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CN120168954A - Social interaction method, device, equipment and medium based on recall information - Google Patents

Social interaction method, device, equipment and medium based on recall information Download PDF

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Publication number
CN120168954A
CN120168954A CN202311763594.7A CN202311763594A CN120168954A CN 120168954 A CN120168954 A CN 120168954A CN 202311763594 A CN202311763594 A CN 202311763594A CN 120168954 A CN120168954 A CN 120168954A
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CN
China
Prior art keywords
account
recall
information
interaction
event
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202311763594.7A
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Chinese (zh)
Inventor
张耀文
孙雪冬
廖荣辉
何晶晶
徐志芬
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tencent Technology Shenzhen Co Ltd
Original Assignee
Tencent Technology Shenzhen Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Tencent Technology Shenzhen Co Ltd filed Critical Tencent Technology Shenzhen Co Ltd
Priority to CN202311763594.7A priority Critical patent/CN120168954A/en
Publication of CN120168954A publication Critical patent/CN120168954A/en
Pending legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The application discloses a social interaction method, device, equipment and medium based on recall information, and belongs to the field of computers. The method comprises the steps of displaying a recall display interface, displaying first recall information and first interaction controls of the first recall information on the recall display interface, wherein the recall display interface is used for displaying recall information of a first account and second account, the recall information comprises the first recall information which is generated according to interaction behaviors of the first account and the second account in a game application program, responding to operation triggering the first interaction controls, displaying interaction behaviors of the first account on the first recall information, responding to interaction of the first account and the first recall information, displaying first interaction information in chat interfaces of the first account and the second account, and prompting the interaction behaviors of the first account on the first recall information by the first interaction information. The method may facilitate social interactions between users based on the recall information.

Description

Social interaction method, device, equipment and medium based on recall information
Technical Field
The embodiment of the application relates to the field of computers, in particular to a social interaction method, device, equipment and medium based on recall information.
Background
In order to promote social contact between friends in the game, the game application automatically identifies the behavior of two accounts with friend relationships in the game, and automatically records and generates recall information when target behavior is identified. For example, when two accounts are in a team 30 times, a recall event is generated for the team 30 times and the generation time of the recall event is recorded.
In the related art, a game application provides a recall interface. The recall interface is used for displaying recall information recorded and generated in the game by the two accounts with the friend relationship, for example, the recall information can comprise recall events, recall data (friend days, intimacy days, team orders and the like) and the like, and a user can view the recall information of the friends in the recall interface.
However, recall interfaces provide only a presentation of recall information and do not directly facilitate social interactions between users.
Disclosure of Invention
The application provides a social interaction method, device, equipment and medium based on recall information, which can promote social interaction among users based on recall information. The technical scheme is as follows:
According to an aspect of the present application, there is provided a social interaction method based on recall information, the method including:
The method comprises the steps of displaying a recall display interface, wherein the recall display interface displays first recall information and a first interaction control of the first recall information, and is used for displaying recall information of a first account and a second account, the recall information comprises the first recall information, and the recall information is generated according to interaction behaviors of the first account and the second account in a game application program;
responding to the operation triggering the first interaction control, and displaying the interaction behavior of the first account on the first recall information;
And responding to interaction between the first account and the first recall information, and displaying a first interaction message in a chat interface between the first account and the second account, wherein the first interaction message is used for prompting interaction behavior of the first account on the first recall information.
According to another aspect of the present application, there is provided a social interaction device based on recall information, the device comprising:
The system comprises a display module, a recall display interface, a first interaction control and a first interaction control, wherein the recall display interface is used for displaying recall information of a first account and a second account, the recall information comprises the first recall information, and the recall information is generated according to interaction behaviors of the first account and the second account in a game application program;
the interaction module is used for receiving and triggering the operation of the first interaction control;
The display module is used for responding to the operation of triggering the first interaction control and displaying the interaction behavior of the first account on the first recall information;
the display module is used for responding to interaction between the first account and the first recall information, displaying a first interaction message in a chat interface between the first account and the second account, and prompting interaction behavior of the first account on the first recall information.
According to one aspect of the application, there is provided a computer device comprising a processor and a memory storing a computer program that is loaded and executed by the processor to implement a social interaction method based on recall information as described above.
According to another aspect of the present application, there is provided a computer readable storage medium storing a computer program loaded and executed by a processor to implement a social interaction method based on recall information as described above.
According to another aspect of the present application, a computer program product is provided, the computer program product comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device performs the social interaction method based on the recall information provided in the above aspect.
The technical scheme provided by the embodiment of the application has the beneficial effects that at least:
and displaying the recall information and the interaction control corresponding to the recall information in the recall display interface, wherein the user can perform interaction action with the recall information by triggering the interaction control. When one account and the recall information interact, the client side can automatically send interaction information of the recall information in chat interfaces of the two parties so as to remind the other party to participate in the interaction of the recall information, so that social interaction of the two accounts based on the recall information is promoted, social attribute of the recall information is enhanced, social interaction between the accounts is promoted, and interaction efficiency is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for the description of the embodiments will be briefly described below, and it is apparent that the drawings in the following description are only some embodiments of the present application, and other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 illustrates a block diagram of a computer system provided by an exemplary embodiment;
FIG. 2 illustrates a flow chart of a social interaction method based on recall information provided by one exemplary embodiment;
FIG. 3 illustrates a schematic diagram of a social interaction method based on recall information provided by one exemplary embodiment;
FIG. 4 illustrates a schematic diagram of a social interaction method based on recall information provided by one exemplary embodiment;
FIG. 5 illustrates a flow chart of a social interaction method based on recall information provided by one exemplary embodiment;
FIG. 6 illustrates a schematic diagram of a social interaction method based on recall information provided by one exemplary embodiment;
FIG. 7 illustrates a schematic diagram of a social interaction method based on recall information provided by one exemplary embodiment;
FIG. 8 illustrates a schematic diagram of a social interaction method based on recall information provided by one exemplary embodiment;
FIG. 9 illustrates a flow chart of a social interaction method based on recall information provided by one exemplary embodiment;
FIG. 10 illustrates a flow chart of a social interaction method based on recall information provided by one exemplary embodiment;
FIG. 11 illustrates a flow chart of a social interaction method based on recall information provided by one exemplary embodiment;
FIG. 12 illustrates a flow chart of a social interaction method based on recall information provided by one exemplary embodiment;
FIG. 13 illustrates a flow chart of a social interaction method based on recall information provided by one exemplary embodiment;
FIG. 14 illustrates a block diagram of a social interaction device based on recall information provided by one exemplary embodiment;
fig. 15 shows a block diagram of a computer device provided by an exemplary embodiment.
Detailed Description
Reference will now be made in detail to exemplary embodiments, examples of which are illustrated in the accompanying drawings. When the following description refers to the accompanying drawings, the same numbers in different drawings refer to the same or similar elements, unless otherwise indicated. The implementations described in the following exemplary examples do not represent all implementations consistent with the application. Rather, they are merely examples of apparatus and methods consistent with aspects of the application as detailed in the accompanying claims.
It should be understood that references herein to "a number" means one or more, and "a plurality" means two or more. "and/or" describes an association relationship of an association object, and indicates that there may be three relationships, for example, a and/or B, and may indicate that there are three cases of a alone, a and B together, and B alone. The character "/" generally indicates that the context-dependent object is an "or" relationship.
First, the terms involved in the embodiments of the present application will be briefly described:
Tactical competitive shooting game is an electronic game type, which merges exploration and collection elements of survival games and eliminates play to the last person. Is an electronic game form of the traditional multi-player mixed battle. Typically in such games, a large number of unarmed individual players or small teams are placed in a large virtual environment. Players must collect armor, props, etc. to catch up with other players while avoiding being killed. Over time, the secure area of the map may shrink and players outside the secure area may be injured or killed, forcing players into smaller areas and encountering each other. The last surviving player or team wins.
A virtual environment (or "virtual world") is a three-dimensional virtual environment that a client displays (or provides) while running on a terminal. The virtual environment may be a simulation environment for the real world, a semi-simulation and semi-imaginary environment, or a pure imaginary environment.
Optionally, the virtual environment is a combat environment of the virtual character. Illustratively, in a large fleeing-type game, at least one virtual character performs a single play in the virtual environment, the virtual character achieves the purpose of surviving in the virtual environment by evading attacks initiated by hostile units and hazards existing in the virtual environment (e.g., poison gas rings, marshlands, etc.), when the life value of the virtual character in the virtual environment is zero, the life of the virtual character in the virtual environment ends, and the last surviving virtual character is the winner.
FIG. 1 illustrates a block diagram of a computer system provided in accordance with an exemplary embodiment of the present application. The computer system includes a first terminal 110, a second terminal 120, and a server 140.
