CN110572688A - game interaction method, server, live broadcast system and computer storage medium - Google Patents

game interaction method, server, live broadcast system and computer storage medium Download PDF

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Publication number
CN110572688A
CN110572688A CN201910838466.1A CN201910838466A CN110572688A CN 110572688 A CN110572688 A CN 110572688A CN 201910838466 A CN201910838466 A CN 201910838466A CN 110572688 A CN110572688 A CN 110572688A
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China
Prior art keywords
information
anchor terminal
live video
server
preset
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Granted
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CN201910838466.1A
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Chinese (zh)
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CN110572688B (en
Inventor
陈成
王天旸
王啸
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Guangzhou Cubesili Information Technology Co Ltd
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Guangzhou Huaduo Network Technology Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04842Selection of displayed objects or displayed text elements
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04845Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range for image manipulation, e.g. dragging, rotation, expansion or change of colour
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/83Generation or processing of protective or descriptive data associated with content; Content structuring
    • H04N21/835Generation of protective data, e.g. certificates
    • H04N21/8352Generation of protective data, e.g. certificates involving content or source identification data, e.g. Unique Material Identifier [UMID]

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  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Databases & Information Systems (AREA)
  • Computer Security & Cryptography (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The application discloses a game interaction method, a server, a live broadcast system and a computer storage medium, wherein the game interaction method comprises the following steps: acquiring first mark information from a first live video, acquiring second mark information from a second live video, and judging whether the similarity between the first mark information and the second mark information is greater than a similarity threshold value or not; if yes, generating preset characters based on the first mark information and the second mark information, and sending interaction interface information to a first anchor terminal and a second anchor terminal, wherein the interaction interface comprises a first live video, a second live video and the preset characters; and acquiring input information of the first anchor terminal and/or the second anchor terminal, and sending game result information to the first anchor terminal and the second anchor terminal when the input information is matched with the preset characters. The game interaction method can enhance the interaction experience of live broadcast and games, so that the live broadcast content is richer, and the interest of network live broadcast is improved.

Description

Game interaction method, server, live broadcast system and computer storage medium
Technical Field
The present application relates to the field of live broadcast technologies, and in particular, to a game interaction method, a server, a live broadcast system, and a computer storage medium.
Background
With the progress of network communication technology, live webcasting becomes an emerging social networking mode, and a live webcasting platform is used by more and more audiences due to the characteristics of instantaneity, interactivity and the like.
the game interaction is one of network live broadcast, the current network live broadcast is live broadcast on a game interface in a screen recording mode, audiences can only watch the live broadcast through a live broadcast interface, and the interaction mode is single.
Disclosure of Invention
The application provides a game interaction method, a server, a live broadcast system and a computer storage medium, which are used for solving the problem that in the prior art, live broadcast and game interaction are few.
in order to solve the technical problem, one technical solution adopted by the present application is to provide a game interaction method, where the game interaction method includes:
Respectively acquiring a first live video of a first anchor terminal and a second live video of a second anchor terminal;
Acquiring first mark information from the first live video, acquiring second mark information from the second live video, and judging whether the similarity between the first mark information and the second mark information is greater than a similarity threshold value;
If yes, generating a preset character based on the first mark information and the second mark information, and sending interaction interface information to the first anchor terminal and the second anchor terminal, wherein the interaction interface comprises the first live video, the second live video and the preset character;
And when the first input information and/or the second input information are matched with the preset characters, game result information is sent to the first anchor terminal and the second anchor terminal.
In order to solve the above technical problem, another technical solution adopted by the present application is to provide a server, where the server includes a processor and a memory; the memory has stored therein a computer program for execution by the processor to implement the steps of the game interaction method as described above.
In order to solve the above technical problem, another technical solution adopted by the present application is to provide another game interaction method, where the game interaction method is applied to a live broadcast system, the live broadcast interaction system at least includes a first anchor terminal, a second anchor terminal, and a server, and the game interaction method includes:
the first anchor terminal sends a first direct-playing video to the server;
the second anchor terminal sends a second live video to the server;
The server acquires first mark information from the first live video and second mark information from the second live video;
When the similarity between the first mark information and the second mark information is larger than a similarity threshold value, the server generates preset characters based on the first mark information and the second mark information, and sends interaction interface information to the first anchor terminal and the second anchor terminal, wherein the interaction interface comprises the first live video, the second live video and the preset characters;
the first anchor terminal and/or the second anchor terminal sends first input information and/or second input information to the server;
and when the first input information and/or the second input information are matched with the preset characters, the server sends game result information to the first anchor terminal and the second anchor terminal.
