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CN115671750A - A message processing method, device, electronic equipment and storage medium - Google Patents

A message processing method, device, electronic equipment and storage medium Download PDF

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CN115671750A
CN115671750A CN202211327968.6A CN202211327968A CN115671750A CN 115671750 A CN115671750 A CN 115671750A CN 202211327968 A CN202211327968 A CN 202211327968A CN 115671750 A CN115671750 A CN 115671750A
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message
user
state
display interface
target user
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王立利
许国军
杨培
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Luxshare Precision Technology Nanjing Co Ltd
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Luxshare Precision Technology Nanjing Co Ltd
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Abstract

The invention discloses a message processing method, a message processing device, electronic equipment and a storage medium, wherein the method comprises the following steps: when the unread application message is detected, determining a user state corresponding to a target user; wherein the user state comprises an attentive state or a non-attentive state; if the target user is in the non-concentration state and the trigger operation of the target user is detected, displaying a message display interface corresponding to the unread application message; and acquiring at least one message to be replied, filling the message to be replied into a reply editing control of the message display interface, and replying. The problem that a user cannot process the unread messages in time or has to quit the game picture in the game process is solved, and the effect of processing the unread messages in time in the process of not quitting the game picture is achieved.

Description

一种消息处理方法、装置、电子设备及存储介质A message processing method, device, electronic equipment and storage medium

技术领域technical field

本发明涉及虚拟现实技术领域,尤其涉及一种消息处理方法、装置、电子设备及存储介质。The present invention relates to the technical field of virtual reality, in particular to a message processing method, device, electronic equipment and storage medium.

背景技术Background technique

VR设备更多的是通过沉浸感与趣味性来吸引用户,随着VR技术的发展,越来越多的用户通过VR游戏进行放松。VR devices attract users more through immersion and fun. With the development of VR technology, more and more users relax through VR games.

但是由于游戏时间较长,当用户有应用信息需要处理时,难免会出现遗漏的现象。目前,基于VR设备的消息处理方式通常是在VR设备上安装社交软件,以使用户在游戏过程中知晓是否有消息需要进行处理,且在用户需要进行消息处理时,不得不临时退出游戏画面,大大影响了用户的游戏体验。However, due to the long game time, when the user has application information to process, it is inevitable that omissions will occur. At present, the message processing method based on the VR device is usually to install social software on the VR device, so that the user knows whether there is a message to be processed during the game, and when the user needs to process the message, the user has to temporarily exit the game screen. It greatly affects the user's gaming experience.

为了解决上述问题,需要对基于VR设备的消息处理方式进行改进。In order to solve the above problems, it is necessary to improve the message processing method based on the VR device.

发明内容Contents of the invention

本发明提供了一种消息处理方法、装置、电子设备及存储介质,以解决游戏过程中,用户无法及时对未读消息进行处理,或不得不退出游戏画面的问题。The invention provides a message processing method, device, electronic equipment and storage medium to solve the problem that the user cannot process unread messages in time or has to exit the game screen during the game process.

第一方面,本发明实施例提供了一种消息处理方法,包括:In a first aspect, an embodiment of the present invention provides a message processing method, including:

当检测到未读应用消息时,确定目标用户所对应的用户状态;其中,所述用户状态包括专注状态或非专注状态;When an unread application message is detected, determine the user state corresponding to the target user; wherein, the user state includes a focused state or a non-focused state;

若所述目标用户处于所述非专注状态,且检测到所述目标用户的触发操作时,显示与所述未读应用消息相对应的消息显示界面;If the target user is in the unfocused state and a trigger operation of the target user is detected, displaying a message display interface corresponding to the unread application message;

获取至少一条待回复消息,并将所述待回复消息填充至所述消息显示界面的回复编辑控件中,并回复。At least one message to be replied is acquired, and the message to be replied is filled into the reply editing control of the message display interface, and replied.

第二方面,本发明实施例还提供了一种消息处理装置,包括:In a second aspect, an embodiment of the present invention further provides a message processing device, including:

用户状态确定模块,用于当检测到未读应用消息时,确定目标用户所对应的用户状态;其中,所述用户状态包括专注状态或非专注状态;A user state determination module, configured to determine the user state corresponding to the target user when an unread application message is detected; wherein the user state includes a focused state or a non-focused state;

消息显示界面显示模块,用于若所述目标用户处于所述非专注状态,且检测到所述目标用户的触发操作时,显示与所述未读应用消息相对应的消息显示界面;A message display interface display module, configured to display a message display interface corresponding to the unread application message if the target user is in the unfocused state and a trigger operation of the target user is detected;

消息回复模块,用于获取至少一条待回复消息,并将所述待回复消息填充至所述消息显示界面的回复编辑控件中,并回复。A message reply module, configured to acquire at least one message to be replied, fill the message to be replied into the reply editing control of the message display interface, and reply.

第三方面,本发明实施例还提供了一种电子设备,包括:In a third aspect, an embodiment of the present invention also provides an electronic device, including:

至少一个处理器;以及at least one processor; and

与所述至少一个处理器通信连接的存储器;其中,a memory communicatively coupled to the at least one processor; wherein,

所述存储器存储有可被所述至少一个处理器执行的计算机程序,所述计算机程序被所述至少一个处理器执行,以使所述至少一个处理器能够执行本发明任一实施例所述的消息处理方法。The memory stores a computer program that can be executed by the at least one processor, and the computer program is executed by the at least one processor, so that the at least one processor can execute the method described in any embodiment of the present invention. Message processing method.

第四方面,本发明实施例还提供了一种计算机可读存储介质,所述计算机可读存储介质存储有计算机指令,所述计算机指令用于使处理器执行时实现本发明任一实施例所述的消息处理方法。In a fourth aspect, an embodiment of the present invention further provides a computer-readable storage medium, the computer-readable storage medium stores computer instructions, and the computer instructions are used to enable a processor to implement the implementation of any embodiment of the present invention. The message processing method described above.

本实施例的技术方案,当检测到未读应用消息时,确定目标用户所对应的用户状态,通过确定目标用户的在玩游戏是否为预设游戏可以判断用户状态是否为专注状态,若是预设游戏,且游戏角色的角色属性符合预设角色属性,则用户状态为专注状态;若非预设游戏,可以通过目标用户的眼部特征信息或预设响应时长内的点击操作频次是否大于阈值确定目标用户是否为专注状态。若所述目标用户处于所述非专注状态,且检测到所述目标用户的触发操作时,显示与所述未读应用消息相对应的消息显示界面,根据未读应用消息所携带的应用标识,确定相应的消息显示界面,并按照预设显示比例对消息显示界面进行处理,以根据预设显示比例将消息显示比例显示在当前显示界面,通过对不通过的VR设备的分辨率设置相应的预设显示比例,以使消息显示界面在当前显示界面中呈现更清楚的画面。获取至少一条待回复消息,并将所述待回复消息填充至所述消息显示界面的回复编辑控件中,并回复,根据目标用户输入的待回复消息填充至相应的回复编辑控件中,以实现在游戏过程中对未读应用消息进行回复的效果。解决了游戏过程中,用户无法及时对未读消息进行处理,或不得不退出游戏画面的问题,取到了在不退出游戏画面的过程中及时对未读消息进行处理的效果。In the technical solution of this embodiment, when an unread application message is detected, the user state corresponding to the target user is determined, and whether the user state is a focused state can be judged by determining whether the game the target user is playing is a preset game. If the game is a game, and the character attributes of the game character meet the preset character attributes, the user's state is focused; if it is not a preset game, the target can be determined based on the target user's eye feature information or whether the frequency of click operations within the preset response time is greater than the threshold Whether the user is focused. If the target user is in the unfocused state and a trigger operation of the target user is detected, display a message display interface corresponding to the unread application message, and according to the application identifier carried in the unread application message, Determine the corresponding message display interface, and process the message display interface according to the preset display ratio, so as to display the message display ratio on the current display interface according to the preset display ratio. Set the display ratio so that the message display interface presents a clearer picture in the current display interface. Obtain at least one message to be replied, and fill the message to be replied into the reply edit control of the message display interface, and reply, fill in the corresponding reply edit control according to the message to be replied input by the target user, so as to achieve The effect of replying to unread app messages during the game. It solves the problem that the user cannot process unread messages in time during the game, or has to exit the game screen, and achieves the effect of processing unread messages in a timely manner without exiting the game screen.

应当理解,本部分所描述的内容并非旨在标识本发明的实施例的关键或重要特征,也不用于限制本发明的范围。本发明的其它特征将通过以下的说明书而变得容易理解。It should be understood that the content described in this section is not intended to identify key or important features of the embodiments of the present invention, nor is it intended to limit the scope of the present invention. Other features of the present invention will be easily understood from the following description.

附图说明Description of drawings

为了更清楚地说明本发明实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本发明的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the drawings that need to be used in the description of the embodiments will be briefly introduced below. Obviously, the drawings in the following description are only some embodiments of the present invention. For those skilled in the art, other drawings can also be obtained based on these drawings without creative effort.