The first terminal 110 installs and runs a client of the game application. The client logs in with a control account for controlling the Virtual character, and the game application program can be any one of a First-Person shooter (FPS) game, a Third-Person shooter (Personal Shooting, TPS) game, a MOBA (Multiplayer Online Battle Arena, multi-Person online tactical competition) game, a Role-playing game (roll-PLAYING GAME, RPG), a Virtual Reality (VR) application program and an augmented Reality (Augmented Reality, AR) program. The first terminal 110 is a terminal used by a first user who uses the first terminal 110 to control a first virtual character (a master virtual character of the first terminal) located in the virtual environment to perform activities including, but not limited to, adjusting at least one of body posture, walking, running, jumping, riding, driving, aiming, picking up, and using throwing-type props. Illustratively, the first avatar is a virtual character, such as a simulated character object or a cartoon character object. Illustratively, the first user controls the first avatar to engage in activity through a UI control on the virtual environment screen.
The second terminal 120 installs and runs a client of the game application. The client is logged in with a control account for controlling the virtual character, and the client can be any one of a first person shooting game, a third person shooting game, a MOBA game, a role playing game, a virtual reality application program and an augmented reality program. The second terminal 120 is a terminal used by a second user who uses the second terminal 120 to control a second virtual character (a master virtual character of the second terminal) located in the three-dimensional virtual environment to perform activities including, but not limited to, adjusting at least one of body posture, walking, running, jumping, riding, driving, aiming, picking up, and using throwing-type props. Illustratively, the second avatar is a virtual character, such as an emulated character object or a cartoon character object. Illustratively, the user then controls the second avatar to engage in activity via a UI control on the virtual environment screen.
The first terminal 110 and the second terminal 120 are connected to the server 140 through a wireless network or a wired network.
Server 140 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server 140 includes a processor and a memory, where the memory further includes a receiving module, a control module, and a sending module, where the receiving module is configured to receive a request sent by a client, such as a request for controlling movement of a virtual character, the control module is configured to control rendering of a virtual environment screen, and the sending module is configured to send a response to the client, such as sending to the client that the position of the virtual character has been changed. The server 140 is used to provide background services for clients supporting virtual environments. Alternatively, the server 140 takes over primary computing effort, the first terminal 110 takes over secondary computing effort, or the server 140 takes over secondary computing effort, the first terminal 110 takes over primary computing effort, or the server 140 and the first terminal 110 take over computing effort in a coordinated manner.
The client of the game application running on the first terminal is exemplified as a shooting game client. A recall display interface 101 is displayed on the first terminal, and a plurality of recall events 102 of the first account (user nickname 1) and the second account (user nickname 2) are displayed in the recall display interface 101, each recall event 102 corresponds to a praise control 103, and the user can trigger the praise control 103 to praise the corresponding recall event. When the first account or the second account is the praise of the recall event, the client automatically sends the praise information of the recall event in the chat interface of the first account and the second account so as to prompt the other account to participate in the praise interaction of the recall event.
Alternatively, the clients described above may run on different operating system platforms (android or IOS). Optionally, the device type of the terminal comprises at least one of a smart phone, a smart watch, a vehicle-mounted terminal, a wearable device, a smart television, a tablet personal computer, an electronic book reader, an MP3 player, an MP4 player, a laptop portable computer and a desktop computer. The following embodiments are illustrated with the terminal comprising a smart phone.
Those skilled in the art will recognize that the number of terminals may be greater or lesser. Such as the above-mentioned terminals may be only one, or the above-mentioned terminals may be several tens or hundreds, or more. The embodiment of the application does not limit the number of terminals and the equipment type.
Fig. 2 is a flowchart illustrating a social interaction method based on recall information according to an exemplary embodiment of the present application, which is applied to the first terminal 110 (or a client of a game application installed on the first terminal 110) shown in fig. 1, for illustration, the method includes:
and 210, displaying a recall display interface, wherein the recall display interface displays first recall information and a first interactive control of the first recall information, and the recall display interface is used for displaying recall information of the first account and the second account, wherein the recall information comprises the first recall information, and the recall information is generated according to the interactive behaviors of the first account and the second account in the game application program.
The method is performed by a first terminal on which a client (first client) of a game application is installed. A first account of the game application is logged on to the first client.
In the game application program, the first account and the second account have relevance, wherein the relevance can be represented by at least one aspect that the first account and the second account have friend relations, the first account and the second account have intimate relations, the first account and the second account are once formed to participate in game play, and the first account and the second account are once participated in the same game play.
The affinity refers to that the first account and the second account have friend relations, and the first account and the second account establish affinity (girlfriend, base friend, lovers, and the like) under the condition that the affinity of the first account and the second account is greater than a threshold value.
The game application program provides recall display interfaces for the two accounts with the relevance, and the recall display interfaces are used for displaying recall information of the two accounts. At least one content, namely a first account, a second account, recall information and an interactive control for recall information, is displayed in the recall display interface.
For example, as shown in fig. 3, the recall display interface 101 displays account information 401 (user nickname, head portrait, level) of the first account, account information 402 (user nickname, head portrait, level) of the second account, association 403 (e.g., affinity level) of the first account and the second account, recall information (at least one of recall event, recall data) of the first account and the second account. Recall events include, for example, team fight x times, spark x times, cat x times, team fight x times, etc. Recall data including friend days, intimacy days, number of team groups, team place number, etc.
In an alternative embodiment, the recall display interface is only used for viewing two accounts, that is, only the first account and the second account have the viewing authority of the recall display interface, and other accounts (accounts except the first account and the second account) have no authority to view the recall display interface (or the recall display interface inlets of the first account and the second account are not displayed on the client side of the other accounts).
In another alternative embodiment, the recall display interface allows any account to be viewed, but allows only two accounts to interact. That is, other accounts can enter the recall display interface of the first account and the second account to view recall information, but other accounts cannot interact with recall information (the interaction control cannot be triggered, or the interaction control cannot be displayed in the recall display interface displayed by other accounts), and only the first account and the second account can interact with recall information through the interaction control.
Recall information is automatically generated by the game application based on the interaction behavior of the first account and the second account. The recall information is automatically generated according to recall generation conditions, and when the recall generation conditions are triggered by the first account and the second account, the game application program automatically records recall information corresponding to the recall generation conditions for the first account and the second account. Optionally, the recall information may be automatically generated according to the game performance of the first account and the second account in the game pair, and the recall information may also be automatically generated according to the game performance of the first account and the second account in the game pair.
The recall information may include at least one of recall events, recall data.
The recall event displayed in the recall presentation interface may include at least one of an event name, a number of event triggers, an event trigger time, event description information, an event generation condition. Recall that the event is automatically recorded by the first account and the second account when the event generation condition is triggered, and the event generation condition is a condition requiring the first account and the second account to participate together. The first account and the second account can trigger the same event generation condition for a plurality of times, and each time the same event generation condition is triggered, the game application program automatically records once and automatically records the event triggering times of the current event.
The event generating conditions may be set for the game play behavior of the first account and the second account in the game play, or may be set for the anniversary of the first account and the second account, or may be set for the interaction behavior of the first account and the second account outside the game play.
Recall that events include, for example, team combat, and whenever a first account and a second account team participate in a game play, the game application records a team combat event and records the number of event triggers that currently trigger the team combat event.
Optionally, recall events are sequentially arranged in a form of a time axis according to event trigger time in a recall presentation interface. Namely, a time axis is displayed in the recall display interface, each time node of the time axis marks the event triggering time of the recall event, and the specific recall event is correspondingly marked, so that a user can browse the recall events of both parties by dragging the time axis.
By way of example, recall events may be understood as friend logs automatically recorded for the first and second accounts by the gaming application, recording the forgetful moments that have been commonly passed in the gaming application since the first and second accounts established an association.
In another alternative embodiment, the first account or the second account may also actively record and issue recall events in the recall presentation interface. For example, a recall event release control is displayed in the recall display interface, a recall event editing interface is displayed in response to triggering of the recall event release control, an information editing operation of a recall event is received in the recall event editing interface, and a recall event released by the first account is displayed in the recall display interface in response to the operation of saving and releasing.
The recall data is used for recording data information between the first account and the second account. For example, recall data includes at least one of friend days, affinity establishment days, affinity (the affinity between accounts can be increased by social interaction, such as team making a pair, giving gifts, praying, chat, etc.), team score data, team session, number of conversation messages, recent team game time, affinity level, etc. of the first account and the second account.
Illustratively, at least one piece of recall information is displayed in the recall presentation interface, the at least one piece of recall information including the first recall information. The first recall information may refer to any one piece of recall information, or may refer to any plurality of pieces of recall information.
The recall information in the recall display interface corresponds to respective interactive controls, and the interactive controls are used for triggering interaction behaviors with the recall information. For example, the interactive controls may include at least one of a praise control, a comment control, a punch card control, a share control, a forward control. The corresponding interaction behavior comprises at least one of praise, comment, card punching, sharing and forwarding.