In order to solve the above technical problem, another technical solution adopted by the present application is to provide a live broadcasting system, where the live broadcasting system at least includes a first anchor terminal, a second anchor terminal, and a server, where the first anchor terminal and the second anchor terminal establish communication connection with the server;
The first anchor terminal is used for sending a first direct-playing video to the server;
The second anchor terminal is used for sending a second live video to the server;
The server is used for acquiring first mark information from the first live video and acquiring second mark information from the second live video;
When the similarity between the first mark information and the second mark information is greater than a similarity threshold value, the server is further configured to generate a preset character based on the first mark information and the second mark information, and send interaction interface information to the first anchor terminal and the second anchor terminal, where the interaction interface includes the first live video, the second live video, and the preset character;
The first anchor terminal and/or the second anchor terminal are/is used for sending first input information and/or second input information to the server;
and when the first input information and/or the second input information are matched with the preset characters, the server is also used for sending game result information to the first anchor terminal and the second anchor terminal.
In order to solve the above technical problem, another technical solution adopted by the present application is to provide a computer storage medium, in which a computer program is stored, and the computer program implements the steps of the game interaction method when executed.
different from the prior art, the beneficial effects of this application are: the server respectively acquires a first live video of a first anchor terminal and a second live video of a second anchor terminal; acquiring first mark information from a first live video, acquiring second mark information from a second live video, and judging whether the similarity between the first mark information and the second mark information is greater than a similarity threshold value or not; if yes, generating preset characters based on the first mark information and the second mark information, and sending interaction interface information to a first anchor terminal and a second anchor terminal, wherein the interaction interface comprises a first live video, a second live video and the preset characters; and when the first input information and/or the second input information are matched with preset characters, game result information is sent to the first anchor terminal and the second anchor terminal. Through the game interaction method, the interaction experience of live broadcast and games can be enhanced, live broadcast content is richer, and the interest of network live broadcast is improved.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a schematic flow chart diagram of a first embodiment of a game interaction method provided by the present application;
FIG. 2 is a schematic diagram of the structure of the interactive interface of FIG. 1;
FIG. 3 is a schematic flow chart diagram of a second embodiment of a game interaction method provided by the present application;
FIG. 4 is a schematic flow chart diagram of a third embodiment of a game interaction method provided by the present application;
FIG. 5 is a schematic flow chart diagram illustrating a fourth embodiment of a game interaction method provided by the present application;
FIG. 6 is a schematic block diagram of an embodiment of a server provided in the present application;
FIG. 7 is a schematic flow chart diagram illustrating a fifth embodiment of a game interaction method provided by the present application;
fig. 8 is a schematic structural diagram of an embodiment of a live broadcast system provided in the present application;
FIG. 9 is a schematic structural diagram of an embodiment of a computer storage medium provided in the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
Referring to fig. 1, fig. 1 is a schematic flow chart of a game interaction method according to a first embodiment of the present application. The game interaction method of the embodiment is applied to a server, and specifically can be a server in a live broadcast system.
As shown in the figure, the game interaction method of the embodiment specifically includes the following steps:
S101: and respectively acquiring a first live video of the first anchor terminal and a second live video of the second anchor terminal.
Before game interaction begins, the server can match a first anchor terminal and a second anchor terminal from a plurality of anchor terminals according to live broadcast requests of the anchor terminals, and enables the first anchor terminal and the second anchor terminal to establish connection with a microphone through the server. The first anchor terminal can send the first audio and video stream to the second anchor terminal through the server, and the second anchor terminal can send the second audio and video stream to the first anchor terminal through the server.
specifically, after the first anchor terminal and the second anchor terminal establish a connection with the microphone, the server respectively obtains a first live video of the first anchor terminal and a second live video of the second anchor terminal, and generates interactive interface information based on the first live video and the second live video. The server broadcasts the interactive interface information to the first anchor terminal, the second anchor terminal and the audience terminals corresponding to the two anchor terminals, so that the anchor terminals and the audience terminals switch the live broadcast interface into the interactive interface according to the interactive interface information.