图1是根据本发明实施例一提供的一种消息处理方法的流程图;FIG. 1 is a flowchart of a message processing method provided according to Embodiment 1 of the present invention;

图2是根据本发明实施例二提供的一种VR设备的消息处理系统的结构示意图;FIG. 2 is a schematic structural diagram of a message processing system of a VR device provided according to Embodiment 2 of the present invention;

图3是根据本发明实施例二提供的一种消息处理过程的示意图;FIG. 3 is a schematic diagram of a message processing process provided according to Embodiment 2 of the present invention;

图4是根据本发明实施例二提供的一种消息处理方法的流程图;FIG. 4 is a flow chart of a message processing method provided according to Embodiment 2 of the present invention;

图5是根据本发明实施例二提供的一种确定用户状态的方法的流程图;FIG. 5 is a flow chart of a method for determining a user state according to Embodiment 2 of the present invention;

图6是根据本发明实施例三提供的一种消息处理装置的结构示意图;FIG. 6 is a schematic structural diagram of a message processing device provided according to Embodiment 3 of the present invention;

图7是实现本发明实施例的消息处理方法的电子设备的结构示意图。Fig. 7 is a schematic structural diagram of an electronic device implementing a message processing method according to an embodiment of the present invention.

具体实施方式Detailed ways

为了使本技术领域的人员更好地理解本发明方案,下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本发明一部分的实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本发明保护的范围。In order to enable those skilled in the art to better understand the solutions of the present invention, the following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only It is an embodiment of a part of the present invention, but not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without making creative efforts shall fall within the protection scope of the present invention.

需要说明的是,本发明的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本发明的实施例能够以除了在这里图示或描述的那些以外的顺序实施。It should be noted that the terms "first" and "second" in the description and claims of the present invention and the above drawings are used to distinguish similar objects, but not necessarily used to describe a specific sequence or sequence. It is to be understood that the data so used are interchangeable under appropriate circumstances such that the embodiments of the invention described herein can be practiced in sequences other than those illustrated or described herein.

在对本技术方案进行详细阐述之前,先对本技术方案的应用场景进行简单介绍,以便更加清楚地理解本技术方案。随着VR技术的发展,越来越多的用户喜欢通过VR设备进行游戏的方式进行放松。但是由于VR游戏的沉浸感较强,用户在体验游戏的过程中,可能会错过社交应用软件发送的消息,或者,用户在需要对接收到的消息进行回复时,需要退出游戏画面,十分影响用户体验。因此,本技术方案针对上述问题,为了能够提高用户在VR游戏过程中的游戏体验,对基于VR设备的消息回复方式进行了改进。Before elaborating the technical solution in detail, an application scenario of the technical solution is briefly introduced, so as to understand the technical solution more clearly. With the development of VR technology, more and more users like to play games through VR devices to relax. However, due to the strong sense of immersion in VR games, users may miss messages sent by social application software during the game experience, or users need to exit the game screen when they need to reply to received messages, which greatly affects users. experience. Therefore, this technical solution aims at the above problems, and in order to improve the user's game experience during the VR game, the message reply method based on the VR device is improved.

实施例一Embodiment one

图1为本发明实施例一提供了一种消息处理方法的流程图,本实施例可适用于在用户体验VR游戏时,在游戏过程中及时对未读消息进行处理的情况,该方法可以由消息处理装置来执行,该消息处理装置可以采用硬件和/或软件的形式实现,该消息处理装置可配置于可执行消息处理方法的计算设备中。Fig. 1 is a flowchart of a message processing method provided by Embodiment 1 of the present invention. This embodiment is applicable to the situation where unread messages are processed in a timely manner during the game when the user experiences a VR game. This method can be implemented by The message processing device may be implemented in the form of hardware and/or software, and the message processing device may be configured in a computing device capable of executing the message processing method.

如图1所示,该方法包括:As shown in Figure 1, the method includes:

S110、当检测到未读应用消息时,确定目标用户所对应的用户状态。S110. When an unread application message is detected, determine a user status corresponding to the target user.

其中,未读应用消息可以理解为接收到的来自社交应用软件发送的消息,且该消息的阅读状态为未读状态。例如,用户在使用VR设备进行VR游戏过程中,社交应用软件A向用户设备发送应用消息,该应用消息即为未读应用消息。目标用户即为正在基于VR设备进行VR游戏的用户。用户状态包括专注状态或非专注状态。Wherein, the unread application message can be understood as a received message sent from social application software, and the read status of the message is an unread status. For example, when a user uses a VR device to play a VR game, social application software A sends an application message to the user equipment, and the application message is an unread application message. The target users are users who are playing VR games based on VR devices. The user state includes a focused state or a non-focused state.

可以理解的是,根据目标用户当前对在玩游戏的沉浸程度,可以确定目标用户所对应的用户状态,其中,专注状态为目标用户在游戏过程中的沉浸度较高时所对应的状态,相应的,非专注状态为目标用户的沉浸度较低时所对应的状态。It can be understood that, according to the current immersion degree of the target user in the game, the user state corresponding to the target user can be determined, wherein the focus state is the state corresponding to the high immersion degree of the target user in the game process, and corresponding , the unfocused state is the state corresponding to when the immersion degree of the target user is low.

在目标用户的实际VR游戏过程之前,为了使得目标用户能够接受到来自社交应用软件的应用消息,可以预先将目标用户所使用的VR设备与目标用户所使用的设备进行绑定,以使VR设备能够接管目标用户的设备中各社交应用软件的相关信息。如,在目标用户在VR游戏的过程中,当该设备中的社交应用软件接收到未读应用消息时,该设备会将该未读应用消息同步至目标用户所使用的VR设备,以使目标用户在VR游戏过程中也能接收到相应的消息提示,避免错过未读应用消息。Before the actual VR game process of the target user, in order to enable the target user to receive the application message from the social application software, the VR device used by the target user can be bound with the device used by the target user in advance, so that the VR device It can take over the relevant information of each social application software in the target user's device. For example, when the target user is playing a VR game, when the social application software in the device receives an unread application message, the device will synchronize the unread application message to the VR device used by the target user, so that the target user Users can also receive corresponding message prompts during VR games to avoid missing unread app messages.

需要说明的是,在检测到未读应用消息时,需要进一步判断目标用户的用户状态,以便根据用户状态确定是否对该未读应用消息进行处理。可选的,确定目标用户所对应的用户状态,包括:若当前显示界面中,正在显示的游戏为预设游戏,则获取与目标用户在预设响应时长内的点击操作频次;确定点击操作频次是否大于预设点击频次;若是,则确定目标用户的用户状态为专注状态;若否,则确定用户状态为非专注状态。It should be noted that, when an unread application message is detected, it is necessary to further determine the user status of the target user, so as to determine whether to process the unread application message according to the user status. Optionally, determining the user status corresponding to the target user includes: if the game being displayed in the current display interface is a preset game, then obtaining the click operation frequency with the target user within the preset response time; determining the click operation frequency Whether it is greater than the preset click frequency; if yes, determine that the user state of the target user is a focused state; if not, determine that the user state is a non-focused state.

其中,当前显示界面可以理解为目标用户在VR游戏过程中,VR设备向目标用户展示的界面。预设游戏可以理解为VR设备预先与厂商定制的游戏,具体可以根据实际情况确定,在本技术方案中不做具体限定。预设响应时长可以理解为在未读应用消息显示在当前显示界面中时,预先设置的目标用户对该未读应用消息进行处理的时长,如,可以设置为3秒。用户操作信息包括点击操作和触发操作中的至少一种。Wherein, the current display interface may be understood as an interface displayed by the VR device to the target user during the VR game process of the target user. The preset game can be understood as a game customized by the VR device in advance with the manufacturer, which can be determined according to the actual situation, and is not specifically limited in this technical solution. The preset response duration can be understood as the preset duration for the target user to process the unread application message when the unread application message is displayed in the current display interface, for example, it can be set to 3 seconds. The user operation information includes at least one of a click operation and a trigger operation.

具体的,在检测到未读应用消息时,为了确定目标用户是否需要对未读应用消息进行处理,可以将未读应用消息以弹幕的形式展示在当前显示界面中。在本技术方案中,对于未读应用消息的展示区域不做限定,且未读应用消息可以展示该消息的具体内容,也可以仅以未读消息提示的形式进行展示。可以理解的是,在展示未读应用消息时,会展示与未读应用消息相对应的社交软件标识,如,未读应用消息为社交应用软件A发送的,则在对未读应用消息进行展示时,该消息可以携带相应的社交软件标识,如社交应用软件的图标信息。Specifically, when an unread application message is detected, in order to determine whether the target user needs to process the unread application message, the unread application message may be displayed in the current display interface in the form of a barrage. In this technical solution, there is no limitation on the display area of the unread application messages, and the unread application messages may display the specific content of the messages, or may only be displayed in the form of an unread message prompt. It can be understood that when displaying unread application messages, the social software identification corresponding to the unread application messages will be displayed. For example, if the unread application messages are sent by social application software A, then the unread application messages will be displayed , the message may carry the corresponding social software identification, such as icon information of the social application software.