The interaction control is taken as an example, a recall display interface is displayed, the recall display interface displays first recall information and first recall information, the recall display interface is used for displaying recall information of the first account and the second account, the recall information comprises the first recall information, and the recall information is automatically generated according to interaction behaviors of the first account and the second account in the game application program. And responding to the operation of triggering the first praise control, and displaying first recall information of the first account praise. And responding to the first recall information of the first account number, displaying a first praise message in a chat interface of the first account number and the second account number, wherein the first praise message is used for prompting the first account number to praise the first recall information.
The first interaction control comprises at least one interaction control corresponding to the first recall information.
For example, the first account may enter the recall presentation interface from the buddy interface of the second account. For example, a buddy list interface of the first account is displayed, in which at least one buddy of the first account is displayed, including the second account.
In an alternative embodiment, a recall presentation interface entry control corresponding to each friend may be displayed in the friend list interface, for example, a recall presentation interface entry control corresponding to the second account is displayed in the friend list interface, and a recall presentation interface of the first account and the second account is displayed in response to triggering the recall presentation interface entry control.
In another alternative embodiment, a recall presentation interface entry control may be displayed in the account information presentation interface of the second account. For example, a trigger operation for checking the second account is received in the friend list interface, an account information display interface of the second account is displayed, a recall display interface entry control is displayed in the account information display interface, and a recall display interface of the first account and the second account is displayed in response to the trigger recall display interface entry control.
Step 220, in response to triggering the operation of the first interaction control, displaying the interaction behavior of the first account on the first recall information.
For example, a user of the first account may trigger a first interaction control to control interaction of the first account with the first recall information.
For example, in response to an operation triggering the first praise control, first recall information for the first account praise is displayed in a recall presentation interface. And responding to the operation of triggering the first comment control, and displaying first recall information of the first account comment in the recall display interface. And responding to the operation of triggering the first card punching control, and displaying first recall information of the first account card punching in the recall display interface.
And 230, in response to interaction of the first account and the first recall information, displaying a first interaction message in a chat interface of the first account and the second account, wherein the first interaction message is used for prompting interaction behavior of the first account on the first recall information.
For example, to facilitate social interaction between the two accounts, when one account interacts with the recall information, the game application may automatically send an interaction message in the chat interface of the two parties to alert the one account that the one account has interacted with the recall information, and direct the other account to interact with the recall information.
For example, after the first account performs step 210 and step 220 to interact with the first recall information, the game application program automatically sends a first interaction message in the chat interface between the first account and the second account. That is, the first interactive message is displayed on the first client of the first account, and the first interactive message is also displayed on the second client of the second account.
The first interactive message comprises at least one of first recall information, interaction behavior of the first account and the first recall information, a fifth interactive control and a jump control of a recall display interface. The fifth interaction control is used for displaying the current interaction state of the first recall information, and the fifth interaction control is used for guiding the interaction between the second account and the first recall information. The second account can trigger the fifth interaction control to interact with the first recall information quickly (without entering the recall display interface). The jump control is used for opening recall display interfaces of the first account and the second account.
When the first recall information corresponds to at least two interactive controls and the first account triggers one of the interactive controls to interact with the first recall information, the interaction type of the fifth interactive control displayed in the first interactive message is the same as the interaction type triggered by the first account. For example, the first recall information corresponds to a first praise control and a first comment control, the fifth interaction control displayed in the first interaction message is a fifth praise control when the first account triggers the first praise control to praise the first recall information, and the fifth interaction control displayed in the first interaction message is a fifth comment control when the first account triggers the first comment control to comment on the first recall information.
For example, as shown in fig. 4, in response to interaction between the first account and the first recall information, a first interaction message 502 is displayed in a chat interface 501 between the first account and the second account, where the first interaction message 502 is used to prompt the first account to approve the first recall information.
The chat interface is a private chat interface of the first account and the second account within the game application. The chat interface is used for instant communication in the game application program between the first account and the second account.
In summary, according to the method provided by the embodiment of the application, the recall information and the interactive control corresponding to the recall information are displayed in the recall display interface, and the user can perform interactive behavior by triggering the interactive control and the recall information. When one account and the recall information interact, the client side can automatically send interaction information of the recall information in chat interfaces of the two parties so as to remind the other party to participate in the interaction of the recall information, so that social interaction of the two accounts based on the recall information is promoted, social attribute of the recall information is enhanced, social interaction between the accounts is promoted, and interaction efficiency is improved.
Illustratively, the display style of the interactive control is determined based on the interactive status of the recall information.
Fig. 5 shows a flowchart of a social interaction method based on recall information according to an exemplary embodiment of the present application, which is applied to the first terminal 110 (or a client of a game application installed on the first terminal 110) shown in fig. 1 for illustration. Based on the embodiment shown in fig. 2, step 220 includes step 221 and step 222, and step 230 is followed by step 240.
And 210, displaying a recall display interface, wherein the recall display interface displays first recall information and a first interactive control of the first recall information, and the recall display interface is used for displaying recall information of the first account and the second account, wherein the recall information comprises the first recall information, and the recall information is generated according to the interactive behaviors of the first account and the second account in the game application program.
In the recall display interface, the display style of the interactive control is determined according to the interactive state of recall information.
The recall information only supports interaction between the first account and the second account, and the interaction state comprises whether the first account interacts with the recall information or not and whether the second account interacts with the recall information or not.
Therefore, the interaction state of the recall information comprises at least one of the first account and the second account which are not interacted, the first account which is interacted and the second account which is not interacted, the first account which is not interacted and the second account which is interacted, and the first account and the second account which are interacted.
Recall information of different interaction states, and the interaction controls are displayed in different states.
For example, when neither the first account nor the second account is interacted, the interaction control is displayed in a first mode. The first pattern is used for indicating that neither the first account nor the second account is interacted with the recall information. And when the first account is interacted and the second account is not interacted, displaying the interaction control as a second style. The second style is used for indicating that the first account is interacted with the first recall information, and the second account is not interacted with the recall information. And when the first account is not interacted and the second account is interacted, displaying the interaction control as a third style. The third pattern is used for indicating that the first account is not interacted with the first recall information, and the second account is interacted with the recall information. And when the first account and the second account are interacted, displaying the interaction control as a fourth mode. The fourth pattern is used for indicating that the first account and the second account are interacted with the recall information.
Taking the example that the interactive control is a praise control (the first interactive control comprises a first praise control and the interactive behavior comprises praise), examples of display styles of two interactive controls are given:
first, as shown in fig. 6:
The first praise control of the first style 601 includes a praise icon displayed as a not praise state;
The first praise control of the second style 602 includes a praise icon displayed as a praise state;
The first praise control of the third style 603 includes one praise icon displayed in a praise state and one praise icon displayed in a not praise state;
The first praise control of the fourth style 604 includes two praise icons displayed as praise states, and optionally, when both parties praise, the first praise control of the fourth style may be displayed as a dynamic effect to highlight the recall information as praise by both parties.
Second, as shown in FIG. 7, the first praise control includes a opponent praise icon 702 and a own praise icon 701;
As in (1) of fig. 7, the first praise control of the first style includes a counterpart praise icon 702 and a own praise icon 701 each displayed in an unpopular state;
As in (2) of fig. 7, the first praise control of the second style includes the opponent praise icon 702 being displayed in an unpopulated state and the own praise icon 701 being displayed in a praise state;
as in (3) of fig. 7, the first praise control of the third style includes the opponent praise icon 702 being displayed in a praise state, the own praise icon 701 being displayed in a praise state;
As in (4) of fig. 7, the first praise control of the fourth style includes a counterpart praise icon 702 and a own praise icon 701 each displayed in a praise state.
For example, in the first example of the display pattern, the pattern of the praise icon may also be displayed as a heart shape. As shown in fig. 8, the first pattern 703 is displayed when both parties are not in favor, the second pattern 704 is displayed when only the first account is in favor, the third pattern 705 is displayed when only the second account is in favor, and the fourth pattern 706 is displayed when both parties are in favor.
In step 221, in response to triggering the operation of the first interactive control, the first interactive control is displayed to change from the first style to the second style in the case that the second account does not interact with the first recall information.
In step 222, in response to triggering the operation of the first interactive control, the first interactive control is displayed to change from the third style to the fourth style in the case that the second account has interacted with the first recall information.
Based on the above description of the display style of the interactive control, the interactive control may update the display style as the interactive state is updated. Under the condition that neither the first account nor the second account is interacted with the first recall information, the first account and the first recall information interact, so that the first interaction control is updated from the first mode to the second mode. Under the condition that the first account is not interacted with the first recall information and the second account is interacted with the first recall information, the first interaction control is updated from the third mode to the fourth mode by the interaction of the first account and the first recall information.
And 230, in response to interaction of the first account and the first recall information, displaying a first interaction message in a chat interface of the first account and the second account, wherein the first interaction message is used for prompting interaction behavior of the first account on the first recall information.
