode can be selected depending on the user&#39;s preference, and the user&#39;s attention can be further attracted. 
     In addition, when the avatar object  610  behaves in the augmented reality space, the display size of the avatar object  610  included in the field-of-view image can be adjusted by the input operation on the input gauge of the display size adjustment UI  183 , depending on the user&#39;s preference. Further, even when the avatar object  610  is displayed extremely large or conversely small with respect to the acquired image based on the analysis result in step S 80 , the display size of the avatar object  610  can be adjusted to an appropriate display size for the acquired image. Therefore, it is possible to prevent the game from progressing while leaving a sense of incompatibility. 
     Further, as shown in  FIGS. 30A to 30C, 31A to 31C  and the like, the behaviors of the avatar object  610  arranged on the acquired images synchronize with one another among the plurality of user terminals, while the images (background of the avatar object  610 ) in the augmented reality space can be made different from one another, depending on the acquired images among the plurality of user terminals. Thereby, the number of the variations of the augmented reality space can be increased (becomes practically infinite depending to the acquired image) without an increase of a processing load on the game play terminal  300  that outputs the game progress information, so that the user&#39;s attention can be attracted. In addition, the game results (for example, win or loss) can be made different among the plurality of the user terminals in accordance with the operations input by the users. Thereby, when the user wins, a sense of superiority to another user can be aroused, and when the user loses, motivation for the next game play can be improved. 
     Further, the game progressing in the augmented reality space is a live game in which the player performs live as shown in  FIGS. 30A to 30C, 33A, 33B  and the like. Thereby, it is possible to improve the user&#39;s sense of presence and to improve the taste (interest) of the game. 
     In addition, since the rock-paper-scissors game among the live games progresses, in accordance with the input operation on the selection UI  180  from the user and the behavior of the avatar object  610  raising the option object, the preference of the game can be improved. 
     Further, the UI (for example, the selection UI  180  and the UI image  711  for receiving the item-supply operation) for the user to take the action on the player is displayed depending on the progress of the game (for example, fluctuations in the number of Zako enemies in the game shown in  FIGS. 33A and 33B  such as a first round and a second round in the rock-paper-scissors game). Thereby, it is possible to improve the operability of the user for the progress of the game. 
     Further, as shown in  FIGS. 30A to 30C, 33A, 33B  and the like, depending on the type of content (type of live game), it is possible to distinguish whether to arrange a part of the virtual space or the entire virtual space on the acquired image. Thereby, it is possible to generate different augmented reality spaces depending on the types of content and to improve the taste of the game. 
     &lt;Modifications&gt; 
     Modifications of the embodiment described above will be listed below. 
     (1) An example has been described in which the acquired image constituting the augmented reality space in the above embodiment is an image captured in real time by the camera  17 . However, the acquired image constituting the augmented reality space is not limited to the image captured in real time, and may be an image captured in the past. Further, the acquired image constituting the augmented reality space may be an image provided by a service providing device (server) that provides images (including panoramic images) captured at various places in the real space. The image provided in this case may be, for example, an image of the position where the user terminal  100  exists, and an image of a position on a map designated by the user when a so-called position game of moving on the map is being performed. 
     In the generation of the augmented reality space, an example has been described in which the acquired image is used as it is, and the character is superimposed on the acquired image and is displayed on the touch screen  15 . However, the acquired image used in the generation of the augmented reality space is subjected to predetermined processing and editing, and the character may be superimposed on the processed and edited and displayed on the image touch screen  15 . The predetermined processing and editing may be, for example, enlargement and reduction according to the input operation and gradation, sharpness, color correction, and special effects according to the current situation (for example, time, date, and time). 
     (2) In the embodiment described above, an example is shown with reference to  FIGS. 28B and 29  as a method of displaying the image in the augmented reality space where some of the objects in the virtual space  600 A are arranged on the acquired image. However, as the method of displaying the image in the augmented reality space, other methods may be used as long as the avatar object  610  behaves in the state of being arranged on the acquired image acquired by the camera  17 . For example, after the all objects (the viewer object, the floor object, and the background object) in the AR virtual space  600 C are arranged in the same manner as the virtual space  600 A, display setting of other objects (the viewer object and the decoration object) other than the avatar object  610  and the option objects  281  to  283  is set to non-display setting, the field-of-view image from the virtual camera  620 B includes only the avatar object  610  and the option objects  281  to  283  and does not include other objects, and the field-of-view image is superimposed on the acquired image acquired by the camera  17  to generate the image in the augmented reality space. In this case, when the input operation on the normal mode transition icon  182   a  is received, the objects (the viewer object and the decoration object) that are arranged in the AR virtual space  600 C but are set to the non-display setting are switched to the display setting, whereby the avatar object  610  may behaves in the virtual space similar to the virtual space  600 A instead of the augmented reality space. Thereby, the processing at the time of transition to the normal mode can be simplified and the processing load can be reduced. 