S102: and acquiring first mark information from the first live video, acquiring second mark information from the second live video, and judging whether the similarity between the first mark information and the second mark information is greater than a similarity threshold value.
The server extracts the mark information of the video information of the first live video and the second live video respectively.
Specifically, taking the first live video as an example, the server may perform image recognition on the content on the first live video by using a technique such as feature extraction, and perform tagging on the recognized image with a special shape or an image with a special color, thereby obtaining the first tag information.
Specifically, the present embodiment provides two methods for extracting flag information, which specifically include the following steps:
In one aspect, the server may obtain the address information directly from the first live video. For example, the server may directly obtain address information of the first live video through a positioning function such as a GPS, where the address information may be latitude and longitude information or specific doorplate information. After the server acquires the address information, whether the address information corresponds to some symbolic buildings or symbolic place names or not can be inquired through a network or a retrieval database.
On the other hand, the server may also preset a plurality of marker shapes and identify the marker shapes that appear in the first live video. The logo shape may be a logo brand shape, a logo brand name, a logo building, or the like. For example, the server may preset a part of a famous brand logo, and set an image shape with a high similarity to the brand logo as the first mark information if the image shape appears in the live video.
The server obtains first mark information of the first live video and second mark information of the second live video according to the mode, compares the first mark information with the second mark information, and judges whether the similarity between the first mark information and the second mark information is larger than a preset similarity threshold value.
when the similarity between the first flag information and the second flag information is greater than or equal to the preset similarity threshold, the server determines that the environment of the first live video is similar to or the same as the environment of the second live video, and then the step 103 is performed.
S103: and generating preset characters based on the first mark information and the second mark information, and sending interaction interface information to the first anchor terminal and the second anchor terminal, wherein the interaction interface comprises a first live video, a second live video and the preset characters.
because the environments of the first live video and the second live video are similar or identical, the server can set the same preset characters for the first anchor terminal and the second anchor terminal, so that the first anchor terminal and the second anchor terminal can perform game interaction at the same game level, and the game interaction competitive performance is improved.
Specifically, the server updates the interactive interface information and sends the updated interactive interface information to the first anchor terminal and the second anchor terminal, so that the first anchor terminal and the second anchor terminal display the interactive interface comprising the first live video, the second live video and the preset characters. The preset characters can be displayed in a splicing area of the first live video and the second live video, and can also be respectively displayed in the first live video and the second live video.
in other embodiments, when the environmental gap between the first live video and the second live video is large, the server cannot set the same preset character based on the first flag information and the second flag information, where the similarity is smaller than the preset similarity threshold. At this time, the server may set a first preset character based on the first flag information and a second preset character based on the second flag information. The complexity of the first preset character is the same as that of the second preset character, so that the game difficulty of the first main player and the game difficulty of the second main player are the same or similar in the same game interaction. In the interactive interface, a first preset character is displayed in a first live video, and a second preset character is displayed in a second live video.
the preset characters can be split characters of one or more characters, for example, in "AR idiom competition", the server can be set to split each character in an idiom in three dimensions after the idiom is "as before", and randomly display the split idiom components in a live video. For another example, as shown in fig. 2, the server may also set a single word "play", split the word "play" in three dimensions, and display the split components in the first live video 11 and/or the second live video 12.
The preset character 13 may also be in one or more shapes, and after the preset shape is split, the mobile terminal may randomly display the split shape component 14 in the first live video 11 and/or the second live video 12.