Optionally, a fifth interaction control of the first recall information may also be displayed in the first interaction message, and a display style of the fifth interaction control is also determined according to an interaction state of the first recall information. The fifth interaction control is displayed in a first mode when the first account and the second account are not interacted with the first recall information, is displayed in a second mode when the first account is interacted with the first recall information and the second account is not interacted with the first recall information, is displayed in a third mode when the first account is not interacted with the first recall information and the second account is interacted with the first recall information, and is displayed in a fourth mode when the first account and the second account are interacted with the first recall information.
It should be noted that, after the first interaction message is sent, the display style of the fifth interaction control is updated in real time along with the interaction state of the first recall information. For example, when the first interaction message is sent, the fifth interaction control is displayed in the second style (the own side has interacted with the other side and is not interacted with), and then if the second account interacts with the first recall information, the fifth interaction control in the first interaction message is updated in real time to the fourth style (both sides have interacted with).
And 240, determining the display style of the recall information according to the interaction state of the recall information in the recall display interface.
For example, to further highlight the interaction state of the recall information, the presentation style of the recall information is also determined according to the interaction state. For example, the interactive information that both parties have interacted with is displayed in a highlighted manner.
The method comprises the steps of taking recall events as examples, displaying a first type of recall event as a first event display mode, displaying a second type of recall event as a second event display mode, displaying a third type of recall event as a third event display mode, wherein the first event display mode, the second event display mode and the third event display mode are three different event display modes, the first type of recall event comprises recall events which are not interacted by a first account and a second account, the second type of recall event comprises recall events which are interacted by one account of the first account and the second account, and the third type of recall event comprises recall events which are interacted by the first account and the second account.
For example, as shown in fig. 8, recall events that were praise for only one account and that were not praise for both may be displayed as one event presentation style 707 (i.e., the first event presentation style and the second event presentation style are the same), and recall events that were praise for both accounts may be displayed as another event presentation style 708 (the third event presentation style).
In summary, the method provided by the embodiment of the application can display the corresponding interaction control according to the interaction state of the recall information, and can also determine the display mode of the recall information according to the interaction state of the recall information, and directly distinguish recall information which is not interacted by both parties, not interacted by the own interaction counterpart, not interacted by the opposite party and interacted by both parties through the display modes of the interaction control and the recall information, so that a user is guided to participate in interaction of the recall information, social properties of the recall information are enhanced, social interaction among accounts is promoted, and interaction efficiency is improved.
According to the method provided by the embodiment of the application, when both parties interact with the recall information, the interaction control can be displayed as a dynamic effect, and the recall information is highlighted, so that the attention of the account of both parties to the recall information is highlighted, and social interaction of the account of both parties based on the recall information is promoted.
For example, an interaction control can be displayed in the interaction message in the chat interface, and the user can quickly participate in the interaction of recall information by triggering the interaction control in the interaction message.
Fig. 9 shows a flowchart of a social interaction method based on recall information according to an exemplary embodiment of the present application, which is applied to the first terminal 110 (or a client of a game application installed on the first terminal 110) shown in fig. 1 for illustration. The method comprises the following steps.
Step 310, displaying a second interaction message in the chat interface between the first account and the second account under the condition that the second account interacts with the second recall information, wherein the second interaction message is used for prompting the interaction behavior of the second account on the second recall information, and the second interaction message comprises a second interaction control of the second recall information.
The first account and the second account are also displayed with second recall information in the recall display interface. When the second account interacts with the second recall information, the client of the first account receives the second interaction message sent by the server, and the client displays the second interaction message to a chat interface between the first account and the second account to remind the first account that the second account has interacted with the second recall information.
And displaying an interaction control (second interaction control) with second recall information in the second interaction message. The first account number may trigger a second interaction control in the second interaction message to interact with the second recall information.
Alternatively, referring to the embodiment shown in fig. 5, the display style of the second interactive control may be determined according to the interaction state of the second recall information.
Step 320, in response to triggering the operation of the second interaction control, displaying the interaction behavior of the first account on the second recall information.
The first account can trigger a second interaction control in the second interaction message to interact with the second recall information quickly. For example, the second interactive control includes a second praise control, and the first account praise second recall information is displayed in response to triggering the second praise control.
For example, the interaction with the recall information in the chat interface may be displayed simultaneously in the recall presentation interface. If the recall display interface of the first account and the second account is opened after executing step 320, the recall display interface will display that the first account has interacted with the second recall information.
And step 350, responding to interaction of the first account and the second recall information, and displaying a third interaction message in a chat interface of the first account and the second account, wherein the third interaction message is used for prompting interaction behavior of the first account on the second recall information.
For example, triggering interactive actions in the chat interface may also trigger automatic sending of interactive messages. When the first account triggers the second interaction control to interact with the second recall information in the chat interface, a third interaction message is automatically popped up in the chat interface, and the third interaction message is used for prompting that the first account has interacted with the second recall information. The third interactive message is also displayed in the client of the second account.
In summary, according to the method provided by the embodiment of the application, after interaction between the account number and the recall information of one party, an interaction message is automatically sent in the chat interface of both parties, and the interaction control is carried in the interaction message. The other party account can interact with the recall information rapidly by triggering the interaction control in the interaction message, so that the efficiency of social interaction of the two party accounts based on the recall information is improved, the social attribute of the recall information is enhanced, the social interaction among the accounts is promoted, and the interaction efficiency is improved.
According to the method provided by the embodiment of the application, after one account interacts with the recall information through the interaction control in the interaction message, the automatic sending of the interaction message is triggered as well, the discussion and social interaction of the two parties on the recall information are initiated through the interaction message, and the interaction efficiency of the two parties is improved.
For example, a list of recall information may be displayed in the chat interface, and the user may also interact quickly with the recall information in the list of recall information.
Fig. 10 shows a flowchart of a social interaction method based on recall information according to an exemplary embodiment of the present application, which is applied to the first terminal 110 (or a client of a game application installed on the first terminal 110) shown in fig. 1 for illustration. The method comprises the following steps.
And 330, displaying an information display area in the chat interface of the first account and the second account, wherein the information display area displays second recall information of the first account and the second account and third interactive controls of the second recall information.
The chat interface is displayed with an information display area of the second account, and the information display area is displayed with the first account, second recall information of the second account and a third interactive control of the second recall information.
The chat interface between the first account and the second account may further include an information display area of the second account, where a recall information list of the first account and the second account may be displayed. The recall information list comprises at least one recall information of the first account and the second account, and each recall information corresponds to an interaction control. The second recall information is displayed in the recall information list.
For example, the information display area of the second account may also display information related to the second account, such as a nickname, a head portrait, a level, a gender, an online status, a team status, a segment, and the like of the user of the second account.
For example, as shown in fig. 4, on the right side of the chat interface 501, an information display area 503 of the second account is displayed, and below the information display area, recall information 504 of the first account and the second account is displayed, where the recall information 504 includes the second recall information, and a third interactive control 505 of the second recall information. The user of the first account may trigger a third interactive control to interact quickly with the second recall information.
Alternatively, referring to the embodiment shown in fig. 5, the display style of the third interactive control may be determined according to the interaction state of the second recall information. Likewise, the display style of the second recall information in the recall information list may also be determined according to the interaction state.
And step 340, in response to triggering the operation of the third interaction control, displaying the interaction behavior of the first account on the second recall information.
The first account can trigger a third interaction control in the information display area to interact with the second recall information quickly. For example, the third interactive control includes a third praise control, and the first account praise second recall information is displayed in response to triggering the third praise control.
For example, the interaction with the recall information in the chat interface may be displayed simultaneously in the recall presentation interface. If the recall display interface of the first account and the second account is opened after executing step 340, the recall display interface will display that the first account has interacted with the second recall information. Likewise, the recall information displayed in the information presentation area is updated in a similar manner.
And step 350, responding to interaction of the first account and the second recall information, and displaying a third interaction message in a chat interface of the first account and the second account, wherein the third interaction message is used for prompting interaction behavior of the first account on the second recall information.
For example, triggering interactive actions in the chat interface may also trigger automatic sending of interactive messages. When the first account triggers the third interaction control to interact with the second recall information in the information display area, the third interaction information is popped up automatically in the chat interface, and the third interaction information is used for prompting that the first account has interacted with the second recall information. The third interactive message is also displayed in the client of the second account.
In summary, in the method provided by the embodiment of the application, the recall information list is displayed in the chat interface of both parties, the user can interact with the recall information rapidly through the interaction control in the recall information list, and after the interaction is triggered, the interaction message is automatically sent in the chat interface to guide the other party to participate in the interaction of the recall information, so that the efficiency of social interaction of the accounts of both parties based on the recall information is improved, the social attribute of the recall information is enhanced, the social interaction between the accounts is promoted, and the interaction efficiency is improved.
For example, the game application may also automatically record messages sent by both parties in the chat interface after sending the interactive message, and store the messages in association with the recall information.
Fig. 11 shows a flowchart of a social interaction method based on recall information according to an exemplary embodiment of the present application, which is applied to the first terminal 110 (or a client of a game application installed on the first terminal 110) shown in fig. 1 for illustration. Based on the method shown in fig. 2, step 230 is followed by step 250.