     (3) The display mode of the avatar object  610  in the embodiment described above can be different for each user depending on, for example, the types of acquired image used for the generation of the augmented reality space (for example, a room image, a shopping mall image, and a landscape image). For example, even when the game progress information sent from the game play terminal  300  is the same, a costume of the avatar object  610  may be pajama for the user terminal whose acquired image is a room image, and a costume of the avatar object  610  may be climbing suits for the user terminal whose acquired image is a mountain image. In this case, a plurality of types of costume data of the avatar object  610  may be stored in advance on the user terminal  100 . The target for changing the display mode of the avatar object  610  is not limited to the costume, but may be a hairstyle, a skin color, and a degree of makeup. Thereby, the number of the variations of the augmented reality space can be increased (becomes practically infinite depending to the acquired image) without an increase of a processing load on the game play terminal  300  that outputs the game progress information, so that the user&#39;s attention can be attracted. 
     Alternatively or additionally, the display mode of the avatar object  610  may be different from the display mode displayed on the user terminal of another user according to the charge by the user during the game. In addition, the display mode of the avatar object  610  may be different depending on the ranking of the user that is updated depending on the result of the live game. 
     (4) In step S 85  of  FIG. 29  in the embodiment described above, an example has been described in which the virtual camera  620 B is arranged in the same direction as the capturing direction (orientation and inclination) of the camera  17  at the time of capturing the acquired image. However, the position and direction of the virtual camera  620 B to be initially arranged are not limited thereto, and may be set depending on the type of content, set depending on the analysis result in step S 80 , and set to the position and direction set in advance. 
     Further, an example has been described in which after the virtual camera  620 B is initially arranged in step S 85 , the virtual camera  620 B is controlled in synchronization with the changes in the position, direction, and inclination of the camera  17  as shown in step S 89  of  FIG. 29 . However, the virtual camera  620 B after the initial arrangement may control the position, direction, and inclination in accordance with the input operation (for example, the swipe operation and the touch operation) from the user. Thereby, the field-of-view area of the virtual camera  620 B can be changed depending on the operation input by the user, and as a result, the field-of-view image arranged on the acquired image can be changed. Specifically, the avatar objects (for example, only the avatar object  610 , the avatar object  610  and other objects, and the entire virtual space) arranged on the acquired image may be rotated or moved by the swipe operation. Thereby, for example, even when the augmented reality space is generated and the avatar object  610  behaves in a narrow space where the position or direction of the user terminal  100  cannot be sufficiently adjusted, the avatar object  610  can be rotated and moved by the input operation on the touch panel  15 . 
     (5) The embodiment described above illustrates the live game, in which the player of the rock-paper-scissors game shown in  FIGS. 30A to 30C  and the like fights against the user, as a content that progresses in the augmented reality space, and the live game in which the player participates by providing the support in the game in which the player carries on the game shown in  FIGS. 33A, 33B  and the like. However, the live game progressing in the augmented reality space is not limited thereto, and may be a puzzle game in which a player and a user operate alternately a pachinko and compete for how many objects imitating fruits blown in the pachinko can be placed on an object imitating a tray arranged in front (which can be placed without failure), or a participation type game in which an avatar object operated by a player, a solder object operated by each of a plurality of users, and an enemy object operated by a game program appear and the user defeats the enemy object while protecting the avatar object  610 . The puzzle game may be configured to arrange some objects of the virtual space  600 A on the acquired image and to generate an augmented reality space by as in the rock-paper-scissors game shown in  FIGS. 30A to 30C  and the like, and the participation type game may be configured to arrange the entire virtual space  600 A on the acquired image and to generate an augmented reality space as in the game shown in  FIGS. 33A, 33B  and the like. 