Taking the first anchor as an example, the first anchor and the corresponding audience directly observe the split shape component 14, and the content of the shape component 14 before splitting cannot be known. Therefore, the first anchor also needs to adjust the position and shape of the preset character 13 through the first anchor terminal so that the answer is obtained by observing the adjusted preset character 13. Specifically, please continue to refer to the following steps:
in game interaction, the server receives first operation information from a first anchor terminal and/or second operation information from a second anchor terminal, and adjusts the position and the shape of a preset character according to the operation information.
specifically, taking the first anchor terminal as an example, the first operation information may be sound operation information and/or touch screen operation information. For example, on the interface of the first live video 11, the first anchor may click on the shape component 14 and slide in the other direction, i.e., the position of the shape component 14 may be changed by the server; the first anchor may also click on the shape component 14 to cause a rotation button to appear next to the shape component 14, and then by clicking on the rotation button, cause the shape component 14 to rotate in a different direction.
Further, it is possible that multiple shape components 14 may be stacked together during adjustment. At this point, the first anchor may double click on a particular character 14 to cause that character 14 to be displayed on top, facilitating the first anchor to proceed to the next adjustment operation.
S104: and when the first input information and/or the second input information are matched with preset characters, game result information is sent to the first anchor terminal and the second anchor terminal.
the first anchor terminal receives input information of the first anchor, wherein the input information may be text information or voice information. And after the first anchor terminal acquires the input information, the first anchor terminal sends the input information to the server, and the server judges the progress of the game according to the input information.
When the input information is text information, the server can directly judge whether the text information is matched with the current preset character 13; when the input information is voice information, the server may convert the voice information into text information by using voice recognition, and then match the converted text information with the current preset character 13.
furthermore, in order to reduce the misjudgment probability of the live broadcast system and encourage the anchor to perform in the live broadcast, the server can also perform voice recognition on subsequent voice information after receiving the instruction of 'key answering'.
and if the server successfully matches the input information with the current preset character 13, the server judges that the game is ended and sends game result information to the first anchor terminal and the second anchor terminal according to the input information.
Specifically, when the first input information input by the first anchor matches the current preset character 13, the server determines that the first anchor game is successful and the second anchor game is unsuccessful.
when the second input information input by the second anchor matches the current preset character 13, the server determines that the first anchor game fails and the second anchor game succeeds.
and in the preset game time, when the first input information input by the first anchor terminal and the second input information input by the second anchor terminal can not be successfully matched with the current preset character 13, the server judges that the games of the first anchor terminal and the second anchor terminal both fail or the games are in a tie.
In this embodiment, a server respectively obtains a first live video of a first anchor terminal and a second live video of a second anchor terminal; acquiring first mark information from a first live video, acquiring second mark information from a second live video, and judging whether the similarity between the first mark information and the second mark information is greater than a similarity threshold value or not; if yes, generating preset characters based on the first mark information and the second mark information, and sending interaction interface information to a first anchor terminal and a second anchor terminal, wherein the interaction interface comprises a first live video, a second live video and the preset characters; adjusting the position and the shape of a preset character according to first operation information of a first anchor terminal and/or second operation information of a second anchor terminal; and when the first input information and/or the second input information are matched with preset characters, game result information is sent to the first anchor terminal and the second anchor terminal. Through the game interaction method, the interaction experience of live broadcast and games can be enhanced, live broadcast content is richer, and the interest of network live broadcast is improved.
Before S104 in the embodiment shown in fig. 1, another specific method is further proposed in the present application. Referring to fig. 3, fig. 3 is a schematic flowchart of a game interaction method according to a second embodiment of the present application.
S201: and counting first bullet screen contents of the first direct-playing video and the corresponding first bullet screen quantity, and sending the first bullet screen contents of which the first bullet screen quantity exceeds the preset quantity to a first anchor terminal.
s202: and counting second bullet screen contents of the second live broadcast video and the corresponding second bullet screen quantity, and sending the second bullet screen contents of which the second bullet screen quantity exceeds the preset quantity to a second anchor terminal.
in the live broadcast process of the anchor, the audience can support the favorite anchor in a bullet screen mode, for example, operation steps or guessed answers are displayed on the top of a live video in the bullet screen mode.
Taking the first anchor terminal as an example, the server acquires the bullet screen information generated by the first anchor terminal in the live broadcast process, and counts the bullet screen content of the live broadcast video and the corresponding bullet screen quantity based on the bullet screen information. When the number of the barrage of some barrage contents is larger, the fact that most audiences keep the same opinions shows that the opinions have a prompting effect on solving the problem of the first main broadcasting. Therefore, the server can prompt the first main player to continue playing the game by displaying the bullet screen contents.