And step 250, displaying the associated message corresponding to the first recall information in the recall display interface.
The related message comprises at least one dialogue message of the first account and the second account in the chat interface within a preset time after the first interactive message is sent.
In an exemplary embodiment, the game application may automatically record n dialogue messages between the first account and the second account after the first interaction message is sent, store the n dialogue messages in association with the first recall information, and display the n dialogue messages as association messages of the first recall information in the conference display interface. n may take any positive integer, for example n takes 10.
Or the game application program can automatically record the dialogue message between the first account and the second account in the first time period after the first interactive message is sent, store the dialogue message in association with the first recall information, and display the dialogue message as the association message of the first recall information in the conference display interface. The first time period may be set as desired, for example, the first time period may be set to 1 day.
For example, at least one dialogue message may be stored as a comment message of the first recall information, and presented in the comment area of the first recall information.
In summary, according to the method provided by the embodiment of the application, the game application program can automatically store the dialogue message initiated by the account of the two parties aiming at the recall information, store the dialogue message as the associated message of the recall information, display the associated message of the recall information in the recall display interface, help the account of the two parties automatically save good recall, promote social interaction of the account of the two parties based on the recall information, enhance the social attribute of the recall information, promote social interaction among accounts, and improve interaction efficiency.
The game application program can automatically send event prompt messages to the two parties according to the historical interaction behaviors of the accounts of the two parties aiming at the same target event, and remind the two parties to conduct social interaction based on the recall information.
Fig. 12 shows a flowchart of a social interaction method based on recall information according to an exemplary embodiment of the present application, which is applied to the first terminal 110 (or a client of a game application installed on the first terminal 110) shown in fig. 1 for illustration. Based on the method shown in fig. 2, step 230 is followed by step 260.
In step 260, in case that both the first account and the second account interact with the third recall event, in response to generating the fourth recall event, an event prompt message is displayed in a chat interface of the first account and the second account, where the event prompt message is used to prompt the fourth recall event to the first account and the second account.
The event prompt message comprises a fourth interaction control of a fourth recall event.
The recall information comprises a third recall event and a fourth recall event, wherein the third recall event is a recall event generated by the ith trigger target event condition, the fourth recall event is a recall event generated by the (i+1) th trigger target event condition, and i is a positive integer.
That is, when the first account and the second account trigger multiple recall events for the same event generating condition, the game application may trigger the event prompt message according to the interaction state of the first account and the second account for the historical recall events. If the first account and the second account are interacted with the historical recall event, the first account and the second account are higher in attention degree to the recall event, and event prompt messages can be automatically sent to the first account and the second account when the recall event is triggered next time so as to prompt the two parties to conduct social interaction based on the recall event.
For example, when the event prompt message is sent, both parties interact with the fourth recall event, and the fourth interaction control in the event prompt message is displayed as the first style. Similarly, the display style of the fourth interactive control in the event prompt message is updated in real time along with the interactive state of the fourth recall event.
In summary, according to the method provided by the embodiment of the application, the game application program can automatically trigger the sending of the event prompt message according to the interaction behavior of the account numbers of the two parties and the historical recall message, and when the account numbers of the two parties pay attention to a certain type of recall event, the game application program can automatically send the event prompt message after triggering the recall event next time, so as to remind the two parties of interaction based on the recall event, promote the account numbers of the two parties to carry out social interaction based on the recall information, enhance the social attribute of the recall information, promote the social interaction among the account numbers, and improve the interaction efficiency.
Illustratively, taking praise as an example, recall events and praise states of recall events are stored in a database of a server, and an embodiment of client, server and database multi-side interactions is presented below.
Fig. 12 shows a flowchart of a social interaction method based on recall information according to an exemplary embodiment of the present application, which is applied to the first terminal 110 (or a client of a game application installed on the first terminal 110) and a server shown in fig. 1 for illustration. The method comprises the following steps.
Step 801, when a player requests to check the recall event (interaction event) and the praise state of friends, the client sends a request message to the server to request the recall event and the praise data corresponding to the recall event.
Step 802, the server pulls the event data and the praise data of the recall event into the database according to the request message, and integrates the event data and the praise data of the recall event. Recall the event and praise data back to the client.
The recall event is stored in the personal information of the player, and the praise data is common data information of both friends, so that the recall event is stored in the redis database independently. When the client pulls the data, the background combines the event data and the praise data and returns the event data and the praise data to the client.
Recall that event data content of an event includes:
Even_id recall event identification;
Count number of event achievement;
The param_list each event corresponds to an additional parameter to be displayed;
Time achievement event time.
The praise data includes each recall event identification of both friends and a list of players who have praise. Wherein the praise data is a share of data shared by both parties.
When the client requests data, the server integrates the approved player list into the corresponding interaction event and sends the player list to the client together.
Step 803, the client displays a recall display interface according to the recall event and the praise data provided by the server, and displays the corresponding recall event and the praise data in the recall display interface.
In step 804, when the player triggers the praise control to praise the recall event, the client determines whether the current account has praise the recall event, if so, prompts that the player has praise, and if not, sends a praise request to the server.
When a player prays a certain recall event, the player is checked to see if the event has been reached and if the player has praised. When the verification is passed, the praise data is modified, and the other party friend of the event is notified.
The verification state which may be triggered by the praise action comprises that the praise action is not good friends with the other party, the interaction event is not achieved yet, the praise action cannot be praise, the praise action is sent, the praise action cannot be praise, and the praise action can be successfully praise.
In step 805, the server receives the praise request sent by the client, and updates the praise status to the database. After the database returns successful update, the server returns successful praise to the client.
Each time a player successfully praise through verification, the server automatically sends a structured message in the chat window of two people to inform the client.
In step 806, the client receives the praise and praise packet returned by the server, and displays the praise and praise effect in the recall display interface.
In step 807, when the other party has praise the recall event, the player triggers a praise control to praise the recall event, the client determines whether the current account has praise the recall event, if so, prompts that the user has praise, and if not, sends a praise request to the server.
In step 808, the server receives the praise request sent by the client, and updates the praise status to the database. After the database returns successful update, the server returns approval to the client.
And step 809, the client receives the praise and praise package returned by the server and displays the bidirectional praise and praise special effects in a recall display interface.
Illustratively, each time a player opens a group queue or an interactive profile (recall presentation interface), the latest data is pulled to the server, and when his/her endorsement is successful, his/her page endorsement performance is updated. When the friends praise the interaction event, the friends can also receive praise and approval step information of the server, and the praise and approval performance of the current page is correspondingly refreshed.
In an alternative embodiment, a praise control may also be provided for each game play, and the user may praise the historical game play in the historical game play list. For example, a history match list is displayed, the history match list includes a first history match, and a sixth praise control corresponding to the first history match is also displayed in the history match list. And responding to the first historical check of the first account, sending a check-in and check-out message to at least one account participating in the first historical check-in and having a friend relationship with the first account, wherein the check-in and check-out message is used for prompting the first account to check-in and check-out the first historical check-in. For example, if the second account has a friend relationship with the first account and participates in the first history office, an office-to-office approval message is displayed in the chat interface between the first account and the second account. A seventh praise control can be displayed in the praise message, so that the second account can praise the first historical praise. Or the third account and the second account have friend relation with the first account and participate in the first historical office, a temporary chat room of the first account, the second account and the third account is automatically created, an office-to-office approval message is displayed in an interface of the temporary chat room, and a seventh office approval control can be displayed in the office-to-office approval message, so that the second account and the third account can quickly approve the first historical office.
In summary, the method provided by the embodiment of the application meets the requirement of social interaction based on recall events in games of users, expands the good-meaning interaction form among friends, and improves the social atmosphere of game friendliness and intimacy.
FIG. 14 is a block diagram illustrating a social interaction device based on recall information according to an exemplary embodiment of the present application, the device including:
The display module 901 is used for displaying a recall information display interface, wherein the recall information display interface displays first recall information and a first interaction control of the first recall information, the recall display interface is used for displaying recall information of a first account and a second account, the recall information comprises the first recall information, and the recall information is generated according to interaction behaviors of the first account and the second account in a game application program;
an interaction module 902, configured to receive an operation for triggering the first interaction control;
the display module 901 is configured to respond to an operation of triggering the first interaction control, and display an interaction behavior of the first account on the first recall information;
the display module 901 is configured to respond to interaction between the first account and the first recall information, and display a first interaction message in a chat interface between the first account and the second account, where the first interaction message is configured to prompt an interaction behavior of the first account on the first recall information.
In an optional embodiment, the display module 901 is configured to display that the first interaction control is changed from the first style to the second style if the second account is not interacted with the first recall information;
The display module 901 is configured to display that the first interaction control is changed from a third style to a fourth style when the second account has interacted with the first recall information;
The first mode is used for indicating that neither the first account nor the second account is interacted with the first recall information;
the second style is used for indicating that the first account has interacted with the first recall information, and the second account has not interacted with the first recall information;
The third pattern is used for indicating that the first account is not interacted with the first recall information, and the second account is interacted with the first recall information;
the fourth pattern is used for indicating that the first account and the second account are interacted with the first recall information.