对未读应用消息进行显示后,需要确定目标用户的用户状态。具体的,对当前显示界面中的游戏进行检测,若当前的游戏为预设游戏,则获取在预设响应时长内的点击操作频次,若该点击操作频次大于预设点击频次,则表明目标用户对当前的游戏的沉浸感较强,相应的,目标用户的用户状态可以确定为专注状态。反之,若该点击操作频次小于等于预设点击频次时,表明目标用户的沉浸感较弱,或者对当前的游戏兴趣较弱,则可以确定目标用户的用户状态为非专注状态。After displaying unread application messages, it is necessary to determine the user status of the target user. Specifically, the game in the current display interface is detected. If the current game is a preset game, the click operation frequency within the preset response time is obtained. If the click operation frequency is greater than the preset click frequency, it indicates that the target user The sense of immersion in the current game is strong, and correspondingly, the user state of the target user can be determined as a focused state. Conversely, if the click frequency is less than or equal to the preset click frequency, it indicates that the target user has a weak sense of immersion, or is less interested in the current game, and it can be determined that the target user's user state is a non-focused state.

其中,目标用户的点击操作频次可以为目标用户对VR设备所连接的手柄设备的相关控件的点击频次,也可以是在VR游戏中指定区域的点击频次。Wherein, the click operation frequency of the target user may be the click frequency of the relevant controls of the handle device connected to the VR device by the target user, or the click frequency of a designated area in the VR game.

可选的,在确定目标用户的用户状态时,还可以根据目标用户的眼部特征信息确定。具体的,获取目标用户所对应的眼部特征信息;若眼动频次信息小于预设眼动频次,则确定用户状态为专注状态;和/或若瞳孔注视点信息中的瞳孔注视时长大于预设注视时长,则确定用户状态为专注状态。Optionally, when determining the user status of the target user, it may also be determined according to eye feature information of the target user. Specifically, the eye feature information corresponding to the target user is obtained; if the eye movement frequency information is less than the preset eye movement frequency, it is determined that the user state is a focused state; and/or if the pupil gaze duration in the pupil fixation point information is longer than the preset If the gazing time is long, it is determined that the user state is a focused state.

其中,眼部特征信息眼动频次信息和/或瞳孔注视点信息。眼动频次信息可以理解为目标用户在一段时间内的眼睛眨动频次。瞳孔注视时长可理解为通过对目标用户的瞳孔进行监测,并记录得到目标用户在VR游戏过程中对当前显示界面的注视时长。Among them, eye feature information, eye movement frequency information and/or pupil fixation point information. The eye movement frequency information can be understood as the eye blink frequency of the target user within a period of time. The pupil gaze duration can be understood as monitoring the pupil of the target user and recording the gaze duration of the target user on the current display interface during the VR game.

具体的,为了确定目标用户当前是否为专注状态,可以通过目标用户的眼部特征信息进行判断。可以理解的是,当目标用户对当前显示界面中的游戏沉浸度较高,或者非常感兴趣的时候,眼睛通常眨动频次较低,因此,当目标用户在一段时长内的眼动频次信息小于预设眼动频次时,可以确定目标用户的用户状态为专注状态。或者,还可以根据目标用户的瞳孔注视信息进行判断,具体而言,获取目标用户瞳孔注视点信息,若目标用户的瞳孔对于当前显示界面的瞳孔注视时长大于预设注视时长,则可以确定用户状态为专注状态。Specifically, in order to determine whether the target user is currently in a focused state, it may be judged based on eye feature information of the target user. It can be understood that when the target user has a high degree of immersion in the game in the current display interface, or is very interested in it, the eye blink frequency is usually low. Therefore, when the eye movement frequency information of the target user within a period of time is less than When the eye movement frequency is preset, it can be determined that the user state of the target user is a focused state. Alternatively, it can also be judged according to the gaze information of the target user's pupils. Specifically, the gaze point information of the pupils of the target user is obtained. If the gaze duration of the pupils of the target user on the current display interface is longer than the preset gaze duration, the user status can be determined. for the state of concentration.

可选的,确定目标用户正在操作的游戏角色,并确定游戏角色的角色属性;若角色属性符合预设角色属性,则确定用户状态为专注状态。Optionally, determine the game character being operated by the target user, and determine the character attribute of the game character; if the character attribute conforms to the preset character attribute, then determine that the user state is a focused state.

在目标用户基于VR设备体验VR游戏时,通常可以选择操作其中的某个游戏角色,为了判断目标用户在游戏过程中的用户状态是否为专注状态,可以通过目标用户所操作的游戏角色的角色属性进行判断。其中,角色属性包括成就指数、战斗指数、健康指数和体力值中的至少一种。When a target user experiences a VR game based on a VR device, he or she can usually choose to operate one of the game characters. In order to judge whether the user state of the target user is focused during the game, the character attributes of the game character operated by the target user can be used. judge. Wherein, the character attribute includes at least one of achievement index, combat index, health index and physical value.

具体的,根据目标用户操作的游戏角色的角色属性,可以确定目标用户当前操作的游戏的紧张程度,如,游戏角色的健康指数较低,则表明当前的游戏处于较为紧张的阶段,则可以确定用户状态为专注状态。又比如,游戏角色的战斗指数较高时,也可以表明当前的游戏状态处于较为紧张的状态,可以确定目标用户的用户状态为专注状态。Specifically, according to the character attribute of the game character operated by the target user, the tension degree of the game currently operated by the target user can be determined. The user state is focused state. For another example, when the combat index of the game character is high, it can also indicate that the current game state is in a relatively tense state, and it can be determined that the user state of the target user is a focused state.

需要说明的是,实际中的游戏角色的角色属性根据实际情况进行设定,不同的游戏角色属性可以不同,且基于角色属性进行用户状态的判别,也是基于自定义的预设角色属性确定的,在本技术方案中不做具体限定。It should be noted that the character attributes of the actual game characters are set according to the actual situation, and the attributes of different game characters can be different, and the judgment of the user status based on the character attributes is also determined based on the user-defined preset character attributes. No specific limitation is made in this technical solution.

S120、若目标用户处于非专注状态,且检测到目标用户的触发操作时,显示与未读应用消息相对应的消息显示界面。S120. If the target user is in a non-focused state and a trigger operation of the target user is detected, display a message display interface corresponding to unread application messages.

其中,消息显示界面可以理解为未读应用消息所对应的社交应用软件界面。Wherein, the message display interface can be understood as a social application software interface corresponding to unread application messages.

具体的,当目标用户的用户状态为非专注状态时,表明用户对当前的游戏的沉浸度较低,此时处理未读应用消息对目标用户的游戏体验影响较小。若检测到目标用户的触发操作时,如,检测到目标用户通过与VR设备相连接的手柄对未读应用消息进行点击操作,表明目标用户希望对未读应用消息进行处理,因此,可以显示与未读应用消息相对应的消息显示界面。Specifically, when the user state of the target user is a non-focused state, it indicates that the user is less immersed in the current game, and processing unread application messages at this time has little impact on the target user's game experience. If the trigger operation of the target user is detected, for example, it is detected that the target user clicks on the unread application message through the handle connected to the VR device, it indicates that the target user wants to process the unread application message, so it can be displayed and The message display interface corresponding to the unread application messages.

可选的,显示与未读应用消息相对应的消息显示界面,包括:根据未读应用消息所携带的应用标识,确定未读应用消息所对应的消息显示界面;对消息显示界面进行处理,以使消息显示界面依据预设显示信息进行显示。Optionally, displaying a message display interface corresponding to the unread application message includes: determining the message display interface corresponding to the unread application message according to the application identifier carried in the unread application message; processing the message display interface to Make the message display interface display according to the preset display information.

其中,应用标识可以理解为与社交应用软件相对应的标识性信息。预设显示信息可以包括消息显示界面的显示位置、显示比例以及显示效果等。Wherein, the application identification can be understood as identification information corresponding to social application software. The preset display information may include a display position, a display ratio, and a display effect of the message display interface.

可以理解的是,不同类型的未读应用消息所对应的社交应用软件是不同的,因此,所对应的消息显示界面也是不同的。换句话说,若想对未读应用消息进行回复等处理,需要调取与未读应用消息相对应的社交应用软件的显示界面。具体的,为了确定与未读应用消息相对应的消息显示界面,每个未读应用消息可以携带相应的应用标识,当检测到目标用户对未读应用消息的触发操作时,可以根据未读应用消息所携带的应标标识,确定相应的消息显示界面,并显示。进一步的,为了方便目标用户对未读应用消息的回复,同时也为了降低消息显示界面对于当前显示界面中的游戏画面的影响,可以依据预设显示信息对消息显示界面进行处理,以使消息显示界面可以进行相应显示。It can be understood that different types of unread application messages correspond to different social application software, and therefore, corresponding message display interfaces are also different. In other words, if you want to reply to the unread application message, you need to call the display interface of the social application software corresponding to the unread application message. Specifically, in order to determine the message display interface corresponding to the unread application message, each unread application message can carry a corresponding application identifier, and when a trigger operation on the unread application message by the target user is detected, the unread application message can be The corresponding message display interface is determined and displayed by the mark-up identifier carried in the message. Furthermore, in order to facilitate target users to reply to unread application messages, and to reduce the impact of the message display interface on the game screen in the current display interface, the message display interface can be processed according to the preset display information so that the message display The interface can be displayed accordingly.