The server displays the barrage content of the first three barrage numbers in a preset area of the first live video in a manner of popup window or highlight display and the like so as to inform the first main broadcast of suggestive information approved by most audiences.
Further, in other embodiments, the server may also count the gift information obtained by the first anchor and send a prompt message to the first anchor based on the amount of the gift information.
Specifically, before the bullet screen contents with the first three bullet screen numbers are displayed, the server may further identify whether the content with the same answer as the preset character appears in the bullet screen contents. And if so, deleting the corresponding barrage content, replacing and displaying the sorted barrage content in a preset area of the first live video, or shielding or replacing the content directly related to the answer of the preset character by a mark. By the mode, the difficulty of the game can be effectively improved, and the anchor and the audience can better participate in the game.
Further, in addition to displaying the bullet screen content in the preset area of the first live video in a text manner, the server of the embodiment may also display the bullet screen content in the preset area of the first live video in an image manner. Specifically, when the audience sends the barrage content, the system reminds the audience, and if the audience presents the corresponding gift, the barrage content of the audience can be displayed on the first live video in combination with the gift. For example, when the server receives a love rose gift of the viewer, the server composes the barrage content of the viewer with roses and displays the barrage content in a preset area of the first live video. For example, when the bullet screen content is a single character, the server may spell the character with a rose to display the character; when the bullet screen content is a plurality of characters, the server can use roses to spell the shapes of the characters respectively, and can also use love shapes as the character paths for arranging the characters to display. Therefore, the enthusiasm of the audience for presenting the gift can be improved, and the interest of the live video is improved.
in the implementation, the server counts the number of the barrage generated by the anchor terminal in the live broadcasting process, and displays the barrage content with a large number of barrage on the live video to prompt the anchor; in the process, the spectators can actively give out self understanding and suggestions to the games, the participation sense of the spectators to the game interaction is enhanced, and the live broadcast effect is improved.
For S104 in the embodiment shown in fig. 1, another specific method is further proposed by the present application. Referring to fig. 4, fig. 4 is a schematic flowchart illustrating a game interaction method according to a third embodiment of the present application.
s301: and when the number of times that the first input information is not matched with the preset characters is larger than the preset number of times, resetting the position and the shape of the preset characters in the first live video.
and in the process of matching the input information with the preset characters, the server records the number of times that the input information is not matched with the preset characters. When the recorded number of times is greater than a preset number threshold, the server resets the position and shape of the preset character, or replaces the preset character with a new one.
specifically, the server resends the interactive interface information to the first anchor terminal and the second anchor terminal. When the number of times that the first input information is not matched with the preset characters is larger than a preset number threshold value, resetting the preset characters in the first live video in the interactive interface to be in an initialization state; and when the number of times that the second input information is not matched with the preset characters is larger than a preset number threshold value, resetting the preset characters in the second live video in the interactive interface to be in an initialization state.
Further, when the number of times that the server detects the input information within the preset time is greater than a preset maximum number threshold, the server determines that the input information is malicious. At this point, the server stops receiving the input message and prompts the anchor that the answer cannot be entered within 10 seconds.
s302: and if the input information cannot be successfully matched with the preset characters within the preset time, judging that the game fails.
In order to increase the urgency of the main game and create a tense game atmosphere, the server further limits the game time for each game. When the game time is over, the input information and the preset characters can not be successfully matched, the mobile terminal judges that the game fails and prompts whether the game needs to be restarted.
In this embodiment, the server determines whether preset characters need to be reset by recording the number of times of matching failure of the input information and the input frequency of the input information, and initializes the game progress to punish the game anchor to a certain extent, thereby improving the tension and the appreciation of game interaction.
for S103 in the embodiment shown in fig. 1, the present application further proposes another specific method. Referring to fig. 5, fig. 5 is a schematic flowchart illustrating a game interaction method according to a fourth embodiment of the present application.
s401: and acquiring brightness information of the first live video and/or the second live video, and judging whether the brightness is smaller than a preset brightness threshold value.