In an alternative embodiment, the first interactive control comprises a first praise control and the interactive behavior comprises praise;
The first praise control of the first style includes a praise icon displayed as a praise state;
The first praise control of the second style includes a praise icon displayed as a praise state;
the first praise control of the third style includes a praise icon displayed as a praise state and a praise icon displayed as a not praise state;
the first praise control of the fourth style includes two praise icons displayed as a praise state.
In an alternative embodiment, the first interactive control comprises a first praise control, and the interactive behavior comprises praise, and the first interactive control comprises a counterpart praise icon and a own praise icon;
The first praise control of the first style comprises that the other party praise icon and the own party praise icon are both displayed in a non-praise state;
the first praise control of the second style comprises that the counterpart praise icon is displayed in an un-praise state, and the own praise icon is displayed in a praise state;
The first praise control of the third style comprises that the counterpart praise icon is displayed in a praise state, and the own praise icon is displayed in a praise state;
The first praise control of the fourth style includes the opponent praise icon and the own praise icon both displayed as a praise state.
In an optional embodiment, the display module 901 is configured to determine, in the recall display interface, a display style of the recall information according to an interaction state of the recall information;
The interaction state comprises whether the first account interacts with the recall information or not and whether the second account interacts with the recall information or not.
In an alternative embodiment, the recall information includes recall events, and the recall events are displayed in a time-axis form according to an event occurrence time arrangement in the recall presentation interface;
the display module 901 is configured to perform at least one of the following steps:
displaying a first type of recall event as a first event presentation style;
displaying the second class of recall events as a second event presentation style;
displaying the third class of recall events as a third event presentation style;
Wherein the first event presentation style, the second event presentation style, and the third event presentation style are three different event presentation styles;
the first type recall event comprises the recall event which is not interacted with the first account and the second account;
The second class of recall events includes recall events interacted by one of the first account and the second account;
the third class of recall events includes recall events for which both the first account and the second account have interacted.
In an alternative embodiment, the recall presentation interface further includes second recall information;
The display module 901 is configured to display a second interaction message in the chat interface between the first account and the second account when the second account interacts with the second recall information, where the second interaction message is configured to prompt an interaction behavior of the second account on the second recall information, and the second interaction message includes a second interaction control of the second recall information;
the display module 901 is configured to display an interaction behavior of the first account to the second recall information in response to triggering the operation of the second interaction control.
In an alternative embodiment, the chat interface displays an information display area of the second account, and the information display area displays second recall information of the first account and the second account and a third interactive control of the second recall information;
The display module 901 is configured to respond to the triggering of the operation of the third interaction control, and display an interaction behavior of the first account to the second recall information.
In an optional embodiment, the display module 901 is configured to respond to interaction between the first account and the second recall information, and display a third interaction message in the chat interface between the first account and the second account, where the third interaction message is used to prompt an interaction behavior of the first account on the second recall information.
In an optional embodiment, the display module 901 is configured to display, in the recall display interface, an association message corresponding to the first recall information;
The associated message comprises at least one dialogue message of the first account and the second account in the chat interface within a preset time length after the first interactive message is sent.
In an alternative embodiment, the recall information includes a third recall event and a fourth recall event, the third recall event is a recall event generated by an ith trigger target event condition, the fourth recall event is a recall event generated by an (i+1) th trigger target event condition, and i is a positive integer;
The display module 901 is configured to, in response to generating the fourth recall event, display an event prompt message in the chat interface of the first account and the second account, where the event prompt message is used to prompt the first account and the second account for the fourth recall event when the first account and the second account are both interacted with the third recall event;
and the event prompt message comprises a fourth interaction control of the fourth recall event.
Fig. 15 shows a block diagram of a computer device 1800 provided by an exemplary embodiment of the application. The computer device 1800 may be a portable mobile terminal such as a smart phone, tablet, MP3 player (Moving Picture Experts Group Audio Layer III, MPEG 3), MP4 (Moving Picture Experts Group Audio Layer IV, MPEG 4) player, notebook, or desktop. The computer device 1800 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal, or the like.
In general, computer device 1800 includes a processor 1801 and a memory 1802.
Processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1801 may be implemented in at least one hardware form of DSP (DIGITAL SIGNAL Processing), FPGA (Field-Programmable gate array) GATE ARRAY, PLA (Programmable Logic Array ). The processor 1801 may also include a main processor, which is a processor for processing data in the awake state, also referred to as a CPU (Central Processing Unit ), and a coprocessor, which is a low-power-consumption processor for processing data in the standby state. In some embodiments, the processor 1801 may be integrated with a GPU (Graphics Processing Unit, image processor) for rendering and drawing of content required to be displayed by the display screen. In some embodiments, the processor 1801 may also include an AI (ARTIFICIAL INTELLIGENCE ) processor for processing computing operations related to machine learning.
The memory 1802 may include one or more computer-readable storage media, which may be non-transitory. The memory 1802 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1802 is used to store at least one instruction for execution by processor 1801 to implement the recall information based social interaction method provided by the method embodiments of the present application.
In some embodiments, the computer device 1800 may also optionally include a peripheral interface 1803 and at least one peripheral. The processor 1801, memory 1802, and peripheral interface 1803 may be connected by a bus or signal line. The individual peripheral devices may be connected to the peripheral device interface 1803 by buses, signal lines or circuit boards. By way of example, the peripheral devices may include at least one of radio frequency circuitry 1804, a display screen 1805, a camera assembly 1806, audio circuitry 1807, and a power supply 1808.
The peripheral interface 1803 may be used to connect I/O (Input/Output) related at least one peripheral device to the processor 1801 and memory 1802. In some embodiments, processor 1801, memory 1802, and peripheral interface 1803 are integrated on the same chip or circuit board, and in some other embodiments, either or both of processor 1801, memory 1802, and peripheral interface 1803 may be implemented on separate chips or circuit boards, which is not limited in this embodiment.
The Radio Frequency circuit 1804 is configured to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1804 communicates with a communication network and other communication devices via electromagnetic signals. The radio frequency circuit 1804 converts electrical signals to electromagnetic signals for transmission, or converts received electromagnetic signals to electrical signals. Optionally, the radio frequency circuitry 1804 includes an antenna system, an RF transceiver, one or more amplifiers, tuners, oscillators, digital signal processors, codec chipsets, subscriber identity module cards, and so forth. The radio frequency circuitry 1804 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to, the world wide web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and/or WiFi (WIRELESS FIDELITY ) networks. In some embodiments, the radio frequency circuit 1804 may further include NFC (NEAR FIELD Communication) related circuits, which is not limited by the present application.
The display 1805 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display 1805 is a touch display, the display 1805 also has the ability to collect touch signals at or above the surface of the display 1805. The touch signal may be input as a control signal to the processor 1801 for processing. At this point, the display 1805 may also be used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the display 1805 may be one, disposed on the front panel of the computer device 1800, in other embodiments, the display 1805 may be at least two, disposed on different surfaces of the computer device 1800 or in a folded design, respectively, and in other embodiments, the display 1805 may be a flexible display, disposed on a curved surface or a folded surface of the computer device 1800. Even more, the display screen 1805 may be arranged in an irregular pattern other than rectangular, i.e., a shaped screen. The display 1805 may be made of LCD (Liquid CRYSTAL DISPLAY), OLED (Organic Light-Emitting Diode) or other materials.
The camera assembly 1806 is used to capture images or video. Optionally, the camera assembly 1806 includes a front camera and a rear camera. Typically, the front camera is disposed on the front panel of the terminal and the rear camera is disposed on the rear surface of the terminal. In some embodiments, the at least two rear cameras are any one of a main camera, a depth camera, a wide-angle camera and a tele camera, so as to realize that the main camera and the depth camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize a panoramic shooting and Virtual Reality (VR) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1806 may also include a flash. The flash lamp can be a single-color temperature flash lamp or a double-color temperature flash lamp. The dual-color temperature flash lamp refers to a combination of a warm light flash lamp and a cold light flash lamp, and can be used for light compensation under different color temperatures.
The audio circuitry 1807 may include a microphone and a speaker. The microphone is used for collecting sound waves of users and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 1801 for processing, or inputting the electric signals to the radio frequency circuit 1804 for realizing voice communication. For purposes of stereo acquisition or noise reduction, the microphone may be multiple, each disposed at a different location of the computer device 1800. The microphone may also be an array microphone or an omni-directional pickup microphone. The speaker is then used to convert electrical signals from the processor 1801 or the radio frequency circuit 1804 into sound waves. The speaker may be a conventional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, not only the electric signal can be converted into a sound wave audible to humans, but also the electric signal can be converted into a sound wave inaudible to humans for ranging and other purposes. In some embodiments, the audio circuitry 1807 may also include a headphone jack.
