CN118477317A - Game running method, storage medium and electronic device - Google Patents
Game running method, storage medium and electronic device Download PDFInfo
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Abstract
Description
技术领域Technical Field
本发明涉及虚拟现实技术领域,尤其涉及一种游戏运行方法、存储介质和电子设备。The present invention relates to the field of virtual reality technology, and in particular to a game running method, a storage medium and an electronic device.
背景技术Background Art
随着VR(Virtual Reality,虚拟现实)技术的兴起,VR游戏作为一种全新的游戏体验形式,正逐渐受到市场的欢迎。然而,当前VR游戏市场面临一个显著的问题,那就是高质量VR资源的严重缺乏。VR游戏的开发涉及到复杂的三维建模、物理引擎、交互设计等多个方面,相较于传统的3D游戏,VR游戏开发较为复杂。With the rise of VR (Virtual Reality) technology, VR games, as a new form of gaming experience, are gradually gaining popularity in the market. However, the current VR game market faces a significant problem, which is the severe lack of high-quality VR resources. The development of VR games involves complex three-dimensional modeling, physics engines, interactive design and other aspects. Compared with traditional 3D games, VR game development is more complicated.
发明内容Summary of the invention
本发明旨在至少在一定程度上解决相关技术中的技术问题之一。为此,本发明的一个目的在于提出一种游戏运行方法、存储介质和电子设备,以减少VR游戏开发的复杂性。The present invention aims to solve one of the technical problems in the related art to at least some extent. To this end, one object of the present invention is to provide a game running method, a storage medium and an electronic device to reduce the complexity of VR game development.
根据本发明实施例的第一方面,提供了一种游戏运行方法,所述方法包括:According to a first aspect of an embodiment of the present invention, a game running method is provided, the method comprising:
获得游戏设备输出的3D游戏图像;Obtain 3D game images output by the game device;
基于所述3D游戏图像生成左眼图像和右眼图像;Generate a left-eye image and a right-eye image based on the 3D game image;
对所述左眼图像和所述右眼图像进行桶形畸变处理,得到虚拟现实VR游戏图像,并采用光学模组显示所述VR游戏图像;Performing barrel distortion processing on the left-eye image and the right-eye image to obtain a virtual reality VR game image, and displaying the VR game image using an optical module;
获取用户的动作信息,并确定所述动作信息对应的游戏行为,指示所述游戏设备在所述VR游戏图像对应的游戏场景中执行所述游戏行为。Acquire the user's action information, determine the game behavior corresponding to the action information, and instruct the game device to execute the game behavior in the game scene corresponding to the VR game image.
根据本发明实施例的第二方面,提供了一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时,实现上述游戏运行方法。According to a second aspect of an embodiment of the present invention, there is provided a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the above-mentioned game running method is implemented.
根据本发明实施例的第三方面,提供了一种电子设备包括:存储器、处理器;所述存储器上存储有计算机程序,所述计算机程序被所述处理器执行时,实现上述游戏运行方法。According to a third aspect of an embodiment of the present invention, there is provided an electronic device comprising: a memory and a processor; a computer program is stored in the memory, and when the computer program is executed by the processor, the above-mentioned game running method is implemented.
本发明实施例提供的方案中,基于游戏设备的3D游戏图像得到左眼图像和右眼图像并进行桶形畸变处理,使得用户能够通过光学模组获得对应的VR游戏图像,并且能够一边观察VR游戏图像一边通过自身的动作实现VR游戏的操作;本方案可以直接将用户的动作信息转换为游戏行为,从而不需要使用键鼠、手柄等额外输入设备,使得在没有VR建模以及专门的VR操作设备,且游戏设备仅运行3D游戏的情况下,让用户的视觉和动作符合VR游戏的交互方式和体验形式,能够基于3D游戏游玩VR游戏,从而避免了从零开发VR游戏的开发过程,减少VR游戏开发的复杂性,并且减少了VR游戏的开发成本。In the solution provided by the embodiment of the present invention, a left-eye image and a right-eye image are obtained based on a 3D game image of a gaming device and barrel distortion processing is performed, so that a user can obtain a corresponding VR game image through an optical module, and can observe the VR game image while operating the VR game through his own actions; this solution can directly convert the user's action information into a gaming behavior, thereby eliminating the need to use additional input devices such as a keyboard, mouse, and handle, so that in the absence of VR modeling and dedicated VR operating equipment, and when the gaming device only runs 3D games, the user's vision and actions conform to the interaction mode and experience form of the VR game, and the VR game can be played based on the 3D game, thereby avoiding the development process of developing a VR game from scratch, reducing the complexity of VR game development, and reducing the development cost of VR games.
通过将常规3D游戏转换为VR游戏,可以为玩家提供更加沉浸和真实的游戏体验,提升用户满意度,推动VR技术的普及和发展。By converting regular 3D games into VR games, we can provide players with a more immersive and realistic gaming experience, improve user satisfaction, and promote the popularization and development of VR technology.
并且,3D游戏的游戏资源可以用来向用户提供VR游戏,有效地扩大了VR游戏资源的供给,减轻高质量VR资源缺乏的问题。已有的3D游戏具备高质量的图形资源和成熟的游戏设计,通过转换技术,可以快速地将这些资源转化为VR游戏,减少从头开始开发的时间和成本,也无需对现有3D游戏进行大规模的修改,在短时间内增加VR游戏的数量和类型,丰富市场供给,满足用户对于多样化VR游戏的需求,并且借鉴已有的3D游戏的成功经验,吸引玩家尝试,降低市场风险。In addition, the game resources of 3D games can be used to provide VR games to users, effectively expanding the supply of VR game resources and alleviating the problem of lack of high-quality VR resources. Existing 3D games have high-quality graphic resources and mature game designs. Through conversion technology, these resources can be quickly converted into VR games, reducing the time and cost of development from scratch, and there is no need to make large-scale modifications to existing 3D games. In a short period of time, the number and types of VR games can be increased, the market supply can be enriched, and users' demand for diversified VR games can be met. In addition, the successful experience of existing 3D games can be used to attract players to try and reduce market risks.