     In addition, the content progressing in the augmented reality space is not limited to the live game, and may be, for example, a viewing type content for the user to watch a state where the avatar object  610  is singing live or is chatting live. 
     (6) In the embodiment described above, an example has been described in which the selection UI  180  is displayed in  FIGS. 30A to 30C  and the UI image  711  is displayed in  FIGS. 33A and 33B  in order for the user to perform an action on the player. All of these UI images can be UIs for performing actions related to the progress of the game. However, the action performed on the player by the user is not limited to the action related to the progress of the game, and may be an action of sending the comment from the user to the player as described above and an action of performing sound chat. In this case, when the image in the augmented reality space is displayed, the comment input icon  186  described above or a UI image for performing sound chat may be displayed. 
     (7) In the embodiment described above, it is assumed that the camera  17  of the user terminal  100  is provided on the surface opposite to the surface on which the display unit  152  is provided and the acquired image displayed on the display unit  152  during the capturing with the camera  17  is included (matched) in the actual landscape that the user is directly viewing. However, the camera  17  of the user terminal  100  is not limited to being provided on the surface opposite to the surface on which the display unit  152  is provided, and may be provided on the surface on which the display unit  152  is provided (such that the avatar object  610  is arranged to behave on the acquired image including the user himself/herself), or may be provided separately from the user terminal  100  so as to be able to communicate with the user terminal  100 . 
     &lt;Supplementary Note&gt; 
     Matters described in each of the above embodiments will be described below as Supplementary notes. 
     (Supplementary Note 1): 
     According to an aspect of an embodiment shown in the present disclosure, there is provided a program to be executed in an information terminal device which comprises a processor, a memory, an input unit, a display unit, and an imaging sensor, the program causing the processor to execute: a step (S 86 , S 90 ) of displaying on the display unit an image of an augmented reality space where a character is arranged with respect to an acquired image acquired by the imaging sensor; and a step (S 88 ) of producing a behavior of the character in the augmented reality space on the basis of data transmitted from an external source, wherein the data is motion data and sound data that are input by a performer who plays live as the character. 
     (Supplementary Note 2): 
     In Supplementary note 1, the program causes the processor to execute: a step (S 25 ) of displaying on the display unit an image in which the character is arranged in a virtual space different from the augmented reality space; and 
     a step of switching, depending on an operation input by a user, the image displayed on the display unit between an image of the augmented reality space and an image of the virtual space (for example, processing when an input operation on a normal mode transition icon  182   a  is received, processing when an input operation on an AR mode transition icon  182   b  is received, see  FIGS. 30A to 30C  and  FIGS. 32A to 32C ). 
     (Supplementary Note 3): 
     In Supplementary note 1 or Supplementary note 2, the program causes the processor to execute a step of adjusting a size of the character based on an operation input by the user (for example, processing when an input operation on a display size adjustment UI  183  is received, see  FIG. 30A ′). 
     (Supplementary Note 4): 
     In any one of Supplementary notes 1 to 3, the motion data and the sound data input by the performer are commonly transmitted to a plurality of information terminal devices used by a plurality of users; and a behavior of the character is common among the plurality of information terminal devices, while images of the augmented reality space where the character is arranged, in the plurality of information terminal devices, are different depending on acquired images acquired by imaging sensors of the plurality of information terminal devices, respectively (see  FIGS. 30A to 30C  and  FIGS. 31A to 31C ). 
     (Supplementary Note 5): 
     In any one of Supplementary notes 1 to 4, the data transmitted from the external source includes the motion data and the sound data that are input by the performer who carries on a game live; and the step of producing the behavior includes producing a behavior of the character who carries on the game based on the data transmitted from the external source (see  FIGS. 30A to 30C  and  FIGS. 31A to 31C ). 
     (Supplementary Note 6): 
     In Supplementary note 5, the game progresses based on the behavior (motion) of the character and an operation input by the user on the information terminal device (an input operation on a selection UI  180 ). 
     (Supplementary Note 7): 
     In Supplementary note 6, the data transmitted from the external source is commonly transmitted to the plurality of information terminal devices used by the plurality of users; and the behavior of the character is common among the plurality of information terminal devices, while results of the game in the plurality of information terminal devices are different depending on an operation by users on the plurality of information terminal devices (see  FIGS. 30A to 30C  and  FIGS. 31A to 31C ). 