A power supply 1808 is used to power the various components in the computer device 1800. The power supply 1808 may be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1808 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, the computer device 1800 also includes one or more sensors 1809. The one or more sensors 1809 include, but are not limited to, acceleration sensor 1810, gyroscope sensor 1811, pressure sensor 1812, optical sensor 1813, and proximity sensor 1814.
The acceleration sensor 1810 may detect the magnitude of acceleration on three coordinate axes of a coordinate system established with the computer device 1800. For example, the acceleration sensor 1810 may be used to detect components of gravitational acceleration in three coordinate axes. The processor 1801 may control the display screen 1805 to display a user interface in either a landscape view or a portrait view based on gravitational acceleration signals acquired by the acceleration sensor 1810. The acceleration sensor 1810 may also be used for the acquisition of motion data of a game or a user.
The gyro sensor 1811 may detect a body direction and a rotation angle of the computer device 1800, and the gyro sensor 1811 may collect a 3D motion of the user to the computer device 1800 in cooperation with the acceleration sensor 1810. The processor 1801 may implement functions such as motion sensing (e.g., changing a UI according to a tilting operation of a user), image stabilization at photographing, game control, and inertial navigation, based on data collected by the gyro sensor 1811.
Pressure sensor 1812 may be disposed on a side bezel of computer device 1800 and/or on an underside of display 1805. When the pressure sensor 1812 is disposed on the side frame of the computer device 1800, a user's grip signal on the computer device 1800 may be detected, and the processor 1801 may perform a left-right hand recognition or shortcut operation based on the grip signal collected by the pressure sensor 1812. When the pressure sensor 1812 is disposed at the lower layer of the display 1805, the processor 1801 controls the operability control on the UI interface according to the pressure operation of the user on the display 1805. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
The optical sensor 1813 is used to collect the ambient light intensity. In one embodiment, the processor 1801 may control the display brightness of the display screen 1805 based on the intensity of ambient light collected by the optical sensor 1813. Illustratively, the display brightness of the display 1805 is turned up when the ambient light intensity is high, and the display brightness of the display 1805 is turned down when the ambient light intensity is low. In another embodiment, the processor 1801 may also dynamically adjust the shooting parameters of the camera assembly 1806 based on the intensity of ambient light collected by the optical sensor 1813.
A proximity sensor 1814, also known as a distance sensor, is typically provided on the front panel of the computer device 1800. Proximity sensor 1814 is used to collect the distance between the user and the front of computer device 1800. In one embodiment, the processor 1801 controls the display 1805 to switch from the on-screen state to the off-screen state when the proximity sensor 1814 detects a gradual decrease in the distance between the user and the front of the computer device 1800, and the processor 1801 controls the display 1805 to switch from the off-screen state to the on-screen state when the proximity sensor 1814 detects a gradual increase in the distance between the user and the front of the computer device 1800.
Those skilled in the art will appreciate that the architecture shown in fig. 15 is not limiting as to the computer device 1800, and may include more or fewer components than shown, or may combine certain components, or employ a different arrangement of components.
The application also provides a computer readable storage medium, wherein at least one instruction, at least one section of program, code set or instruction set is stored in the storage medium, and the at least one instruction, the at least one section of program, the code set or instruction set is loaded and executed by a processor to realize the social interaction method based on recall information provided by the embodiment of the method.
The present application provides a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the computer device executes the social interaction method based on the recall information provided by the above method embodiment.
The foregoing embodiment numbers of the present application are merely for the purpose of description, and do not represent the advantages or disadvantages of the embodiments.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program for instructing relevant hardware, where the program may be stored in a computer readable storage medium, and the storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The foregoing description of the preferred embodiments of the present application is not intended to limit the application, but rather, the application is to be construed as limited to the appended claims.

Claims (15)

1.一种基于回忆信息的社交互动方法,其特征在于,所述方法由终端执行,所述方法包括:1. A social interaction method based on recall information, characterized in that the method is executed by a terminal, and the method comprises: 显示回忆展示界面,所述回忆展示界面显示有第一回忆信息和所述第一回忆信息的第一互动控件;所述回忆展示界面用于展示第一帐号与第二帐号的回忆信息,所述回忆信息包括所述第一回忆信息,所述回忆信息是根据所述第一帐号与所述第二帐号在游戏应用程序中的互动行为生成的;Displaying a memory display interface, wherein the memory display interface displays first memory information and a first interactive control for the first memory information; the memory display interface is used to display the memory information of the first account and the second account, wherein the memory information includes the first memory information, and the memory information is generated according to the interactive behavior between the first account and the second account in the game application; 响应于触发所述第一互动控件的操作,显示所述第一帐号对所述第一回忆信息的互动行为;In response to the operation of triggering the first interactive control, displaying the interactive behavior of the first account on the first recall information; 响应于所述第一帐号与所述第一回忆信息互动,在所述第一帐号与所述第二帐号的聊天界面中显示第一互动消息;所述第一互动消息用于提示所述第一帐号对所述第一回忆信息的互动行为。In response to the first account interacting with the first recollection information, a first interactive message is displayed in a chat interface between the first account and the second account; the first interactive message is used to prompt the first account's interactive behavior on the first recollection information. 2.根据权利要求1所述的方法,其特征在于,所述显示所述第一帐号对所述第一回忆信息的互动行为,包括:2. The method according to claim 1, wherein the displaying of the first account's interactive behavior with respect to the first recall information comprises: 在所述第二帐号未与所述第一回忆信息互动的情况下,显示所述第一互动控件由第一样式变为第二样式;When the second account does not interact with the first recall information, displaying the first interactive control changes from a first style to a second style; 在所述第二帐号已与所述第一回忆信息互动的情况下,显示所述第一互动控件由第三样式变为第四样式;In the case where the second account has interacted with the first recall information, displaying the first interactive control changes from the third style to the fourth style; 其中,所述第一样式用于指示所述第一帐号和所述第二帐号均未与所述第一回忆信息互动;The first style is used to indicate that neither the first account nor the second account has interacted with the first recall information; 所述第二样式用于指示所述第一帐号已与所述第一回忆信息互动,所述第二帐号未与所述第一回忆信息互动;The second style is used to indicate that the first account has interacted with the first recall information, and the second account has not interacted with the first recall information; 所述第三样式用于指示所述第一帐号未与所述第一回忆信息互动,所述第二帐号已与所述第一回忆信息互动;The third pattern is used to indicate that the first account has not interacted with the first recall information, and the second account has interacted with the first recall information; 所述第四样式用于指示所述第一帐号和所述第二帐号均已与所述第一回忆信息互动。The fourth style is used to indicate that both the first account and the second account have interacted with the first recall information. 3.根据权利要求2所述的方法,其特征在于,所述第一互动控件包括第一点赞控件,所述互动行为包括点赞;3. The method according to claim 2, characterized in that the first interactive control includes a first like control, and the interactive behavior includes like; 所述第一样式的所述第一点赞控件包括:显示为未点赞状态的一个点赞图标;The first like control of the first style includes: a like icon displayed in a non-liked state; 所述第二样式的所述第一点赞控件包括:显示为已点赞状态的一个点赞图标;The first like control of the second style includes: a like icon displayed as a liked state; 所述第三样式的所述第一点赞控件包括:显示为已点赞状态的一个点赞图标,以及,显示为未点赞状态的一个点赞图标;The first like control of the third style includes: a like icon displayed as a liked state, and a like icon displayed as a not liked state; 所述第四样式的所述第一点赞控件包括:显示为已点赞状态的两个点赞图标。The first like control of the fourth style includes: two like icons displayed in a like state. 4.根据权利要求2所述的方法,其特征在于,所述第一互动控件包括第一点赞控件,所述互动行为包括点赞;所述第一点赞控件包括对方点赞图标和己方点赞图标;4. The method according to claim 2, characterized in that the first interactive control includes a first like control, the interactive behavior includes a like; the first like control includes a like icon of the other party and a like icon of the own party; 所述第一样式的所述第一点赞控件包括:所述对方点赞图标和所述己方点赞图标均显示为未点赞状态;The first like control of the first style includes: the other party's like icon and the own like icon are both displayed as not liked; 所述第二样式的所述第一点赞控件包括:所述对方点赞图标显示为未点赞状态,所述己方点赞图标显示为已点赞状态;The first like control of the second style includes: the like icon of the other party is displayed as a not-liked state, and the like icon of the own party is displayed as a liked state; 所述第三样式的所述第一点赞控件包括:所述对方点赞图标显示为已点赞状态,所述己方点赞图标显示为未点赞状态;The first like control of the third style includes: the like icon of the other party is displayed as a liked state, and the like icon of the own party is displayed as a not liked state; 所述第四样式的所述第一点赞控件包括:所述对方点赞图标和所述己方点赞图标均显示为已点赞状态。