generally speaking, in the live broadcasting process, when an image needs to be inserted into the first live video and/or the second live video, the brightness information of the image is ensured to be consistent with or close to that of the first live video and/or the second live video, and a better watching experience can be provided for a main broadcast and audiences. However, in the live broadcasting process, due to the influence of environmental factors or human factors, the brightness of the first live video and/or the second live video may be too low; if the brightness of the preset character generated at this time is consistent with the brightness of the first live video and/or the second live video, the main broadcast is not facilitated to observe and operate.
therefore, before the preset characters are generated, the server can also obtain the brightness information of the first live video and/or the second live video, and if the brightness of the first live video and/or the second live video is larger than or equal to a preset brightness threshold value, the server generates the preset characters according to the brightness of the first live video and/or the second live video; if the brightness of the live video is smaller than the preset brightness threshold, the process goes to S402.
S402: the preset character is highlighted.
in order to enable the anchor and the audience to better observe the position and the shape of the preset characters, the server needs to highlight the preset characters, so that the preset characters are more obvious in the first live video and/or the second live video, and the live experience of the anchor and the audience is improved.
in this embodiment, the server may also monitor the video quality of the first live video and/or the second live video in real time, and when the video quality of the first live video and/or the second live video is insufficient, the game experience of the anchor and the audience is ensured by adjusting the state of the preset characters.
In order to implement the game interaction method of the foregoing embodiment, the present application provides a server, and specifically refer to fig. 6, where fig. 6 is a schematic structural diagram of an embodiment of the server provided in the present application.
The server 600 of the present embodiment comprises a memory 61 and a processor 62, wherein the memory 61 is coupled to the processor 62.
wherein, the memory 61 is used for storing program data, and the processor 62 is used for executing the program data to realize the game interaction method of the above embodiment:
Respectively acquiring a first live video of a first anchor terminal and a second live video of a second anchor terminal; acquiring first mark information from a first live video, acquiring second mark information from a second live video, and judging whether the similarity between the first mark information and the second mark information is greater than a similarity threshold value or not; if yes, generating preset characters based on the first mark information and the second mark information, and sending interaction interface information to a first anchor terminal and a second anchor terminal, wherein the interaction interface comprises a first live video, a second live video and the preset characters; and when the first input information and/or the second input information are matched with preset characters, game result information is sent to the first anchor terminal and the second anchor terminal.
in the present embodiment, the processor 62 may also be referred to as a CPU (Central Processing Unit). The processor 62 may be an integrated circuit chip having signal processing capabilities. The processor 62 may also be a general purpose processor, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), an off-the-shelf programmable gate array (FPGA) or other programmable logic device, discrete gate or transistor logic, discrete hardware components. A general purpose processor may be a microprocessor or the processor 62 may be any conventional processor or the like.
Referring to fig. 7, fig. 7 is a schematic flowchart illustrating a game interaction method according to a fifth embodiment of the present application. The game interaction method of the embodiment is applied to a live broadcast system, wherein the live broadcast system at least comprises a first anchor terminal, a second anchor terminal and a server, and the first anchor terminal and the second anchor terminal establish communication connection through the server.
as shown in fig. 7, the game interaction method of the present embodiment specifically includes the following steps:
S501: the first anchor terminal sends the first direct playing video to the server.
s502: and the second main broadcasting end sends the second live broadcast video to the server.
s503: the server acquires first mark information from the first live video and acquires second mark information from the second live video.
S504: when the similarity of the first mark information and the second mark information is larger than the similarity threshold value, the server generates preset characters based on the first mark information and the second mark information, and sends interaction interface information to the first anchor terminal and the second anchor terminal, wherein the interaction interface comprises a first live video, a second live video and the preset characters.
s505: and the first anchor terminal and/or the second anchor terminal sends the first input information and/or the second input information to the server.
S506: and when the first input information and/or the second input information are matched with the preset characters, the server sends game result information to the first anchor terminal and the second anchor terminal.