本发明附加的方面和优点将在下面的描述中部分给出,部分将从下面的描述中变得明显,或通过本发明的实践了解到。Additional aspects and advantages of the present invention will be given in part in the following description and in part will be obvious from the following description, or will be learned through practice of the present invention.
附图说明BRIEF DESCRIPTION OF THE DRAWINGS
图1是本发明实施例提供的一种游戏运行方法的流程示意图;FIG1 is a schematic flow chart of a game running method provided by an embodiment of the present invention;
图2是本发明实施例提供的一种电子设备的结构示意图。FIG. 2 is a schematic diagram of the structure of an electronic device provided by an embodiment of the present invention.
具体实施方式DETAILED DESCRIPTION
下面详细描述本发明的实施例,所述实施例的示例在附图中示出,其中自始至终相同或类似的标号表示相同或类似的元件或具有相同或类似功能的元件。下面通过参考附图描述的实施例是示例性的,旨在用于解释本发明,而不能理解为对本发明的限制。Embodiments of the present invention are described in detail below, examples of which are shown in the accompanying drawings, wherein the same or similar reference numerals throughout represent the same or similar elements or elements having the same or similar functions. The embodiments described below with reference to the accompanying drawings are exemplary and are intended to be used to explain the present invention, and should not be construed as limiting the present invention.
下面参考附图描述本发明实施例的游戏运行方法、存储介质和电子设备。The game running method, storage medium and electronic device according to the embodiments of the present invention are described below with reference to the accompanying drawings.
本发明的一个实施例中,参见图1,提供了一种游戏运行方法,该方法包括以下步骤S101-S104。In one embodiment of the present invention, referring to FIG. 1 , a game running method is provided, and the method includes the following steps S101 - S104 .
S101:获得游戏设备输出的3D游戏图像;S101: Obtaining a 3D game image output by a game device;
S102:基于3D游戏图像生成左眼图像和右眼图像;S102: Generate a left-eye image and a right-eye image based on the 3D game image;
S103:对左眼图像和右眼图像进行桶形畸变处理,得到虚拟现实VR游戏图像,并采用光学模组显示VR游戏图像;S103: performing barrel distortion processing on the left-eye image and the right-eye image to obtain a virtual reality VR game image, and using an optical module to display the VR game image;
S104:获取用户的动作信息,并确定动作信息对应的游戏行为,指示游戏设备在VR游戏图像对应的游戏场景中执行游戏行为。S104: Acquire the user's action information, determine the game behavior corresponding to the action information, and instruct the game device to execute the game behavior in the game scene corresponding to the VR game image.
该游戏运行方法可以应用于多种VR设备,例如,三维展示系统、头戴显示设备等。The game running method can be applied to a variety of VR devices, such as three-dimensional display systems, head-mounted display devices, etc.
3D游戏图像指描述3D游戏的游戏画面的图像,图像中的图像内容可以是:在特定的视角对3D虚拟游戏场景的拍摄或者截图。A 3D game image refers to an image that describes the game screen of a 3D game. The image content in the image may be: a shot or screenshot of a 3D virtual game scene from a specific perspective.
游戏设备可以是运行游戏软件的个人计算机、移动终端或者游戏主机,本发明实施例并不对此进行限定。The gaming device may be a personal computer, a mobile terminal or a gaming console running gaming software, and the embodiments of the present invention are not limited thereto.
左眼图像指的是针对用户左眼视野生成的图像,右眼图像指的是针对用户右眼视野生成的图像。VR设备根据用户的左右眼分为左眼视野区域和右眼视野区域,左眼视野区域为VR设备中与用户左眼视野对准的光学模组,右眼视野区域为VR设备中与用户右眼视野对准的光学模组。光学模组中包含有一组用于显像的镜片。左眼图像及右眼图像通过对应的光学模组显示在用户的左右眼中,用户即可在大脑中合成一副立体图像。The left-eye image refers to the image generated for the user's left eye field of view, and the right-eye image refers to the image generated for the user's right eye field of view. VR devices are divided into left-eye field of view area and right-eye field of view area according to the user's left and right eyes. The left-eye field of view area is the optical module in the VR device that is aligned with the user's left eye field of view, and the right-eye field of view area is the optical module in the VR device that is aligned with the user's right eye field of view. The optical module contains a set of lenses for imaging. The left-eye image and the right-eye image are displayed in the user's left and right eyes through the corresponding optical modules, and the user can synthesize a stereoscopic image in his brain.
上述光学模组可以接入类似手机大小的移动式的微型主机,微型主机本身可以运行游戏,也可以从远处的主机获取游戏画面;The optical module can be connected to a mobile micro-host similar to the size of a mobile phone. The micro-host can run games itself and also obtain game images from a remote host.
另外,也可以把光学模组插入作为游戏设备的电脑上,此种情况下,通过软件与电脑配对,头戴式VR设备会把头盔的运动传输到电脑上,映射为鼠标键盘输入。此种情况下,光学模组和电脑可以基于HDMI(High Definition Multimedia Interface,全数字化视频和声音发送接口)实现接入。In addition, the optical module can also be inserted into a computer used as a gaming device. In this case, the head-mounted VR device will transmit the helmet's movements to the computer through software pairing with the computer, mapping them to mouse and keyboard inputs. In this case, the optical module and the computer can be connected based on HDMI (High Definition Multimedia Interface, a fully digital video and sound transmission interface).