The first like control of the fourth style includes: the other party's like icon and the own like icon are both displayed as having been liked. 5.根据权利要求1至4任一所述的方法,其特征在于,所述方法还包括:5. The method according to any one of claims 1 to 4, characterized in that the method further comprises: 在所述回忆展示界面中,根据所述回忆信息的互动状态确定所述回忆信息的展示样式;In the memory display interface, determining the display style of the memory information according to the interactive state of the memory information; 其中,所述互动状态包括:所述第一帐号是否与所述回忆信息互动,以及,所述第二帐号是否与所述回忆信息互动。The interaction status includes: whether the first account interacts with the recollection information, and whether the second account interacts with the recollection information. 6.根据权利要求5所述的方法,其特征在于,所述回忆信息包括回忆事件,在所述回忆展示界面中所述回忆事件以时间轴的形式按照事件发生时间排列显示;6. The method according to claim 5, characterized in that the recollection information includes recollection events, and the recollection events are displayed in the form of a timeline according to the time when the events occurred in the recollection display interface; 所述根据所述回忆信息的互动状态确定所述回忆信息的展示样式,包括以下至少一个步骤:The step of determining the display style of the recollection information according to the interactive state of the recollection information comprises at least one of the following steps: 将第一类回忆事件显示为第一事件展示样式;Display the first type of recalled events as the first event display style; 将第二类回忆事件显示为第二事件展示样式;Displaying the second type of recalled events as the second event display style; 将第三类回忆事件显示为第三事件展示样式;Display the third type of memory events as the third event display style; 其中,所述第一事件展示样式、所述第二事件展示样式和所述第三事件展示样式是三种不同的事件展示样式;The first event display style, the second event display style and the third event display style are three different event display styles; 所述第一类回忆事件包括:所述第一帐号和所述第二帐号均未互动的所述回忆事件;The first type of recall events includes: the recall events in which neither the first account nor the second account interacted; 所述第二类回忆事件包括:被所述第一帐号和所述第二帐号中的一个帐号互动的所述回忆事件;The second type of recall event includes: the recall event interacted by one of the first account and the second account; 所述第三类回忆事件包括:所述第一帐号和所述第二帐号均已互动的所述回忆事件。The third type of recall events includes: the recall events in which the first account and the second account have interacted. 7.根据权利要求1所述的方法,其特征在于,所述回忆展示界面中还包括第二回忆信息;所述方法还包括:7. The method according to claim 1, characterized in that the memory display interface also includes second memory information; the method further includes: 在所述第二帐号与所述第二回忆信息互动的情况下,在所述第一帐号与所述第二帐号的所述聊天界面中显示第二互动消息;所述第二互动消息用于提示所述第二帐号对所述第二回忆信息的互动行为,所述第二互动消息包括所述第二回忆信息的第二互动控件;In the case where the second account interacts with the second recollection information, a second interactive message is displayed in the chat interface of the first account and the second account; the second interactive message is used to prompt the second account's interactive behavior on the second recollection information, and the second interactive message includes a second interactive control of the second recollection information; 响应于触发所述第二互动控件的操作,显示所述第一帐号对所述第二回忆信息的互动行为。In response to the operation of triggering the second interactive control, the interactive behavior of the first account on the second recall information is displayed. 8.根据权利要求1所述的方法,其特征在于,所述聊天界面显示有所述第二帐号的信息展示区域,所述信息展示区域显示有所述第一帐号与所述第二帐号的第二回忆信息和所述第二回忆信息的第三互动控件;8. The method according to claim 1, characterized in that the chat interface displays an information display area of the second account, and the information display area displays the second recalled information of the first account and the second account and a third interactive control of the second recalled information; 所述方法还包括:The method further comprises: 响应于触发所述第三互动控件的操作,显示所述第一帐号对所述第二回忆信息的互动行为。In response to the operation of triggering the third interactive control, the interactive behavior of the first account on the second recall information is displayed. 9.根据权利要求7或8所述的方法,其特征在于,所述方法还包括:9. The method according to claim 7 or 8, characterized in that the method further comprises: 响应于所述第一帐号与所述第二回忆信息互动,在所述第一帐号与所述第二帐号的所述聊天界面中显示第三互动消息;所述第三互动消息用于提示所述第一帐号对所述第二回忆信息的互动行为。In response to the interaction between the first account and the second recollection information, a third interaction message is displayed in the chat interface between the first account and the second account; the third interaction message is used to prompt the first account's interaction behavior with the second recollection information. 10.根据权利要求1至4任一所述的方法,其特征在于,所述方法还包括:10. The method according to any one of claims 1 to 4, characterized in that the method further comprises: 在所述回忆展示界面中,显示第一回忆信息对应的关联消息;In the recollection display interface, displaying the associated message corresponding to the first recollection information; 其中,所述关联消息包括:所述第一互动消息发送后的预设时长内,所述第一帐号与所述第二帐号在所述聊天界面中的至少一条对话消息。The associated message includes: at least one conversation message between the first account and the second account in the chat interface within a preset time period after the first interactive message is sent. 11.根据权利要求1至4任一所述的方法,其特征在于,所述回忆信息包括第三回忆事件和第四回忆事件,所述第三回忆事件是第i次触发目标事件条件生成的回忆事件,所述第四回忆事件是第i+1次触发所述目标事件条件生成的回忆事件,i为正整数;所述方法还包括:11. The method according to any one of claims 1 to 4, characterized in that the recall information includes a third recall event and a fourth recall event, the third recall event is a recall event generated by triggering the target event condition for the i-th time, the fourth recall event is a recall event generated by triggering the target event condition for the i+1th time, and i is a positive integer; the method further comprises: 在所述第一帐号和所述第二帐号均与所述第三回忆事件互动的情况下,响应于生成所述第四回忆事件,在所述第一帐号和所述第二帐号的所述聊天界面中显示事件提示消息,所述事件提示消息用于向所述第一帐号和所述第二帐号提示所述第四回忆事件;In a case where both the first account and the second account interact with the third recall event, in response to generating the fourth recall event, an event prompt message is displayed in the chat interface of the first account and the second account, the event prompt message being used to prompt the first account and the second account of the fourth recall event; 其中,所述事件提示消息中包括所述第四回忆事件的第四互动控件。The event prompt message includes a fourth interactive control of the fourth recall event. 12.一种基于回忆信息的社交互动装置,其特征在于,所述装置包括:12. A social interaction device based on recall information, characterized in that the device comprises: 显示模块,用于显示回忆展示界面,所述回忆展示界面显示有第一回忆信息和所述第一回忆信息的第一互动控件;所述回忆展示界面用于展示第一帐号与第二帐号的回忆信息,所述回忆信息包括所述第一回忆信息,所述回忆信息是根据所述第一帐号与所述第二帐号在游戏应用程序中的互动行为生成的;A display module, used to display a memory display interface, wherein the memory display interface displays first memory information and a first interactive control for the first memory information; the memory display interface is used to display the memory information of the first account and the second account, wherein the memory information includes the first memory information, and the memory information is generated according to the interactive behavior between the first account and the second account in the game application; 交互模块,用于接收触发所述第一互动控件的操作;An interaction module, configured to receive an operation that triggers the first interactive control; 所述显示模块,用于响应于触发所述第一互动控件的操作,显示所述第一帐号对所述第一回忆信息的互动行为;The display module is configured to display the interaction behavior of the first account with respect to the first recall information in response to the operation of triggering the first interactive control; 所述显示模块,用于响应于所述第一帐号与所述第一回忆信息互动,在所述第一帐号与所述第二帐号的聊天界面中显示第一互动消息;所述第一互动消息用于提示所述第一帐号对所述第一回忆信息的互动行为。The display module is used to display a first interactive message in a chat interface between the first account and the second account in response to the first account interacting with the first recollection information; the first interactive message is used to prompt the first account's interactive behavior on the first recollection information. 13.一种计算机设备,其特征在于,所述计算机设备包括:处理器和存储器,所述存储器存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现如权利要求1至11任一所述的基于回忆信息的社交互动方法。13. A computer device, characterized in that the computer device comprises: a processor and a memory, the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the social interaction method based on recall information as described in any one of claims 1 to 11. 14.一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程序,所述计算机程序由处理器加载并执行以实现如权利要求1至11任一所述的基于回忆信息的社交互动方法。14. A computer-readable storage medium, characterized in that the computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the social interaction method based on recall information as described in any one of claims 1 to 11. 15.一种计算机程序产品,其特征在于,所述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中,处理器从所述计算机可读存储介质中获取所述计算机指令,使得所述处理器加载并执行以实现如权利要求1至11任一所述的基于回忆信息的社交互动方法。15. A computer program product, characterized in that the computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium, a processor obtains the computer instructions from the computer-readable storage medium, and the processor loads and executes to implement the social interaction method based on recall information as described in any one of claims 1 to 11.
CN202311763594.7A 2023-12-20 2023-12-20 Social interaction method, device, equipment and medium based on recall information Pending CN120168954A (en)

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