     (Supplementary Note 8): 
     In any one of Supplementary notes 1 to 7, the program causes the processor to execute a step of displaying on the display unit a UI (User Interface) allowing the user to perform an action on the performer (see  FIGS. 30A to 30C  and  FIGS. 33A and 33B ). 
     (Supplementary Note 9): 
     In Supplementary note 8, the data transmitted from the external source includes the motion data and the sound data that are input by the performer who carries on a game live; the step of producing the behavior of includes producing a behavior of the character who carries on the game in the augmented reality space, based on the data transmitted from the external source; and the UI includes a UI for performing the action in accordance with the progress of the game (selection UI  180 , UI image  711 ). 
     (Supplementary Note 10): 
     In any one of Supplementary notes 1 to 9, the data transmitted from the external source includes data for enabling the display unit to display an image in which the character is arranged in the virtual space; and the step of displaying on the display unit the image of the augmented reality space includes: displaying on the display unit an image in which the virtual space containing the character as a whole is arranged with respect to the acquired image, when the transmitted data is a first type of content data ( FIGS. 33A and 33B ); and displaying on the display unit an image in which a part of the virtual space containing the character is arranged with respect to the acquired image, when the transmitted data is a second type of content data ( FIGS. 30A to 30C ). 
     (Supplementary Note 11): 
     According to another aspect of an embodiment shown in the present disclosure, there is provided a method to be executed by an information terminal device which includes a processor, a memory, an input unit, a display unit, and an imaging sensor, the method including: a step (S 86 , S 90 ) of displaying on the display unit an image of an augmented reality space where a character is arranged with respect to an acquired image acquired by the imaging sensor; and a step (S 88 ) of producing a behavior of the character in the augmented reality space on the basis of data transmitted from an external source, wherein the data is motion data and sound data that are input by a performer who plays live as the character. 
     (Supplementary Note 12): 
     According to further another aspect of an embodiment shown in the present disclosure, there is provided an information terminal device which includes a processor, a memory, an input unit, a display unit, and an imaging sensor, the information terminal device being configured to: display on the display unit an image of an augmented reality space where a character is arranged with respect to an acquired image acquired by the imaging sensor (S 86 , S 90 ); and produce a behavior of the character in the augmented reality space on the basis of data transmitted from an external source, wherein the data is motion data and sound data that are input by a performer who plays live as the character (S 88 ). 
     [Implementation Example by Software] 
     The control blocks (particularly, the control units  110 ,  210 ,  310 , and  410 ) of the user terminal  100 , the server  200 , the game play terminal  300  (HMD set  1000 ), and the transmission terminal  400  may be implemented by a logic circuit (hardware) formed in an integrated circuit (IC chip), or may be implemented by software. 
     In the latter case, each of the user terminal  100 , the server  200 , the game play terminal  300  (HMD set  1000 ), and the transmission terminal  400  includes a computer that performs instructions of a program being software for implementing each function. The computer includes, for example, one or more processors and a computer-readable recording medium stored with the above-described program. In the computer, the processor reads from the recording medium and performs the program to achieve the object of the present invention. As the above-described processor, a CPU (Central Processing Unit) can be used, for example. As the above-described recording medium, a “non-transitory tangible medium” such as a ROM (Read Only Memory) as well as a tape, a disk, a card, a semiconductor memory, and a programmable logic circuit can be used. A RAM (Random Access Memory) or the like in which the above-described program is developed may be further included. The above-described program may be supplied to the above-described computer via an arbitrary transmission medium (such as a communication network and a broadcast wave) capable of sending the program. Note that an aspect of the present invention may also be implemented in a form of a data signal embedded in a carrier wave in which the program is embodied by electronic transmission. 
     An aspect of the present invention is not limited to each of the above-described embodiments, various modifications are possible within the scope of the present invention defined by aspects, and embodiments that are made by suitably combining technical means disclosed according to the different embodiments are also included in the technical scope of an aspect of the present invention. 