可以根据光学模组的设计,可以设置游戏设备向光学模组输出指定分辨率的画面。According to the design of the optical module, the gaming device may be set to output images of a specified resolution to the optical module.
对于一张3D游戏图像,可以按照以下方式生成左眼图像和右眼图像:将3D游戏图像复制为两张图像,两张图像分别取3D游戏图像的图像中心向左、向右移动得到的两张子图像作为左眼图像和右眼图像,左眼图像和右眼图像的中心相对于原来的3D游戏图像的中心存在位移,可以模拟用户的左右眼视差。For a 3D game image, the left-eye image and the right-eye image can be generated in the following way: the 3D game image is copied into two images, and the two images are respectively taken as the left-eye image and the right-eye image by moving the image center of the 3D game image to the left and right. The centers of the left-eye image and the right-eye image are displaced relative to the center of the original 3D game image, which can simulate the parallax of the user's left and right eyes.
经过光学处理使得远离光轴区域的放大率比光轴附近的低,使得平面图象显示出的外凸情景称为桶形畸变。The optical distortion is caused by making the magnification of the area far from the optical axis lower than that near the optical axis, so that the plane image appears convex, which is called barrel distortion.
VR游戏图像为桶形畸变后的左眼图像和右眼图像,也就是最终显示在用户的左右眼中的图像。用户通过光学模组中的镜片观看所显示的VR游戏图像时,图像边缘会发生不同程度的畸变,桶形畸变可以抵消镜片产生的畸变,使得用户在VR设备中观看到正常的游戏场景并产生沉浸感。VR game images are barrel-distorted left-eye and right-eye images, that is, the images that are ultimately displayed in the user's left and right eyes. When the user views the displayed VR game image through the lenses in the optical module, the image edges will be distorted to varying degrees. The barrel distortion can offset the distortion caused by the lenses, allowing the user to view normal game scenes in the VR device and feel immersed.
桶形畸变的参数可以针对上述镜片的参数如厚度、折射率、瞳距等进行设置。The parameters of barrel distortion can be set according to the parameters of the above-mentioned lenses, such as thickness, refractive index, pupil distance, etc.
上述光学模组通过双目视察技术的应用,为玩家提供了一种全新的视觉体验。通过模拟人类的双眼视觉原理,本发明实施例提供的方案能够为玩家呈现出更加立体、真实的VR图像,让玩家能够在游戏中感受到深度和距离的细微变化,从而进一步提升沉浸感。The above optical module provides a new visual experience for players through the application of binocular vision technology. By simulating the principle of human binocular vision, the solution provided by the embodiment of the present invention can present a more three-dimensional and realistic VR image to players, allowing players to feel the subtle changes in depth and distance in the game, thereby further enhancing the sense of immersion.
动作信息为用户的身体动作产生的、表示游戏指令的信息。3D游戏中通常采用键鼠、手柄等游戏控制设备输入的方式完成输入;而在VR游戏中,用户直接通过动作产生游戏指令,从而能够具有在游戏场景中行动的体验感。Action information is information generated by the user's body movements that represent game instructions. In 3D games, input is usually completed by using game control devices such as keyboards, mice, and handles; in VR games, users directly generate game instructions through actions, so that they can have the experience of acting in the game scene.
用户的不同动作可以对应不同的游戏行为,因此,在不同动作信息和不同的游戏行为之间可以事先建立映射关系。Different actions of the user may correspond to different game behaviors, and therefore a mapping relationship may be established in advance between different action information and different game behaviors.
映射关系可以记录与游戏设备的配置文件中,自动识别和适配各种类型的游戏。The mapping relationship can be recorded in the configuration file of the gaming device to automatically identify and adapt various types of games.
例如,例如角色扮演、射击、竞速或者策略游戏,用户的动作信息表示用户伸出手,在角色扮演、射击、竞速或者策略游戏的配置文件中,可以分别记录这一动作对应捡拾、瞄准、调整移动方向或者移动棋子等。For example, in a role-playing, shooting, racing or strategy game, the user's action information indicates that the user extends his hand. In the configuration file of the role-playing, shooting, racing or strategy game, this action can be recorded as corresponding to picking up, aiming, adjusting the moving direction or moving chess pieces.
在用户的动作能够直接产生游戏行为的情况下,用户无需等待游戏开发者推出专门的VR版本,就能够直接体验到他们喜爱的游戏的VR版本。When the user's actions can directly generate gaming behaviors, users can directly experience the VR version of their favorite games without having to wait for game developers to launch dedicated VR versions.
获取用户动作信息、并确定游戏行为的方式参见下述实施例。The method of obtaining user action information and determining game behavior is shown in the following embodiment.
上述步骤S104指示游戏设备执行游戏行为时,可以生成包含游戏行为的指令,并发送给游戏设备,指令中可以包括执行游戏行为的操作、以及对应的输入方式,例如,输入方式为向游戏设备输入空格键、表示执行人物跳跃的操作等。When the above step S104 instructs the game device to perform a game behavior, an instruction containing the game behavior can be generated and sent to the game device. The instruction can include an operation to perform the game behavior and a corresponding input method. For example, the input method is to input a space bar to the game device to indicate an operation to perform a character jump, etc.