需要说明的是,在本技术方案中,可以同时接收多个未读应用消息,目标用户也可以对多个未读应用消息进行处理,在此过程中,当检测到目标用户对某个未读应用消息的触发操作时,可以调取相应的消息显示界面,并依次在相应的消息显示界面中进行消息处理。It should be noted that in this technical solution, multiple unread application messages can be received at the same time, and the target user can also process multiple unread application messages. When the trigger operation of the application message, the corresponding message display interface can be called, and the message processing can be performed in the corresponding message display interface in turn.

可选的,对消息显示界面进行处理,以使消息显示界面依据预设显示信息进行显示,包括:基于预设显示比例对消息显示界面进行比例设置,以使消息显示界面根据预设显示比例进行显示。Optionally, the message display interface is processed so that the message display interface is displayed according to the preset display information, including: setting the ratio of the message display interface based on the preset display ratio, so that the message display interface is displayed according to the preset display ratio. show.

其中,预设显示比例可以理解为预先设置的消息显示界面在当前显示界面中的显示比例。Wherein, the preset display ratio can be understood as a preset display ratio of the message display interface in the current display interface.

由于每个VR设备可以显示的画面的分辨率不同,对于不同的VR设备,若不对消息显示界面的显示比例进行设置,可能会出现消息显示界面在当前显示界面中的显示比例过大导致分辨率降低,或者显示比例太小影响目标用户对未读应用消息的查阅。为了解决这些问题,可以对不同分辨率的VR设备进行相应的预设显示比例的设置,以在调取消息显示界面进行显示时,基于预设显示比例对消息显示界面进行设置,以使消息显示界面根据预设显示比例在当前显示界面中显示。Since each VR device can display images with different resolutions, for different VR devices, if the display ratio of the message display interface is not set, the display ratio of the message display interface in the current display interface may be too large to cause resolution Reduced, or the display ratio is too small to affect the target user's viewing of unread application messages. In order to solve these problems, it is possible to set corresponding preset display ratios for VR devices with different resolutions, so that when the message display interface is called for display, the message display interface can be set based on the preset display ratio so that the message display The interface is displayed in the current display interface according to the preset display ratio.

S130、获取至少一条待回复消息,并将待回复消息填充至消息显示界面的回复编辑控件中,并回复。S130. Obtain at least one message to be replied, fill the message to be replied into a reply editing control on the message display interface, and reply.

其中,待回复消息可理解为目标用户针对未读应用消息进行回复的消息。回复编辑控件可以理解为用于输入待回复消息的编辑控件。Wherein, the message to be replied may be understood as a message that the target user replies to an unread application message. The reply edit control can be understood as an edit control for inputting a message to be replied.

具体的,在调取消息显示界面中,目标用户可以基于消息显示界面中的信息回复面板,在回复编辑控件中输入相应的待回复消息,当检测目标用户对输入的信息进行确认后,获取该信息作为待回复消息,并将待回复消息填充至消息显示界面的回复编辑控件中,以对未读应用消息进行回复。Specifically, in the call message display interface, the target user can input the corresponding message to be replied in the reply edit control based on the information reply panel in the message display interface, and after the detection target user confirms the input information, obtain the The information is used as a message to be replied, and the message to be replied is filled into the reply editing control of the message display interface, so as to reply to the unread application message.

需要说明的是,在目标用户对未读应用消息进行处理时,为了不影响目标用户的处理,可以将当前的游戏音量降低或者是静音。It should be noted that, when the target user processes the unread application messages, in order not to affect the target user's processing, the current game volume can be reduced or muted.

在实际应用中,为了保证未读应用消息不会被目标用户错过,可以实时或间隔的对目标用户的用户状态进行监测,以及时确定目标用户的用户状态,并在目标用户的用户状态为非专注状态时,及时对提示目标用户对未读应用消息进行处理。In practical applications, in order to ensure that unread application messages will not be missed by the target user, the user status of the target user can be monitored in real time or at intervals to determine the user status of the target user in time, and when the user status of the target user is not When in the focused state, prompt the target user to process unread application messages in a timely manner.

具体的,若用户状态为专注状态,则在超出预设状态获取时长后,再次对用户状态进行检测,直至用户状态为非专注状态,且检测到目标用户的触发操作时,显示与未读应用消息相对应的消息显示界面。Specifically, if the user status is focused, the user status will be detected again after the preset status acquisition time is exceeded, until the user status is non-focused, and when the target user’s trigger operation is detected, the unread application will be displayed. The message display interface corresponding to the message.

其中,预设状态获取时长可以理解为相邻两次获取目标用户的用户状态之间的间隔时长。如,每隔1分钟对目标用户的用户状态进行一次检测,则预设状态获取时长为1分钟。Wherein, the preset status acquisition duration can be understood as the interval between two adjacent acquisitions of the target user's user status. For example, if the user status of the target user is detected every 1 minute, the preset status acquisition time is 1 minute.

本实施例的技术方案,当检测到未读应用消息时,确定目标用户所对应的用户状态,通过确定目标用户的在玩游戏是否为预设游戏可以判断用户状态是否为专注状态,若是预设游戏,且游戏角色的角色属性符合预设角色属性,则用户状态为专注状态;若非预设游戏,可以通过目标用户的眼部特征信息或预设响应时长内的点击操作频次是否大于阈值确定目标用户是否为专注状态。若所述目标用户处于所述非专注状态,且检测到所述目标用户的触发操作时,显示与所述未读应用消息相对应的消息显示界面,根据未读应用消息所携带的应用标识,确定相应的消息显示界面,并按照预设显示比例对消息显示界面进行处理,以根据预设显示比例将消息显示比例显示在当前显示界面,通过对不通过的VR设备的分辨率设置相应的预设显示比例,以使消息显示界面在当前显示界面中呈现更清楚的画面。获取至少一条待回复消息,并将所述待回复消息填充至所述消息显示界面的回复编辑控件中,并回复,根据目标用户输入的待回复消息填充至相应的回复编辑控件中,以实现在游戏过程中对未读应用消息进行回复的效果。解决了游戏过程中,用户无法及时对未读消息进行处理,或不得不退出游戏画面的问题,取到了在不退出游戏画面的过程中及时对未读消息进行处理的效果。In the technical solution of this embodiment, when an unread application message is detected, the user state corresponding to the target user is determined, and whether the user state is a focused state can be judged by determining whether the game the target user is playing is a preset game. If the game is a game, and the character attributes of the game character meet the preset character attributes, the user's state is focused; if it is not a preset game, the target can be determined based on the target user's eye feature information or whether the frequency of click operations within the preset response time is greater than the threshold Whether the user is focused. If the target user is in the unfocused state and a trigger operation of the target user is detected, display a message display interface corresponding to the unread application message, and according to the application identifier carried in the unread application message, Determine the corresponding message display interface, and process the message display interface according to the preset display ratio, so as to display the message display ratio on the current display interface according to the preset display ratio. Set the display ratio so that the message display interface presents a clearer picture in the current display interface. Obtain at least one message to be replied, and fill the message to be replied into the reply edit control of the message display interface, and reply, fill in the corresponding reply edit control according to the message to be replied input by the target user, so as to achieve The effect of replying to unread app messages during the game. It solves the problem that the user cannot process unread messages in time during the game, or has to exit the game screen, and achieves the effect of processing unread messages in a timely manner without exiting the game screen.

实施例二Embodiment two

在一个具体的例子中,如图2所示,为了使目标用户可以在VR游戏过程中,对接收到的未读应用消息进行及时处理,可以在VR设备中设置消息处理系统。具体的,在消息处理系统中可以包括消息拦截显示模块、应用显示模块、应用控制模块、游戏音量控制模块以及震动模块,未读应用消息所对应的社交应用软件可以为与VR设备相绑定的应用软件,如QQ应用软件、钉钉应用软件、微信应用软件或其它社交软件。其中,消息拦截显示模块可以获取社交应用的消息通知(文本消息直接显示,语音、图文只提示消息类型)。应用显示模块用于截取社交应用软件的界面,并按照预设显示比例缩放,创建图层并显示。应用控制模块可以用于接收手柄信息,将其转化成普通应用可识别的触发操作事件,从而实现对应用的控制。游戏音量控制模块可以用于调节当前的VR游戏的音量,避免在语音交互时,将游戏声音传递给对方。震动模块可以用于在接收到未读应用消息时,通过控制VR设备轻微震动,以提示目标用户对未读应用消息进行处理。In a specific example, as shown in FIG. 2 , in order for the target user to process received unread application messages in a timely manner during the VR game, a message processing system may be set in the VR device. Specifically, the message processing system may include a message interception display module, an application display module, an application control module, a game volume control module, and a vibration module, and the social application software corresponding to the unread application message may be a VR device bound Application software, such as QQ application software, DingTalk application software, WeChat application software or other social software. Among them, the message interception and display module can obtain message notifications of social applications (text messages are directly displayed, and voice and graphic texts only prompt message types). The application display module is used for intercepting the interface of the social application software, scaling according to the preset display ratio, creating a layer and displaying it. The application control module can be used to receive handle information and convert it into a trigger operation event recognizable by common applications, so as to control the application. The game volume control module can be used to adjust the volume of the current VR game to avoid transmitting the game sound to the other party during voice interaction. The vibration module can be used to prompt the target user to process the unread application message by controlling the VR device to vibrate slightly when receiving the unread application message.