     REFERENCE SIGNS LIST 
     
         
           1 : system; 
           2 : network; 
           3 ,  3 A,  3 B: users (first users); 
           4 : player (performer); 
           10 ,  20 ,  30 ,  40 : processors; 
           11 ,  21 ,  31 ,  41 : memories; 
           12 ,  22 ,  32 ,  42 : storages; 
           13 ,  23 ,  33 ,  43 : communication IFs; 
           14 ,  24 ,  34 ,  44 : input/output IFs; 
           15 ,  45 : touch screens; 
           17 : camera; 
           18 : ranging sensor; 
           51 : monitor; 
           52 : gaze sensor; 
           53 : first camera; 
           54 : second camera; 
           55 : microphone; 
           56 : speaker; 
           100 ,  100 A,  100 B,  100 C: user terminals (computer, first computer, first information processing unit); 
           110 ,  210 ,  310 ,  410 : control units (first control unit, second control unit); 
           111 ,  311 ,  413 : operation receivers; 
           112 ,  312 ,  412 : display controllers; 
           113 ,  313 : UI controllers; 
           114 ,  314 : animation generators; 
           115 ,  315 : game coordinators; 
           116 ,  316 : virtual space controllers; 
           117 : moving image reproducer; 
           120 ,  220 ,  320 ,  420 : storage units (first storage unit, second storage unit); 
           131 ,  231 ,  331 : game programs (program, first program); 
           132 ,  232 ,  332 : game information; 
           133 ,  233 ,  333 : user information; 
           151 ,  451 : input units; 
           152 ,  452 : display units (display); 
           200 : server; 
           211 : communication mediator; 
           212 : log generator; 
           213 : list generator; 
           234 ,  421 : user lists; 
           300 : game play terminal (external device, second external device); 
           317 : response processor; 
           400 : transmission terminal (external device, first external device, computer, second information processing unit); 
           411 : communication controller; 
           414 : sound receiver; 
           415 : motion specifier; 
           416 : behavior instruction data generator; 
           422 : motion list; 
           423 : transmission program (program, second program); 
           540 ,  1020 ,  1021 : controllers; 
           500 : HMD; 
           510 : HMD sensor; 
           520 : motion sensor; 
           530 : display; 
           600 A,  600 B: virtual spaces; 
           610 : avatar object (character); 
           620 A,  620 B: virtual cameras; 
           631 ,  632 ,  633 ,  634 : objects; 
           640 A,  640 B: field-of-view areas; 
           650 ,  660 : field-of-view images; 
           671 : enemy objects; 
           672 ,  673 : obstacle objects; 
           674 : presentment object; 
           691 ,  692 : speeches; 
           701 ,  702 ,  703 A,  70 B,  704 A,  704 B,  705 ,  706 ,  711 ,  711 A,  711 B,  711 C,  711 D,  722 ,  723 ,  745 ,  745 A,  745 B,  745 C,  752 ,  762 ,  763 ,  930 ,  2011 ,  2022 ,  2031 ,  2032 ,  2033 ,  2034 ,  2037 ,  2038 ,  2051 ,  2063 ,  2072 ,  2073 ,  2075 : UI images (message UI, UI); 
           721 : download screen; 
           731 : user list screen (list); 
           732 ,  732 A,  732 B,  732 C,  742 ,  742 A,  742 B,  742 C: record images; 
           733 ,  733 A,  733 B,  733 C: user names; 
           734 ,  734 A,  734 B,  734 C: tag information; 
           735 ,  735 A,  735 B,  735 C: icons; 
           741 : motion list screen (option); 
           743 ,  743 A,  743 B,  743 C: motion names; 
           744 ,  744 A,  744 B,  744 C,  753 : motion images; 
           751 : transmission screen; 
           761 : transmission completion screen; 
           810 A,  810 B: motion moving images; 
           820 A,  820 B: speech sounds; 
           910 A,  910 B: moving images; 
           920 A,  920 B: sound; 
           1000 : HMD set; 
           1010 : object; 
           1030 : storage medium; 
           2010 : home screen; 
           2020 : ranking screen; 
           2021 : title image; 
           2026 ,  2026 A,  2026 B: ranking; 
           2027 ,  2027 A,  2027 B: amount of charge; 
           2028 ,  2028 A,  2028 B: the number of sending processes; 
           2029 : notification of completion of sending; 
           2030 : last sending date; 
           2035 : detailed display area; 
           2036 : scroll bar; 
           2040 : detailed screen; 
           2050 ,  2060 : preparation screens; 
           2052 : text; 
           2053 ,  2061 : selected images; 
           2054 A,  2054 B,  2054 C,  2062 A,  2062 B,  2062 C,  2062 D,  2062 E,  2062 F: options; 
           2070 : sound input screen; and 
           2074 : tag image.