执行游戏行为,使得游戏场景发生相应的变化,例如用户控制的游戏角色转向或者移动到新的场景,从而,3D游戏图像也会发生变化,此种情况下,可以返回执行前述步骤S101,向用户发送新的3D游戏图像来响应游戏行为,使得用户能够感觉到游戏角色在VR场景中移动等,从而实现了游戏运行。Executing game actions causes corresponding changes in the game scene, for example, the game character controlled by the user turns or moves to a new scene, so that the 3D game image will also change. In this case, the above-mentioned step S101 can be returned to be executed, and a new 3D game image is sent to the user in response to the game action, so that the user can feel the game character moving in the VR scene, etc., thereby realizing the game operation.
另外,在执行步骤S101之前,还可以先对已有的3D游戏进行兼容性评估,分析其在VR环境下的兼容性和可转换性;在执行步骤S104之后,还可以在VR设备上进行游戏测试,根据测试结果进行性能调优和用户体验改进。In addition, before executing step S101, a compatibility assessment may be performed on existing 3D games to analyze their compatibility and convertibility in a VR environment; after executing step S104, game tests may be performed on VR devices to optimize performance and improve user experience based on the test results.
通过上述3D游戏VR化的转换流程,使得不具备深度VR技术背景的开发者也能够参与到VR内容的创新和开发中来,扩大参与VR内容创作的开发者群体。Through the above-mentioned 3D game VR conversion process, developers who do not have a deep VR technical background can also participate in the innovation and development of VR content, expanding the group of developers involved in VR content creation.
本发明实施例提供的方案中,基于游戏设备的3D游戏图像得到左眼图像和右眼图像并进行桶形畸变处理,使得用户能够通过光学模组获得对应的VR游戏图像,并且能够一边观察VR游戏图像一边通过自身的动作实现VR游戏的操作;本方案可以直接将用户的动作信息转换为游戏行为,从而不需要使用键鼠、手柄等额外输入设备,使得在没有VR建模以及专门的VR操作设备,且游戏设备仅运行3D游戏的情况下,让用户的视觉和动作符合VR游戏的交互方式和体验形式,能够基于3D游戏游玩VR游戏,从而避免了从零开发VR游戏的开发过程,减少VR游戏开发的复杂性,并且减少了VR游戏的开发成本。In the solution provided by the embodiment of the present invention, a left-eye image and a right-eye image are obtained based on a 3D game image of a gaming device and barrel distortion processing is performed, so that a user can obtain a corresponding VR game image through an optical module, and can observe the VR game image while operating the VR game through his own actions; this solution can directly convert the user's action information into a gaming behavior, thereby eliminating the need to use additional input devices such as a keyboard, mouse, and handle, so that in the absence of VR modeling and dedicated VR operating equipment, and when the gaming device only runs 3D games, the user's vision and actions conform to the interaction mode and experience form of the VR game, and the VR game can be played based on the 3D game, thereby avoiding the development process of developing a VR game from scratch, reducing the complexity of VR game development, and reducing the development cost of VR games.
通过将常规3D游戏转换为VR游戏,可以为玩家提供更加沉浸和真实的游戏体验,提升用户满意度,推动VR技术的普及和发展。By converting regular 3D games into VR games, we can provide players with a more immersive and realistic gaming experience, improve user satisfaction, and promote the popularization and development of VR technology.
并且,3D游戏的游戏资源可以用来向用户提供VR游戏,有效地扩大了VR游戏资源的供给,减轻高质量VR资源缺乏的问题。已有的3D游戏具备高质量的图形资源和成熟的游戏设计,通过转换技术,可以快速地将这些资源转化为VR游戏,减少从头开始开发的时间和成本,也无需对现有3D游戏进行大规模的修改,在短时间内增加VR游戏的数量和类型,丰富市场供给,满足用户对于多样化VR游戏的需求,并且借鉴已有的3D游戏的成功经验,吸引玩家尝试,降低市场风险。In addition, the game resources of 3D games can be used to provide VR games to users, effectively expanding the supply of VR game resources and alleviating the problem of lack of high-quality VR resources. Existing 3D games have high-quality graphic resources and mature game designs. Through conversion technology, these resources can be quickly converted into VR games, reducing the time and cost of development from scratch, and there is no need to make large-scale modifications to existing 3D games. In a short period of time, the number and types of VR games can be increased, the market supply can be enriched, and users' demand for diversified VR games can be met. In addition, the successful experience of existing 3D games can be used to attract players to try and reduce market risks.
以下举例说明获取用户动作信息、并确定游戏行为的具体实现方式。The following example illustrates how to obtain user action information and determine game behavior.
第一种实现方式中,动作信息包括用户的头部动作信息;获取用户的动作信息,并确定动作信息对应的游戏行为,包括:In the first implementation, the action information includes the user's head action information; obtaining the user's action information and determining the game behavior corresponding to the action information includes:
基于第一惯性传感器获得用户的头部动作信息;根据头部动作信息确定控制游戏角色转向的游戏行为。The user's head movement information is obtained based on the first inertial sensor; and a game behavior for controlling the turning direction of the game character is determined according to the head movement information.
第一惯性传感器,以及下述实施例中第二、第三惯性传感器均可以是九轴传感器、六轴传感器等,本发明实施例并不对此进行限定。The first inertial sensor, and the second and third inertial sensors in the following embodiments may be nine-axis sensors, six-axis sensors, etc., which is not limited in the embodiments of the present invention.
第一惯性传感器获取表示用户头部转动幅度的欧拉角,通过欧拉角做旋转映射,得到游戏角色的转向幅度,从而产生控制转向幅度的游戏行为。The first inertial sensor obtains the Euler angle representing the rotation range of the user's head, and performs rotation mapping through the Euler angle to obtain the turning range of the game character, thereby generating a game behavior for controlling the turning range.