在实际应用中,如图3所示,当检测到未读应用消息时,可以将未读应用消息通过弹幕形式显示在目标用户所佩戴的VR设备的显示界面中,同时可以通过震动模块控制VR设备进行轻微震动,以提示目标用户存在未读应用消息。如,未读应用消息为“哈喽,在吗?”当检测到目标用户处于非专注状态,且通过VR设备的手柄对未读应用消息进行点击触发时,响应手柄点击事件,并调取与未读应用消息相对应的消息显示界面,将消息显示界面以预设显示比例显示在当前显示界面中。进一步的,当检测到目标用户在消息显示界面中的输入框(即,消息回复编辑控件)中输入相应的待回复消息后,基于待回复消息对未读应用消息进行回复。In practical applications, as shown in Figure 3, when an unread application message is detected, the unread application message can be displayed in the display interface of the VR device worn by the target user in the form of a barrage, and can be controlled by the vibration module The VR device vibrates slightly to remind the target user that there are unread application messages. For example, the unread application message is "Hello, are you there?" When it is detected that the target user is in a non-focused state, and the unread application message is clicked through the handle of the VR device to trigger the handle click event, and call the The message display interface corresponding to the unread application message displays the message display interface in the current display interface with a preset display ratio. Further, when it is detected that the target user enters a corresponding message to be replied in the input box (that is, the message reply edit control) in the message display interface, the unread application message is replied based on the message to be replied.

为了更加清楚的理解本技术方案,可以对本技术方案的具体架构进行简单介绍。如图4所示,在目标用户进行VR游戏的过程中,检测是否存在社交应用消息(即,未读应用消息),若是,则进一步判断目标用户所对应的用户状态是否为专注状态,若是,则在超过预设时长后,再次对目标用户的用户状态进行检测,直至用户状态为非专注状态。In order to understand the technical solution more clearly, the specific architecture of the technical solution may be briefly introduced. As shown in Figure 4, in the process that the target user performs the VR game, detect whether there is a social application message (that is, an unread application message), if so, then further judge whether the user state corresponding to the target user is a focused state, if so, Then, after the preset time period is exceeded, the user state of the target user is detected again until the user state is a non-focused state.

若用户状态为非专注状态,则基于VR设备进行震动,同时将未读应用消息显示在VR设备的当前显示界面中,如,可以以弹幕形式将未读应用消息显示在当前显示界面的上方区域。根据目标用户是否对未读应用消息进行点击等触发操作可以确定目标用户是否回复消息。若是,则依据消息来源在虚拟屏(即,当前显示界面)中启动不同的应用(即,基于未读应用消息所携带的应用标识,确定相应的消息显示界面)。获取社交应用的图层,并按照预制分辨率显示(即,调取消息显示界面,并以预设显示比例将消息显示界面显示在当前显示界面中),同时降低游戏声音或静音。进一步的,确定是否有手柄交互信息,若是,则将手柄操控信息转化为触发事件,注入到新建的应用图层中,并回复消息(即,获取至少一条待回复消息,并将待回复消息填充至消息显示界面的回复编辑控件中,并回复)。在回复完未读应用消息后,关闭社交软件界面窗口,以使目标用户可以继续游戏。If the user status is in a non-focused state, vibrate based on the VR device and display unread application messages on the current display interface of the VR device. For example, unread application messages can be displayed on the top of the current display interface in the form of a barrage area. Whether the target user replies to the message can be determined according to whether the target user performs a trigger operation such as clicking on an unread application message. If so, different applications are started on the virtual screen (ie, the current display interface) according to the source of the message (ie, the corresponding message display interface is determined based on the application identifier carried in the unread application message). Obtain the layer of the social application, and display it according to the preset resolution (that is, call the message display interface, and display the message display interface in the current display interface with the preset display ratio), and reduce or mute the game sound. Further, determine whether there is handle interaction information, if so, convert the handle control information into a trigger event, inject it into the newly created application layer, and reply the message (that is, obtain at least one message to be replied, and fill the message to be replied to the reply edit control on the message display interface, and reply). After replying to unread app messages, close the social software interface window so that the target user can continue the game.

其中,需要说明的,在确定目标用户的用户状态是否为专注状态时,可以通过不同的角度进行判断。如图5所示,确定目标用户在玩游戏是否为与设备厂商深度制定游戏(即,预设游戏),若是,则获取游戏角色特性元素,诸如,游戏角色成就指数、监控点指数、体力值或VR设备马达振动频次等(即,游戏角色的角色属性),以基于角色属性确定游戏紧张程度是否超过阈值,若是,则表明目标用户的用户状态为专注状态,不显示未读应用消息;若否,则表明目标用户的用户状态为非专注状态,显示未读应用消息。Wherein, it should be noted that when determining whether the user state of the target user is the focused state, it can be judged from different angles. As shown in Figure 5, determine whether the game the target user is playing is a game deeply developed with the device manufacturer (that is, a preset game), and if so, obtain game character characteristic elements, such as game character achievement index, monitoring point index, physical strength value Or the vibration frequency of the VR device motor (that is, the character attribute of the game character), so as to determine whether the tension of the game exceeds the threshold based on the character attribute. If not, it indicates that the user status of the target user is in a non-focused state, and an unread application message is displayed.

或者,还可以通过判断目标用户的眼动、注视点停留等进行技术判断(即,根据目标用户的眼部特征信息进行判断),确定目标用户的注意力,并确定目标用户的专注度是否超过阈值,若是,则表明目标用户的用户状态为专注状态,不显示未读应用消息;若否,则表明目标用户的用户状态为非专注状态,显示未读应用消息。Alternatively, it is also possible to make technical judgments by judging the target user's eye movement, fixation point stay, etc. (that is, judge according to the target user's eye feature information), determine the target user's attention, and determine whether the target user's concentration exceeds If the threshold is yes, it indicates that the user status of the target user is focused, and unread application messages are not displayed; if not, it indicates that the user status of the target user is not focused, and unread application messages are displayed.

或者,还可以获取目标用户对手柄或鼠标等与VR设备相连接的触发设备的点频次或触摸时间等,并确定点击频次是否超过阈值,若是,则表明目标用户的用户状态为专注状态,不显示未读应用消息;若否,则表明目标用户的用户状态为非专注状态,显示未读应用消息。Alternatively, it is also possible to obtain the point frequency or touch time of the target user on the trigger device connected to the VR device such as the handle or mouse, and determine whether the click frequency exceeds the threshold. If so, it indicates that the user state of the target user is a focused state. Display unread application messages; if not, it indicates that the user status of the target user is in a non-focused state, and display unread application messages.

本实施例的技术方案,当检测到未读应用消息时,确定目标用户所对应的用户状态,通过确定目标用户的在玩游戏是否为预设游戏可以判断用户状态是否为专注状态,若是预设游戏,且游戏角色的角色属性符合预设角色属性,则用户状态为专注状态;若非预设游戏,可以通过目标用户的眼部特征信息或预设响应时长内的点击操作频次是否大于阈值确定目标用户是否为专注状态。若所述目标用户处于所述非专注状态,且检测到所述目标用户的触发操作时,显示与所述未读应用消息相对应的消息显示界面,根据未读应用消息所携带的应用标识,确定相应的消息显示界面,并按照预设显示比例对消息显示界面进行处理,以根据预设显示比例将消息显示比例显示在当前显示界面,通过对不通过的VR设备的分辨率设置相应的预设显示比例,以使消息显示界面在当前显示界面中呈现更清楚的画面。获取至少一条待回复消息,并将所述待回复消息填充至所述消息显示界面的回复编辑控件中,并回复,根据目标用户输入的待回复消息填充至相应的回复编辑控件中,以实现在游戏过程中对未读应用消息进行回复的效果。解决了游戏过程中,用户无法及时对未读消息进行处理,或不得不退出游戏画面的问题,取到了在不退出游戏画面的过程中及时对未读消息进行处理的效果。In the technical solution of this embodiment, when an unread application message is detected, the user state corresponding to the target user is determined, and whether the user state is a focused state can be judged by determining whether the game the target user is playing is a preset game. If the game is a game, and the character attributes of the game character meet the preset character attributes, the user's state is focused; if it is not a preset game, the target can be determined based on the target user's eye feature information or whether the frequency of click operations within the preset response time is greater than the threshold Whether the user is focused. If the target user is in the unfocused state and a trigger operation of the target user is detected, display a message display interface corresponding to the unread application message, and according to the application identifier carried in the unread application message, Determine the corresponding message display interface, and process the message display interface according to the preset display ratio, so as to display the message display ratio on the current display interface according to the preset display ratio. Set the display ratio so that the message display interface presents a clearer picture in the current display interface. Obtain at least one message to be replied, and fill the message to be replied into the reply edit control of the message display interface, and reply, fill in the corresponding reply edit control according to the message to be replied input by the target user, so as to achieve The effect of replying to unread app messages during the game. It solves the problem that the user cannot process unread messages in time during the game, or has to exit the game screen, and achieves the effect of processing unread messages in a timely manner without exiting the game screen.