To implement the game interaction method of the foregoing embodiment, the present application provides a live broadcast system, and specifically refer to fig. 8, where fig. 8 is a schematic structural diagram of an embodiment of the live broadcast system provided in the present application.
the live system 800 at least comprises a first anchor 81, a second anchor 82 and a server 83, wherein the first anchor 81 and the second anchor 82 establish a communication connection through the server 83.
the first anchor 81 is configured to send a first live video to the server 83.
the second anchor 82 is configured to send the second live video to the server 83.
the server 83 is configured to obtain first flag information from the first live video, and obtain second flag information from the second live video.
when the similarity between the first flag information and the second flag information is greater than the similarity threshold, the server 83 is further configured to generate a preset character based on the first flag information and the second flag information, and send interaction interface information to the first anchor 81 and the second anchor 82, where the interaction interface includes a first live video, a second live video, and the preset character.
The first anchor 81 and/or the second anchor 82 are configured to send the first input information and/or the second input information to the server 83.
The server 83 is further configured to send game result information to the first and second anchor terminals 81 and 82 when the first input information and/or the second input information match the preset characters.
please refer to fig. 9, where fig. 9 is a schematic structural diagram of an embodiment of a computer storage medium provided in the present application, the computer storage medium 900 stores program data 91, and the program data 91 is used to implement the game interaction method according to the above embodiment when executed by a processor.
Embodiments of the present application may be implemented in software functional units and may be stored in a computer readable storage medium when sold or used as a stand-alone product. Based on such understanding, the technical solution of the present application may be substantially implemented or contributed by the prior art, or all or part of the technical solution may be embodied in a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, a network device, or the like) or a processor (processor) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
the above description is only for the purpose of illustrating embodiments of the present application and is not intended to limit the scope of the present application, and all modifications of equivalent structures and equivalent processes, which are made by the contents of the specification and the drawings of the present application or are directly or indirectly applied to other related technical fields, are also included in the scope of the present application.

Claims (12)

1. A game interaction method, the game interaction method comprising:
respectively acquiring a first live video of a first anchor terminal and a second live video of a second anchor terminal;
Acquiring first mark information from the first live video, acquiring second mark information from the second live video, and judging whether the similarity between the first mark information and the second mark information is greater than a similarity threshold value;
If yes, generating a preset character based on the first mark information and the second mark information, and sending interaction interface information to the first anchor terminal and the second anchor terminal, wherein the interaction interface comprises the first live video, the second live video and the preset character;
And when the first input information and/or the second input information are matched with the preset characters, game result information is sent to the first anchor terminal and the second anchor terminal.
2. The game interaction method of claim 1, wherein the step of determining whether the similarity between the first flag information and the second flag information is greater than a similarity threshold comprises:
If not, generating a first preset character based on the first mark information, generating a second preset character based on the second mark information, and sending interaction interface information to the first anchor terminal and the second anchor terminal, wherein the interaction interface comprises the first live broadcast video and the corresponding first preset character, the second live broadcast video and the corresponding second preset character, and the complexity of the first preset character is the same as that of the second preset character.
3. The game interaction method according to claim 1, wherein the step of sending game result information to the first anchor terminal and the second anchor terminal when the first input information and/or the second input information match the preset character comprises:
When the first input information is matched with the preset character, the first anchor terminal game is judged to be successful, and the second anchor terminal game is judged to be failed;
when the second input information is matched with the preset character, the first anchor terminal game is judged to be failed, and the second anchor terminal game is judged to be successful;
and judging that the games of the first anchor terminal and the second anchor terminal are leveled when the first input information and the second input information cannot be successfully matched with the preset characters within preset time.
4. A game interaction method as claimed in claim 1, wherein the step of obtaining first marker information from the first live video comprises:
Acquiring address information based on a position where the first live video is shot, and taking the address information as the first mark information;
Or presetting a plurality of sign shapes, and identifying the sign shapes appearing in the first live video, wherein the sign shapes comprise a sign brand shape, a sign brand name and a sign building.