第二种实现方式中,动作信息包括用户的腿部动作信息;获取用户的动作信息,并确定动作信息对应的游戏行为,包括:In the second implementation, the action information includes leg action information of the user; obtaining the action information of the user and determining the game behavior corresponding to the action information includes:
基于第二惯性传感器获得用户的腿部动作信息;根据腿部动作信息确定调整游戏角色的移动速度的游戏行为。The user's leg movement information is obtained based on the second inertial sensor; and a game behavior of adjusting the moving speed of the game character is determined according to the leg movement information.
在用户双腿腿部接入九轴传感器,检测传感器的角速度变化,并得到角速度变化值作为腿部动作信息。Nine-axis sensors are connected to the user's legs to detect the angular velocity changes of the sensors, and the angular velocity change values are obtained as leg movement information.
在此情况下,可以按照以下方式调整游戏角色的移动速度的游戏行为。In this case, the game behavior of the moving speed of the game character can be adjusted in the following manner.
在腿部动作信息表示的角速度变化值大于预设的变化阈值的情况下,将角速度变化值中与变化阈值之间的差值乘以速度波动值,得到游戏角色的移动速度,并基于所得的移动速度生成调整游戏角色的移动速度的游戏行为。When the angular velocity change value represented by the leg movement information is greater than a preset change threshold, the difference between the angular velocity change value and the change threshold is multiplied by the speed fluctuation value to obtain the movement speed of the game character, and a game behavior for adjusting the movement speed of the game character is generated based on the obtained movement speed.
角速度变化值为描述的角速度变化的具体数值;速度波动值则可以根据游戏的场景或者游戏系统设定的人物速度设置。The angular velocity change value is a specific value describing the angular velocity change; the speed fluctuation value can be set according to the game scene or the character speed set by the game system.
相应的,游戏行为则是将游戏角色的移动速度调整至上述计算所得的游戏速度。Correspondingly, the game behavior is to adjust the movement speed of the game character to the game speed calculated above.
第三种实现方式中,动作信息包括用户的手部动作信息;获取用户的动作信息,并确定动作信息对应的游戏行为,包括:In a third implementation, the action information includes hand action information of the user; obtaining the action information of the user and determining the game behavior corresponding to the action information includes:
基于第三惯性传感器获得用户的手部动作信息;根据手部动作信息转换确定调整游戏角色的攻击速度的游戏行为。The user's hand motion information is obtained based on the third inertial sensor; and a game behavior of adjusting the attack speed of the game character is determined according to the hand motion information conversion.
类似第二惯性传感器,第三惯性传感器可以通过手部接入的方式获得用户手部的角速度变化,作为手部动作信息,并根据角速度变化控制游戏角色的手部移动。Similar to the second inertial sensor, the third inertial sensor can obtain the angular velocity change of the user's hand through hand access as hand motion information, and control the hand movement of the game character according to the angular velocity change.
具体的,可以对手部动作信息表示的角速度变化值进行归一化处理,基于处理结果得到用户的手部动作的速度和频率;Specifically, the angular velocity change value represented by the hand motion information may be normalized, and the speed and frequency of the user's hand motion may be obtained based on the processing result;
根据所得速度和频率确定攻击速度,基于所确定的攻击速度生成调整游戏角色的攻击速度的游戏行为。An attack speed is determined according to the obtained speed and frequency, and a game behavior for adjusting the attack speed of the game character is generated based on the determined attack speed.
在对角速度变化值做归一化后,可以把表示角速度的三维向量转换为单位向量,基于四元数算法和旋转矢量算法对单位向量进行计算,得到对应的手部动作的速度和频率。After normalizing the angular velocity change value, the three-dimensional vector representing the angular velocity can be converted into a unit vector. The unit vector is calculated based on the quaternion algorithm and the rotation vector algorithm to obtain the corresponding speed and frequency of the hand movement.
这样,所得游戏行为可以将游戏角色的攻击速度调整至计算得到的速度和频率对应的攻击速度。In this way, the resulting game behavior can adjust the attack speed of the game character to the attack speed corresponding to the calculated speed and frequency.
第四种实现方式中,动作信息包括用户的手势信息;获取用户的动作信息,并确定动作信息对应的游戏行为,包括:In a fourth implementation, the action information includes user gesture information; obtaining the user action information and determining the game behavior corresponding to the action information includes:
基于预设的拍摄设备获取用户的手势图像;Acquire a user's gesture image based on a preset shooting device;
获得手势图像中的手势信息,并基于手势信息对应的分类信息确定触发游戏事件的游戏行为。The gesture information in the gesture image is obtained, and the game behavior that triggers the game event is determined based on the classification information corresponding to the gesture information.
上述拍摄设备可以是在用户肩膀处设置的摄像头。摄像头向肩膀前方拍摄得到包含用户手势的手势图像。The above-mentioned shooting device can be a camera arranged at the user's shoulder. The camera shoots in front of the shoulder to obtain a gesture image including the user's gesture.
手势信息可以包括33个指关节的位置、姿势信息。手势信息可以采用网络模型的方式获取;或者,也可以基于关键点图像特征针对手势图像进行关键点识别,寻找手势图像中匹配关键点图像特征的位置,得到手势信息。The gesture information may include the position and posture information of the 33 finger joints. The gesture information may be obtained by using a network model; or, the gesture image may be identified by key point recognition based on key point image features, and the position matching the key point image features in the gesture image may be found to obtain the gesture information.
关键点识别的方法例如Heatmap方法,生成手势图像的多通道特征图像,每一个通道代表一类关键点,有多少关键点便有多少个通道。每个通道中的观测点是以点为中心基于高斯从图像中提取关键点,如提取提取像素值最大点所在位置,作为关键点的坐标。Key point recognition methods, such as the Heatmap method, generate multi-channel feature images of gesture images. Each channel represents a type of key point, and there are as many channels as there are key points. The observation point in each channel is based on Gaussian extraction of key points from the image with the point as the center, such as extracting the position of the point with the maximum pixel value as the coordinate of the key point.