实施例三Embodiment Three

图6为本发明实施例三提供的一种消息处理装置的结构示意图。如图6所示,该装置包括:用户状态确定模块210、显示界面显示模块220和消息回复模块230。FIG. 6 is a schematic structural diagram of a message processing device provided by Embodiment 3 of the present invention. As shown in FIG. 6 , the device includes: a user status determination module 210 , a display interface display module 220 and a message reply module 230 .

其中,用户状态确定模块210,用于当检测到未读应用消息时,确定目标用户所对应的用户状态;其中,用户状态包括专注状态或非专注状态;Wherein, the user state determination module 210 is used to determine the user state corresponding to the target user when an unread application message is detected; wherein, the user state includes a focused state or a non-focused state;

显示界面显示模块220,用于若目标用户处于非专注状态,且检测到目标用户的触发操作时,显示与未读应用消息相对应的消息显示界面;The display interface display module 220 is configured to display a message display interface corresponding to unread application messages if the target user is in a non-focused state and a trigger operation of the target user is detected;

消息回复模块230,用于获取至少一条待回复消息,并将待回复消息填充至消息显示界面的回复编辑控件中,并回复。The message reply module 230 is configured to acquire at least one message to be replied, fill the message to be replied into the reply editing control of the message display interface, and reply.

本实施例的技术方案,当检测到未读应用消息时,确定目标用户所对应的用户状态,通过确定目标用户的在玩游戏是否为预设游戏可以判断用户状态是否为专注状态,若是预设游戏,且游戏角色的角色属性符合预设角色属性,则用户状态为专注状态;若非预设游戏,可以通过目标用户的眼部特征信息或预设响应时长内的点击操作频次是否大于阈值确定目标用户是否为专注状态。若所述目标用户处于所述非专注状态,且检测到所述目标用户的触发操作时,显示与所述未读应用消息相对应的消息显示界面,根据未读应用消息所携带的应用标识,确定相应的消息显示界面,并按照预设显示比例对消息显示界面进行处理,以根据预设显示比例将消息显示比例显示在当前显示界面,通过对不通过的VR设备的分辨率设置相应的预设显示比例,以使消息显示界面在当前显示界面中呈现更清楚的画面。获取至少一条待回复消息,并将所述待回复消息填充至所述消息显示界面的回复编辑控件中,并回复,根据目标用户输入的待回复消息填充至相应的回复编辑控件中,以实现在游戏过程中对未读应用消息进行回复的效果。解决了游戏过程中,用户无法及时对未读消息进行处理,或不得不退出游戏画面的问题,取到了在不退出游戏画面的过程中及时对未读消息进行处理的效果。In the technical solution of this embodiment, when an unread application message is detected, the user state corresponding to the target user is determined, and whether the user state is a focused state can be judged by determining whether the game the target user is playing is a preset game. If the game is a game, and the character attributes of the game character meet the preset character attributes, the user's state is focused; if it is not a preset game, the target can be determined based on the target user's eye feature information or whether the frequency of click operations within the preset response time is greater than the threshold Whether the user is focused. If the target user is in the unfocused state and a trigger operation of the target user is detected, display a message display interface corresponding to the unread application message, and according to the application identifier carried in the unread application message, Determine the corresponding message display interface, and process the message display interface according to the preset display ratio, so as to display the message display ratio on the current display interface according to the preset display ratio. Set the display ratio so that the message display interface presents a clearer picture in the current display interface. Obtain at least one message to be replied, and fill the message to be replied into the reply edit control of the message display interface, and reply, fill in the corresponding reply edit control according to the message to be replied input by the target user, so as to achieve The effect of replying to unread app messages during the game. It solves the problem that the user cannot process unread messages in time during the game, or has to exit the game screen, and achieves the effect of processing unread messages in a timely manner without exiting the game screen.

可选的,用户状态确定模块包括:频次获取单元,用于若当前显示界面中,正在显示的游戏为预设游戏,则获取与目标用户在预设响应时长内的点击操作频次;其中,用户操作信息包括点击操作和触发操作中的至少一种;Optionally, the user status determination module includes: a frequency acquisition unit, configured to acquire the frequency of click operations with the target user within the preset response duration if the game being displayed in the current display interface is a preset game; wherein, the user The operation information includes at least one of a click operation and a trigger operation;

频次判断单元,用于确定点击操作频次是否大于预设点击频次;A frequency judging unit, configured to determine whether the frequency of the click operation is greater than the preset click frequency;

第一单元,用于若是,则确定目标用户的用户状态为专注状态;The first unit is used to determine if the user state of the target user is a focused state;

第二单元,用于若否,则确定用户状态为非专注状态。The second unit is configured to, if not, determine that the user state is a non-focused state.

可选的,用户状态确定模块,还包括:眼部特征信息获取单元,用于获取目标用户所对应的眼部特征信息;其中,眼部特征信息眼动频次信息和/或瞳孔注视点信息;Optionally, the user state determination module further includes: an eye feature information acquisition unit, configured to acquire eye feature information corresponding to the target user; wherein, the eye feature information eye movement frequency information and/or pupil fixation point information;

眼动频次确定单元,用于若眼动频次信息小于预设眼动频次,则确定用户状态为专注状态;和/或An eye movement frequency determination unit, configured to determine that the user state is a focused state if the eye movement frequency information is less than the preset eye movement frequency; and/or

注视时长确定单元,用于若瞳孔注视点信息中的瞳孔注视时长大于预设注视时长,则确定用户状态为专注状态。The gaze duration determination unit is configured to determine that the user state is a focused state if the pupil gaze duration in the pupil gaze point information is greater than the preset gaze duration.

可选的,用户状态确定模块,还包括:角色属性确定单元,用于确定目标用户正在操作的游戏角色,并确定游戏角色的角色属性;其中,角色属性包括战斗指数、健康指数和体力值中的至少一种;Optionally, the user status determination module also includes: a role attribute determination unit, which is used to determine the game role that the target user is operating, and determine the role attributes of the game role; wherein, the role attributes include combat index, health index and stamina value at least one of

角色属性判断单元,用于若角色属性符合预设角色属性,则确定用户状态为专注状态。The role attribute judging unit is configured to determine that the user state is the focused state if the role attribute matches the preset role attribute.

可选的,显示界面显示模块包括:显示界面确定单元,用于根据未读应用消息所携带的应用标识,确定未读应用消息所对应的消息显示界面;Optionally, the display interface display module includes: a display interface determination unit, configured to determine the message display interface corresponding to the unread application message according to the application identifier carried in the unread application message;

显示界面显示单元,用于对消息显示界面进行处理,以使消息显示界面依据预设显示信息进行显示。The display interface display unit is configured to process the message display interface, so that the message display interface is displayed according to preset display information.

可选的,显示界面显示单元,用于基于预设显示比例对消息显示界面进行比例设置,以使消息显示界面根据预设显示比例进行显示。Optionally, the display interface display unit is configured to set the ratio of the message display interface based on a preset display ratio, so that the message display interface is displayed according to the preset display ratio.

可选的,消息处理装置,还用于:若用户状态为专注状态,则在超出预设状态获取时长后,再次对用户状态进行检测,直至用户状态为非专注状态,且检测到目标用户的触发操作时,显示与未读应用消息相对应的消息显示界面。Optionally, the message processing device is also used for: if the user state is in the focused state, after the preset state acquisition time is exceeded, the user state is detected again until the user state is in the non-focused state, and the target user's state is detected. When the operation is triggered, a message display interface corresponding to unread application messages is displayed.

本发明实施例所提供的消息处理装置可执行本发明任意实施例所提供的消息处理方法,具备执行方法相应的功能模块和有益效果。The message processing device provided in the embodiment of the present invention can execute the message processing method provided in any embodiment of the present invention, and has corresponding functional modules and beneficial effects for executing the method.

实施例四Embodiment four

图7示出了本发明的实施例的电子设备10的结构示意图。电子设备旨在表示各种形式的数字计算机,诸如,膝上型计算机、台式计算机、工作台、个人数字助理、服务器、刀片式服务器、大型计算机、和其它适合的计算机。电子设备还可以表示各种形式的移动装置,诸如,个人数字处理、蜂窝电话、智能电话、可穿戴设备(如头盔、眼镜、手表等)和其它类似的计算装置。本文所示的部件、它们的连接和关系、以及它们的功能仅仅作为示例,并且不意在限制本文中描述的和/或者要求的本发明的实现。FIG. 7 shows a schematic structural diagram of an electronic device 10 according to an embodiment of the present invention. Electronic device is intended to represent various forms of digital computers, such as laptops, desktops, workstations, personal digital assistants, servers, blade servers, mainframes, and other suitable computers. Electronic devices may also represent various forms of mobile devices, such as personal digital processing, cellular phones, smart phones, wearable devices (eg, helmets, glasses, watches, etc.), and other similar computing devices. The components shown herein, their connections and relationships, and their functions, are by way of example only, and are not intended to limit implementations of the inventions described and/or claimed herein.