5. A game interaction method as claimed in claim 1, wherein the step of obtaining the first input information of the first anchor and/or the second input information of the second anchor is preceded by:
Counting first bullet screen contents of the first direct-playing video and corresponding first bullet screen quantity, and sending the first bullet screen contents of which the first bullet screen quantity exceeds a preset quantity to the first anchor terminal;
counting second bullet screen contents of the second live video and the corresponding second bullet screen quantity, and sending the second bullet screen contents of which the second bullet screen quantity exceeds the preset quantity to the second anchor terminal;
Or acquiring first barrage content and first gift information corresponding to the first anchor terminal, and sending the first barrage content and the first gift information to the first anchor terminal based on the first barrage content and the first gift information, so that the first anchor terminal displays the first barrage content on the first live video in the shape of a gift image of the first gift information;
And acquiring second bullet screen content and second gift information corresponding to the second anchor terminal, and sending the second bullet screen content and the second gift information to the second anchor terminal based on the second bullet screen content and the second gift information, so that the second anchor terminal displays the second bullet screen content on the second live broadcast video in the shape of a gift image of the second gift information.
6. the game interaction method of claim 5, wherein the step of sending the first barrage content of which the number of the first barrage exceeds a preset number to the first anchor terminal comprises:
Identifying whether the content identical to the preset characters appears in the first bullet screen content with the number of the first bullet screens exceeding the preset number;
and if so, shielding the corresponding first barrage content, or replacing and displaying the corresponding first barrage content with other symbols.
7. The game interaction method according to claim 1, wherein the step of sending game result information to the first anchor terminal and the second anchor terminal when the first input information and/or the second input information match the preset character comprises:
resetting the position and the shape of a preset character in the first direct-playing video when the number of times that the first input information is not matched with the preset character is larger than a preset number of times;
Resetting the position and the shape of a preset character in the second live video when the number of times that the second input information is not matched with the preset character is larger than a preset number of times;
and in a preset time, judging that the game is leveled if the first input information and the second input information can not be successfully matched with the preset characters.
8. The game interaction method according to claim 1, wherein after the steps of generating a preset character based on the first flag information and the second flag information and transmitting interaction interface information to the first anchor and the second anchor, the method comprises:
Acquiring brightness information of the first live video and/or the second live video, and judging whether the brightness is smaller than a preset brightness threshold value;
If so, highlighting the preset character;
and controlling the movement distance and/or the rotation angle of the preset character according to the sound operation information and/or the touch screen operation information of the first main player and/or the second main player.
9. A server, comprising a processor and a memory; the memory is stored with a computer program, and the processor is used for executing the computer program to realize the steps of the game interaction method according to any one of claims 1-8.
10. A game interaction method is applied to a live broadcast system, the live broadcast interaction system at least comprises a first anchor terminal, a second anchor terminal and a server, and the game interaction method comprises the following steps:
The first anchor terminal sends a first direct-playing video to the server;
The second anchor terminal sends a second live video to the server;
the server acquires first mark information from the first live video and second mark information from the second live video;
When the similarity between the first mark information and the second mark information is larger than a similarity threshold value, the server generates preset characters based on the first mark information and the second mark information, and sends interaction interface information to the first anchor terminal and the second anchor terminal, wherein the interaction interface comprises the first live video, the second live video and the preset characters;
The first anchor terminal and/or the second anchor terminal sends first input information and/or second input information to the server;
And when the first input information and/or the second input information are matched with the preset characters, the server sends game result information to the first anchor terminal and the second anchor terminal.
11. a live broadcast system is characterized by at least comprising a first anchor terminal, a second anchor terminal and a server, wherein the first anchor terminal and the second anchor terminal are in communication connection with the server;
The first anchor terminal is used for sending a first direct-playing video to the server;
The second anchor terminal is used for sending a second live video to the server;
The server is used for acquiring first mark information from the first live video and acquiring second mark information from the second live video;
When the similarity between the first mark information and the second mark information is greater than a similarity threshold value, the server is further configured to generate a preset character based on the first mark information and the second mark information, and send interaction interface information to the first anchor terminal and the second anchor terminal, where the interaction interface includes the first live video, the second live video, and the preset character;
The first anchor terminal and/or the second anchor terminal are/is used for sending first input information and/or second input information to the server;
And when the first input information and/or the second input information are matched with the preset characters, the server is also used for sending game result information to the first anchor terminal and the second anchor terminal.
12. A computer storage medium storing a computer program which, when executed, implements the steps of the game interaction method of any one of claims 1 to 8 and 10.
CN201910838466.1A 2019-09-05 2019-09-05 Game interaction method, server, live broadcast system and computer storage medium Active CN110572688B (en)

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