具体的,可以基于预先训练的手势追踪模型获得手势图像中的手势信息,并将手势信息输入预先训练的手势分类模型模型,得到手势分类模型输出的分类信息,并基于分类信息确定触发游戏事件的游戏行为。Specifically, gesture information in a gesture image can be obtained based on a pre-trained gesture tracking model, and the gesture information can be input into a pre-trained gesture classification model to obtain classification information output by the gesture classification model, and the game behavior that triggers the game event can be determined based on the classification information.
其中,手势追踪模型可以是:采用标注手部区域框和指关节位置的样本手势图像对预设的第一神经网络模型进行训练得到的、用于获取手势信息的模型。The gesture tracking model may be a model for acquiring gesture information obtained by training a preset first neural network model using sample gesture images with marked hand area frames and finger joint positions.
训练时,第一神经网络模型可以输出预测的指关节位置,通过比较输出位置与标注中位置的差异调整模型参数。During training, the first neural network model can output the predicted finger joint positions, and adjust the model parameters by comparing the output positions with the positions in the annotations.
手势分类模型可以是:采用标注有分类信息的样本手势图像对预设的第二神经网络模型进行训练得到的、用于识别手势分类的模型。The gesture classification model may be a model for identifying gesture classification, which is obtained by training a preset second neural network model using sample gesture images labeled with classification information.
训练时,第二神经模型可以输出预测的分类信息,通过比较输出的分类信息和标注中的分类信息的差异调整模型参数。During training, the second neural model can output predicted classification information, and adjust the model parameters by comparing the difference between the output classification information and the classification information in the annotation.
上述第一、第二神经网络可以是Darknet模型、YOLO模型等。The first and second neural networks mentioned above can be Darknet models, YOLO models, etc.
在识别处不同的分类信息后,可以通过前述实施例所示的配置文件将分类信息映射到不同的游戏事件,例如释放不同的技能等。After different classification information is identified, the classification information can be mapped to different game events, such as releasing different skills, through the configuration file shown in the above embodiment.
手部追踪和手势识别技术的加入,使得玩家可以直接用自己的双手与虚拟世界进行交互。玩家可以通过自然的手势来施放魔法、挥动武器或是进行其他各种操作,这种直观的交互方式不仅使得游戏体验更加流畅自然,也极大地拓宽了游戏设计的可能性。The addition of hand tracking and gesture recognition technology allows players to interact with the virtual world directly with their own hands. Players can use natural gestures to cast magic, swing weapons, or perform other operations. This intuitive interaction method not only makes the gaming experience smoother and more natural, but also greatly broadens the possibilities of game design.
通过上述动作信息的获取,本发明模拟了人类在现实世界中的自然交互方式,如手势控制、语音识别和视线追踪等,替代了传统的游戏手柄、鼠标和键盘输入设备。这种交互界面让用户能够以最直观的方式与游戏角色和环境互动,从而提供一种更加真实的游戏体验。By acquiring the above action information, the present invention simulates the natural interaction mode of human beings in the real world, such as gesture control, voice recognition and eye tracking, replacing the traditional game controller, mouse and keyboard input devices. This interactive interface allows users to interact with game characters and environments in the most intuitive way, thus providing a more realistic gaming experience.
通过对头部、手部、腿部等多处获取动作信息,实现高精度的动作捕捉并将这些动作无缝地映射到游戏角色上。这种精确的动作捕捉技术让用户在游戏中的每一个动作都能够得到及时而准确的响应。By acquiring motion information from the head, hands, legs, etc., high-precision motion capture is achieved and these movements are seamlessly mapped to the game character. This precise motion capture technology allows every action of the user in the game to be responded to promptly and accurately.
本发明把常规的3D游戏联机VR化,支持联机的游戏可以直接VR游玩联机,在虚拟世界中与朋友一起游戏、交流和分享体验。这种社交元素不仅增加了游戏的趣味性,也使得游戏体验更加丰富和多元。The present invention transforms conventional 3D games into VR games. Games that support online games can be directly played online in VR, and players can play, communicate and share experiences with friends in the virtual world. This social element not only increases the fun of the game, but also makes the game experience richer and more diverse.
本发明的一个实施例中,提供了一种计算机可读存储介质,其上存储有计算机程序,其特征在于,计算机程序被处理器执行时,实现上述任一项的游戏运行方法。In one embodiment of the present invention, a computer-readable storage medium is provided, on which a computer program is stored, characterized in that when the computer program is executed by a processor, any of the above-mentioned game running methods is implemented.
本发明的一个实施例中,提供了一种电子设备,包括:存储器、处理器;所述存储器上存储有计算机程序,所述计算机程序被所述处理器执行时,实现上述任一项所述的游戏运行方法。In one embodiment of the present invention, an electronic device is provided, comprising: a memory and a processor; a computer program is stored in the memory, and when the computer program is executed by the processor, any of the above-mentioned game running methods is implemented.
图2是本发明实施例的电子设备的结构框图。FIG. 2 is a structural block diagram of an electronic device according to an embodiment of the present invention.
如图2所示,电子设备200包括:处理器201和存储器203。其中,处理器201和存储器203相连,如通过总线202相连。可选地,电子设备200还可以包括收发器204。需要说明的是,实际应用中收发器204不限于一个,该电子设备200的结构并不构成对本发明实施例的限定。As shown in FIG2 , the electronic device 200 includes: a processor 201 and a memory 203. The processor 201 and the memory 203 are connected, such as through a bus 202. Optionally, the electronic device 200 may further include a transceiver 204. It should be noted that in actual applications, the transceiver 204 is not limited to one, and the structure of the electronic device 200 does not constitute a limitation on the embodiments of the present invention.