如图7所示,电子设备10包括至少一个处理器11,以及与至少一个处理器11通信连接的存储器,如只读存储器(ROM)12、随机访问存储器(RAM)13等,其中,存储器存储有可被至少一个处理器执行的计算机程序,处理器11可以根据存储在只读存储器(ROM)12中的计算机程序或者从存储单元18加载到随机访问存储器(RAM)13中的计算机程序,来执行各种适当的动作和处理。在RAM 13中,还可存储电子设备10操作所需的各种程序和数据。处理器11、ROM 12以及RAM 13通过总线14彼此相连。输入/输出(I/O)接口15也连接至总线14。As shown in FIG. 7 , the electronic device 10 includes at least one processor 11, and a memory connected in communication with the at least one processor 11, such as a read-only memory (ROM) 12, a random access memory (RAM) 13, etc., wherein the memory stores There is a computer program executable by at least one processor, and the processor 11 can operate according to a computer program stored in a read-only memory (ROM) 12 or loaded from a storage unit 18 into a random access memory (RAM) 13. Various appropriate actions and processes are performed. In the RAM 13, various programs and data necessary for the operation of the electronic device 10 are also stored. The processor 11 , ROM 12 , and RAM 13 are connected to each other through a bus 14 . An input/output (I/O) interface 15 is also connected to the bus 14 .

电子设备10中的多个部件连接至I/O接口15,包括:输入单元16,例如键盘、鼠标等;输出单元17,例如各种类型的显示器、扬声器等;存储单元18,例如磁盘、光盘等;以及通信单元19,例如网卡、调制解调器、无线通信收发机等。通信单元19允许电子设备10通过诸如因特网的计算机网络和/或各种电信网络与其他设备交换信息/数据。Multiple components in the electronic device 10 are connected to the I/O interface 15, including: an input unit 16, such as a keyboard, a mouse, etc.; an output unit 17, such as various types of displays, speakers, etc.; a storage unit 18, such as a magnetic disk, an optical disk etc.; and a communication unit 19, such as a network card, a modem, a wireless communication transceiver, and the like. The communication unit 19 allows the electronic device 10 to exchange information/data with other devices through a computer network such as the Internet and/or various telecommunication networks.

处理器11可以是各种具有处理和计算能力的通用和/或专用处理组件。处理器11的一些示例包括但不限于中央处理单元(CPU)、图形处理单元(GPU)、各种专用的人工智能(AI)计算芯片、各种运行机器学习模型算法的处理器、数字信号处理器(DSP)、以及任何适当的处理器、控制器、微控制器等。处理器11执行上文所描述的各个方法和处理,例如消息处理方法。Processor 11 may be various general and/or special purpose processing components having processing and computing capabilities. Some examples of processor 11 include, but are not limited to, central processing units (CPUs), graphics processing units (GPUs), various dedicated artificial intelligence (AI) computing chips, various processors that run machine learning model algorithms, digital signal processing processor (DSP), and any suitable processor, controller, microcontroller, etc. Processor 11 executes various methods and processes described above, such as message processing methods.

在一些实施例中,消息处理方法可被实现为计算机程序,其被有形地包含于计算机可读存储介质,例如存储单元18。在一些实施例中,计算机程序的部分或者全部可以经由ROM 12和/或通信单元19而被载入和/或安装到电子设备10上。当计算机程序加载到RAM 13并由处理器11执行时,可以执行上文描述的消息处理方法的一个或多个步骤。备选地,在其他实施例中,处理器11可以通过其他任何适当的方式(例如,借助于固件)而被配置为执行消息处理方法。In some embodiments, the message processing method can be implemented as a computer program, which is tangibly embodied in a computer-readable storage medium, such as the storage unit 18 . In some embodiments, part or all of the computer program may be loaded and/or installed on the electronic device 10 via the ROM 12 and/or the communication unit 19 . When the computer program is loaded into RAM 13 and executed by processor 11, one or more steps of the message processing method described above may be performed. Alternatively, in other embodiments, the processor 11 may be configured in any other suitable manner (for example, by means of firmware) to execute the message processing method.

本文中以上描述的系统和技术的各种实施方式可以在数字电子电路系统、集成电路系统、场可编程门阵列(FPGA)、专用集成电路(ASIC)、专用标准产品(ASSP)、芯片上系统的系统(SOC)、负载可编程逻辑设备(CPLD)、计算机硬件、固件、软件、和/或它们的组合中实现。这些各种实施方式可以包括:实施在一个或者多个计算机程序中,该一个或者多个计算机程序可在包括至少一个可编程处理器的可编程系统上执行和/或解释,该可编程处理器可以是专用或者通用可编程处理器,可以从存储系统、至少一个输入装置、和至少一个输出装置接收数据和指令,并且将数据和指令传输至该存储系统、该至少一个输入装置、和该至少一个输出装置。Various implementations of the systems and techniques described above herein can be implemented in digital electronic circuit systems, integrated circuit systems, field programmable gate arrays (FPGAs), application specific integrated circuits (ASICs), application specific standard products (ASSPs), systems on chips Implemented in a system of systems (SOC), load programmable logic device (CPLD), computer hardware, firmware, software, and/or combinations thereof. These various embodiments may include being implemented in one or more computer programs executable and/or interpreted on a programmable system including at least one programmable processor, the programmable processor Can be special-purpose or general-purpose programmable processor, can receive data and instruction from storage system, at least one input device, and at least one output device, and transmit data and instruction to this storage system, this at least one input device, and this at least one output device an output device.

用于实施本发明的消息处理方法的计算机程序可以采用一个或多个编程语言的任何组合来编写。这些计算机程序可以提供给通用计算机、专用计算机或其他可编程数据处理装置的处理器,使得计算机程序当由处理器执行时使流程图和/或框图中所规定的功能/操作被实施。计算机程序可以完全在机器上执行、部分地在机器上执行,作为独立软件包部分地在机器上执行且部分地在远程机器上执行或完全在远程机器或服务器上执行。The computer program for implementing the message processing method of the present invention can be written in any combination of one or more programming languages. These computer programs can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing apparatus, so that the computer program causes the functions/operations specified in the flowcharts and/or block diagrams to be implemented when executed by the processor. A computer program may execute entirely on the machine, partly on the machine, as a stand-alone software package partly on the machine and partly on a remote machine or entirely on the remote machine or server.

在本发明的上下文中,计算机可读存储介质可以是有形的介质,其可以包含或存储以供指令执行系统、装置或设备使用或与指令执行系统、装置或设备结合地使用的计算机程序。计算机可读存储介质可以包括但不限于电子的、磁性的、光学的、电磁的、红外的、或半导体系统、装置或设备,或者上述内容的任何合适组合。备选地,计算机可读存储介质可以是机器可读信号介质。机器可读存储介质的更具体示例会包括基于一个或多个线的电气连接、便携式计算机盘、硬盘、随机存取存储器(RAM)、只读存储器(ROM)、可擦除可编程只读存储器(EPROM或快闪存储器)、光纤、便捷式紧凑盘只读存储器(CD-ROM)、光学储存设备、磁储存设备、或上述内容的任何合适组合。In the context of the present invention, a computer readable storage medium may be a tangible medium that may contain or store a computer program for use by or in conjunction with an instruction execution system, apparatus or device. A computer readable storage medium may include, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination of the foregoing. Alternatively, a computer readable storage medium may be a machine readable signal medium. More specific examples of machine-readable storage media would include one or more wire-based electrical connections, portable computer discs, hard drives, random access memory (RAM), read only memory (ROM), erasable programmable read only memory (EPROM or flash memory), optical fiber, compact disk read only memory (CD-ROM), optical storage, magnetic storage, or any suitable combination of the foregoing.

为了提供与用户的交互,可以在电子设备上实施此处描述的系统和技术,该电子设备具有:用于向用户显示信息的显示装置(例如,CRT(阴极射线管)或者LCD(液晶显示器)监视器);以及键盘和指向装置(例如,鼠标或者轨迹球),用户可以通过该键盘和该指向装置来将输入提供给电子设备。其它种类的装置还可以用于提供与用户的交互;例如,提供给用户的反馈可以是任何形式的传感反馈(例如,视觉反馈、听觉反馈、或者触觉反馈);并且可以用任何形式(包括声输入、语音输入或者、触觉输入)来接收来自用户的输入。In order to provide interaction with the user, the systems and techniques described herein can be implemented on an electronic device having a display device (e.g., a CRT (cathode ray tube) or LCD (liquid crystal display)) for displaying information to the user. monitor); and a keyboard and pointing device (eg, a mouse or a trackball) through which the user can provide input to the electronic device. Other kinds of devices can also be used to provide interaction with the user; for example, the feedback provided to the user can be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback); and can be in any form (including Acoustic input, speech input or, tactile input) to receive input from the user.

可以将此处描述的系统和技术实施在包括后台部件的计算系统(例如,作为数据服务器)、或者包括中间件部件的计算系统(例如,应用服务器)、或者包括前端部件的计算系统(例如,具有图形用户界面或者网络浏览器的用户计算机,用户可以通过该图形用户界面或者该网络浏览器来与此处描述的系统和技术的实施方式交互)、或者包括这种后台部件、中间件部件、或者前端部件的任何组合的计算系统中。可以通过任何形式或者介质的数字数据通信(例如,通信网络)来将系统的部件相互连接。通信网络的示例包括:局域网(LAN)、广域网(WAN)、区块链网络和互联网。The systems and techniques described herein can be implemented in a computing system that includes back-end components (e.g., as a data server), or a computing system that includes middleware components (e.g., an application server), or a computing system that includes front-end components (e.g., as a a user computer having a graphical user interface or web browser through which a user can interact with embodiments of the systems and techniques described herein), or including such backend components, middleware components, Or any combination of front-end components in a computing system. The components of the system can be interconnected by any form or medium of digital data communication, eg, a communication network. Examples of communication networks include: local area networks (LANs), wide area networks (WANs), blockchain networks, and the Internet.

计算系统可以包括客户端和服务器。客户端和服务器一般远离彼此并且通常通过通信网络进行交互。通过在相应的计算机上运行并且彼此具有客户端-服务器关系的计算机程序来产生客户端和服务器的关系。服务器可以是云服务器,又称为云计算服务器或云主机,是云计算服务体系中的一项主机产品,以解决了传统物理主机与VPS服务中,存在的管理难度大,业务扩展性弱的缺陷。A computing system can include clients and servers. Clients and servers are generally remote from each other and typically interact through a communication network. The relationship of client and server arises by computer programs running on the respective computers and having a client-server relationship to each other. The server can be a cloud server, also known as a cloud computing server or a cloud host. It is a host product in the cloud computing service system to solve the problems of difficult management and weak business expansion in traditional physical hosts and VPS services. defect.

应该理解,可以使用上面所示的各种形式的流程,重新排序、增加或删除步骤。例如,本发明中记载的各步骤可以并行地执行也可以顺序地执行也可以不同的次序执行,只要能够实现本发明的技术方案所期望的结果,本文在此不进行限制。It should be understood that steps may be reordered, added or deleted using the various forms of flow shown above. For example, each step described in the present invention may be executed in parallel, sequentially, or in a different order, as long as the desired result of the technical solution of the present invention can be achieved, there is no limitation herein.

上述具体实施方式,并不构成对本发明保护范围的限制。本领域技术人员应该明白的是,根据设计要求和其他因素,可以进行各种修改、组合、子组合和替代。任何在本发明的精神和原则之内所作的修改、等同替换和改进等,均应包含在本发明保护范围之内。The above specific implementation methods do not constitute a limitation to the protection scope of the present invention. It should be apparent to those skilled in the art that various modifications, combinations, sub-combinations and substitutions may be made depending on design requirements and other factors. Any modifications, equivalent replacements and improvements made within the spirit and principles of the present invention shall be included within the protection scope of the present invention.

Claims (10)

1.一种消息处理方法,其特征在于,包括:1. A message processing method, characterized in that, comprising: 当检测到未读应用消息时,确定目标用户所对应的用户状态;其中,所述用户状态包括专注状态或非专注状态;When an unread application message is detected, determine the user state corresponding to the target user; wherein, the user state includes a focused state or a non-focused state; 若所述目标用户处于所述非专注状态,且检测到所述目标用户的触发操作时,显示与所述未读应用消息相对应的消息显示界面;If the target user is in the unfocused state and a trigger operation of the target user is detected, displaying a message display interface corresponding to the unread application message; 获取至少一条待回复消息,并将所述待回复消息填充至所述消息显示界面的回复编辑控件中,并回复。At least one message to be replied is acquired, and the message to be replied is filled into the reply editing control of the message display interface, and replied. 2.根据权利要求1所述的方法,其特征在于,所述确定目标用户所对应的用户状态,包括:2. The method according to claim 1, wherein said determining the user status corresponding to the target user comprises: 若当前显示界面中,正在显示的游戏为预设游戏,则获取与所述目标用户在预设响应时长内的点击操作频次;其中,所述用户操作信息包括点击操作和触发操作中的至少一种;If in the current display interface, the game being displayed is a preset game, then obtain the click operation frequency with the target user within the preset response time; wherein, the user operation information includes at least one of a click operation and a trigger operation kind; 确定所述点击操作频次是否大于预设点击频次;Determine whether the click frequency is greater than a preset click frequency; 若是,则确定所述目标用户的用户状态为所述专注状态;If so, then determine that the user state of the target user is the focused state; 若否,则确定所述用户状态为所述非专注状态。If not, it is determined that the user state is the non-focused state. 3.根据权利要求2所述的方法,其特征在于,还包括:3. The method according to claim 2, further comprising: 获取所述目标用户所对应的眼部特征信息;其中,所述眼部特征信息眼动频次信息和/或瞳孔注视点信息;Obtain eye feature information corresponding to the target user; wherein, the eye feature information eye movement frequency information and/or pupil fixation point information; 若所述眼动频次信息小于预设眼动频次,则确定所述用户状态为所述专注状态;和/或If the eye movement frequency information is less than a preset eye movement frequency, then determine that the user state is the focused state; and/or 若所述瞳孔注视点信息中的瞳孔注视时长大于预设注视时长,则确定所述用户状态为所述专注状态。If the pupil gaze duration in the pupil gaze point information is greater than a preset gaze duration, it is determined that the user state is the focused state. 4.根据权利要求2所述的方法,其特征在于,还包括:4. The method according to claim 2, further comprising: 确定所述目标用户正在操作的游戏角色,并确定所述游戏角色的角色属性;其中,所述角色属性包括战斗指数、健康指数和体力值中的至少一种;Determining the game role that the target user is operating, and determining the character attributes of the game role; wherein, the character attributes include at least one of a combat index, a health index, and a physical value; 若所述角色属性符合预设角色属性,则确定所述用户状态为所述专注状态。If the role attribute conforms to the preset role attribute, it is determined that the user state is the focused state. 5.根据权利要求1所述的方法,其特征在于,所述显示与所述未读应用消息相对应的消息显示界面,包括:5. The method according to claim 1, wherein the displaying a message display interface corresponding to the unread application message comprises: 根据所述未读应用消息所携带的应用标识,确定所述未读应用消息所对应的消息显示界面;Determine a message display interface corresponding to the unread application message according to the application identifier carried in the unread application message; 对所述消息显示界面进行处理,以使所述消息显示界面依据预设显示信息进行显示。The message display interface is processed so that the message display interface is displayed according to preset display information. 6.根据权利要求5所述的方法,其特征在于,所述对所述消息显示界面进行处理,以使所述消息显示界面依据预设显示信息进行显示,包括:6. The method according to claim 5, wherein the processing the message display interface so that the message display interface is displayed according to preset display information comprises: 基于预设显示比例对所述消息显示界面进行比例设置,以使所述消息显示界面根据所述预设显示比例进行显示。The ratio of the message display interface is set based on the preset display ratio, so that the message display interface is displayed according to the preset display ratio. 7.根据权利要求1所述的方法,其特征在于,还包括:7. The method of claim 1, further comprising: 若所述用户状态为所述专注状态,则在超出预设状态获取时长后,再次对所述用户状态进行检测,直至所述用户状态为所述非专注状态,且检测到所述目标用户的触发操作时,显示与所述未读应用消息相对应的消息显示界面。If the user state is the focused state, after exceeding the preset state acquisition duration, the user state is detected again until the user state is the non-focused state, and the target user's state is detected When the operation is triggered, a message display interface corresponding to the unread application message is displayed. 8.一种消息处理装置,其特征在于,包括:8. A message processing device, comprising: 用户状态确定模块,用于当检测到未读应用消息时,确定目标用户所对应的用户状态;其中,所述用户状态包括专注状态或非专注状态;A user state determination module, configured to determine the user state corresponding to the target user when an unread application message is detected; wherein the user state includes a focused state or a non-focused state; 显示界面显示模块,用于若所述目标用户处于所述非专注状态,且检测到所述目标用户的触发操作时,显示与所述未读应用消息相对应的消息显示界面;A display interface display module, configured to display a message display interface corresponding to the unread application message if the target user is in the unfocused state and a trigger operation of the target user is detected; 消息回复模块,用于获取至少一条待回复消息,并将所述待回复消息填充至所述消息显示界面的回复编辑控件中,并回复。A message reply module, configured to acquire at least one message to be replied, fill the message to be replied into the reply editing control of the message display interface, and reply. 9.一种电子设备,其特征在于,所述电子设备包括:9. An electronic device, characterized in that the electronic device comprises: 至少一个处理器;以及at least one processor; and 与所述至少一个处理器通信连接的存储器;其中,a memory communicatively coupled to the at least one processor; wherein, 所述存储器存储有可被所述至少一个处理器执行的计算机程序,所述计算机程序被所述至少一个处理器执行,以使所述至少一个处理器能够执行权利要求1-7中任一项所述的消息处理方法。The memory stores a computer program executable by the at least one processor, the computer program is executed by the at least one processor, so that the at least one processor can perform any one of claims 1-7 The message processing method described above. 10.一种计算机可读存储介质,其特征在于,所述计算机可读存储介质存储有计算机指令,所述计算机指令用于使处理器执行时实现权利要求1-7中任一项所述的消息处理方法。10. A computer-readable storage medium, wherein the computer-readable storage medium stores computer instructions, and the computer instructions are used to enable a processor to implement the method described in any one of claims 1-7 when executed. Message processing method.
CN202211327968.6A 2022-10-27 2022-10-27 A message processing method, device, electronic equipment and storage medium Pending CN115671750A (en)

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