处理器201可以是CPU(Central Processing Unit,中央处理器),通用处理器,DSP(Digital Signal Processor,数据信号处理器),ASIC(Application SpecificIntegrated Circuit,专用集成电路),FPGA(Field Programmable GateArray,现场可编程门阵列)或者其他可编程逻辑器件、晶体管逻辑器件、硬件部件或者其任意组合。其可以实现或执行结合本发明公开内容所描述的各种示例性的逻辑方框、模块和电路。处理器201也可以是实现计算功能的组合,例如包含一个或多个微处理器组合,DSP和微处理器的组合等。The processor 201 may be a CPU (Central Processing Unit), a general-purpose processor, a DSP (Digital Signal Processor), an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array) or other programmable logic devices, transistor logic devices, hardware components or any combination thereof. It may implement or execute various exemplary logic blocks, modules and circuits described in conjunction with the disclosure of the present invention. The processor 201 may also be a combination that implements computing functions, such as a combination of one or more microprocessors, a combination of a DSP and a microprocessor, etc.
总线202可包括一通路,在上述组件之间传送信息。总线202可以是PCI(Peripheral Component Interconnect,外设部件互连标准)总线或EISA(ExtendedIndustry Standard Architecture,扩展工业标准结构)总线等。总线202可以分为地址总线、数据总线、控制总线等。为便于表示,图2中仅用一条粗线表示,但并不表示仅有一根总线或一种类型的总线。The bus 202 may include a path to transmit information between the above components. The bus 202 may be a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 202 may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, FIG. 2 only uses one thick line, but does not mean that there is only one bus or one type of bus.
存储器203用于存储与本发明上述实施例的游戏运行方法对应的计算机程序,该计算机程序由处理器201来控制执行。处理器201用于执行存储器203中存储的计算机程序,以实现前述方法实施例所示的内容。The memory 203 is used to store a computer program corresponding to the game running method of the above embodiment of the present invention, and the computer program is controlled and executed by the processor 201. The processor 201 is used to execute the computer program stored in the memory 203 to implement the content shown in the above method embodiment.
其中,电子设备200包括但不限于:移动电话、笔记本电脑、数字广播接收器、PDA(个人数字助理)、PAD(平板电脑)、PMP(便携式多媒体播放器)、车载终端(例如车载导航终端)等等的移动终端以及诸如数字TV、台式计算机等等的固定终端。图2示出的电子设备200仅仅是一个示例,不应对本发明实施例的功能和使用范围带来任何限制。The electronic device 200 includes, but is not limited to, mobile terminals such as mobile phones, laptop computers, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), vehicle-mounted terminals (such as vehicle-mounted navigation terminals), etc., and fixed terminals such as digital TVs, desktop computers, etc. The electronic device 200 shown in FIG. 2 is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present invention.
需要说明的是,在流程图中表示或在此以其他方式描述的逻辑和/或步骤,例如,可以被认为是用于实现逻辑功能的可执行指令的定序列表,可以具体实现在任何计算机可读介质中,以供指令执行系统、装置或设备(如基于计算机的系统、包括处理器的系统或其他可以从指令执行系统、装置或设备取指令并执行指令的系统)使用,或结合这些指令执行系统、装置或设备而使用。就本说明书而言,“计算机可读介质”可以是任何可以包含、存储、通信、传播或传输程序以供指令执行系统、装置或设备或结合这些指令执行系统、装置或设备而使用的装置。计算机可读介质的更具体的示例(非穷尽性列表)包括以下:具有一个或多个布线的电连接部(电子装置),便携式计算机盘盒(磁装置),随机存取存储器(RAM),只读存储器(ROM),可擦除可编辑只读存储器(EPROM或闪速存储器),光纤装置,以及便携式光盘只读存储器(CDROM)。另外,计算机可读介质甚至可以是可在其上打印所述程序的纸或其他合适的介质,因为可以例如通过对纸或其他介质进行光学扫描,接着进行编辑、解译或必要时以其他合适方式进行处理来以电子方式获得所述程序,然后将其存储在计算机存储器中。It should be noted that the logic and/or steps represented in the flowchart or otherwise described herein, for example, can be considered as a sequenced list of executable instructions for implementing logical functions, and can be specifically implemented in any computer-readable medium for use by an instruction execution system, device or apparatus (such as a computer-based system, a system including a processor, or other system that can fetch instructions from an instruction execution system, device or apparatus and execute instructions), or in combination with these instruction execution systems, devices or apparatuses. For the purposes of this specification, "computer-readable medium" can be any device that can contain, store, communicate, propagate or transmit a program for use by an instruction execution system, device or apparatus, or in combination with these instruction execution systems, devices or apparatuses. More specific examples of computer-readable media (a non-exhaustive list) include the following: an electrical connection portion with one or more wirings (electronic device), a portable computer disk box (magnetic device), a random access memory (RAM), a read-only memory (ROM), an erasable and programmable read-only memory (EPROM or flash memory), an optical fiber device, and a portable compact disk read-only memory (CDROM). In addition, the computer-readable medium may even be paper or other suitable medium on which the program is printed, since the program may be obtained electronically, for example, by optically scanning the paper or other medium and then editing, interpreting or processing in other suitable ways if necessary, and then stored in a computer memory.
应当理解,本发明的各部分可以用硬件、软件、固件或它们的组合来实现。在上述实施方式中,多个步骤或方法可以用存储在存储器中且由合适的指令执行系统执行的软件或固件来实现。例如,如果用硬件来实现,和在另一实施方式中一样,可用本领域公知的下列技术中的任一项或他们的组合来实现:具有用于对数据信号实现逻辑功能的逻辑门电路的离散逻辑电路,具有合适的组合逻辑门电路的专用集成电路,可编程门阵列(PGA),现场可编程门阵列(FPGA)等。It should be understood that the various parts of the present invention can be implemented by hardware, software, firmware or a combination thereof. In the above-mentioned embodiments, a plurality of steps or methods can be implemented by software or firmware stored in a memory and executed by a suitable instruction execution system. For example, if implemented by hardware, as in another embodiment, it can be implemented by any one of the following technologies known in the art or their combination: a discrete logic circuit having a logic gate circuit for implementing a logic function for a data signal, a dedicated integrated circuit having a suitable combination of logic gate circuits, a programmable gate array (PGA), a field programmable gate array (FPGA), etc.
在本说明书的描述中,参考术语“一个实施例”、“一些实施例”、“示例”、“具体示例”、或“一些示例”等的描述意指结合该实施例或示例描述的具体特征、结构、材料或者特点包含于本发明的至少一个实施例或示例中。在本说明书中,对上述术语的示意性表述不一定指的是相同的实施例或示例。而且,描述的具体特征、结构、材料或者特点可以在任何的一个或多个实施例或示例中以合适的方式结合。In the description of this specification, the description with reference to the terms "one embodiment", "some embodiments", "examples", "specific examples", or "some examples" means that the specific features, structures, materials or characteristics described in conjunction with the embodiment or example are included in at least one embodiment or example of the present invention. In this specification, the schematic representations of the above terms do not necessarily refer to the same embodiment or example. Moreover, the specific features, structures, materials or characteristics described may be combined in any one or more embodiments or examples in a suitable manner.
在本发明的描述中,需要理解的是,术语“中心”、“纵向”、“横向”、“长度”、“宽度”、“厚度”、“上”、“下”、“前”、“后”、“左”、“右”、“竖直”、“水平”、“顶”、“底”“内”、“外”、“顺时针”、“逆时针”、“轴向”、“径向”、“周向”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本发明和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本发明的限制。In the description of the present invention, it is to be understood that the terms “center”, “longitudinal”, “lateral”, “length”, “width”, “thickness”, “up”, “down”, “front”, “back”, “left”, “right”, “vertical”, “horizontal”, “top”, “bottom”, “inside”, “outside”, “clockwise”, “counterclockwise”, “axial”, “radial”, “circumferential”, etc., indicating orientations or positional relationships based on the orientations or positional relationships shown in the accompanying drawings, are only for the convenience of describing the present invention and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore should not be understood as limiting the present invention.
此外,术语“第一”、“第二”仅用于描述目的,而不能理解为指示或暗示相对重要性或者隐含指明所指示的技术特征的数量。由此,限定有“第一”、“第二”的特征可以明示或者隐含地包括至少一个该特征。在本发明的描述中,“多个”的含义是至少两个,例如两个,三个等,除非另有明确具体的限定。In addition, the terms "first" and "second" are used for descriptive purposes only and should not be understood as indicating or implying relative importance or implicitly indicating the number of the indicated technical features. Therefore, the features defined as "first" and "second" may explicitly or implicitly include at least one of the features. In the description of the present invention, the meaning of "plurality" is at least two, such as two, three, etc., unless otherwise clearly and specifically defined.
在本发明中,除非另有明确的规定和限定,术语“安装”、“相连”、“连接”、“固定”等术语应做广义理解,例如,可以是固定连接,也可以是可拆卸连接,或成一体;可以是机械连接,也可以是电连接;可以是直接相连,也可以通过中间媒介间接相连,可以是两个元件内部的连通或两个元件的相互作用关系,除非另有明确的限定。对于本领域的普通技术人员而言,可以根据具体情况理解上述术语在本发明中的具体含义。In the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", "connected", "fixed" and the like should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, it can be the internal connection of two elements or the interaction relationship between two elements, unless otherwise clearly defined. For ordinary technicians in this field, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.
在本发明中,除非另有明确的规定和限定,第一特征在第二特征“上”或“下”可以是第一和第二特征直接接触,或第一和第二特征通过中间媒介间接接触。而且,第一特征在第二特征“之上”、“上方”和“上面”可是第一特征在第二特征正上方或斜上方,或仅仅表示第一特征水平高度高于第二特征。第一特征在第二特征“之下”、“下方”和“下面”可以是第一特征在第二特征正下方或斜下方,或仅仅表示第一特征水平高度小于第二特征。In the present invention, unless otherwise clearly specified and limited, a first feature being "above" or "below" a second feature may mean that the first and second features are in direct contact, or the first and second features are in indirect contact through an intermediate medium. Moreover, a first feature being "above", "above" or "above" a second feature may mean that the first feature is directly above or obliquely above the second feature, or simply means that the first feature is higher in level than the second feature. A first feature being "below", "below" or "below" a second feature may mean that the first feature is directly below or obliquely below the second feature, or simply means that the first feature is lower in level than the second feature.
尽管上面已经示出和描述了本发明的实施例,可以理解的是,上述实施例是示例性的,不能理解为对本发明的限制,本领域的普通技术人员在本发明的范围内可以对上述实施例进行变化、修改、替换和变型。Although the embodiments of the present invention have been shown and described above, it is to be understood that the above embodiments are exemplary and are not to be construed as limitations of the present invention. A person skilled in the art may change, modify, replace and vary the above embodiments within the scope of the present invention.
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