CN106861184A - A kind of method and system that man-machine interaction is realized in immersion VR game - Google Patents
A kind of method and system that man-machine interaction is realized in immersion VR game Download PDFInfo
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- CN106861184A CN106861184A CN201611239162.6A CN201611239162A CN106861184A CN 106861184 A CN106861184 A CN 106861184A CN 201611239162 A CN201611239162 A CN 201611239162A CN 106861184 A CN106861184 A CN 106861184A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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 using indicators, e.g. showing the condition of a game character on screen
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Processing Or Creating Images (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
The present invention provides a kind of method that man-machine interaction is realized in immersion VR game, the method is by arranging the 3D UI controls in current game scene, accordingly generate hiding UI list of controls, when the scene of game that visual angle changes in causing its visual field changes, participant in game can be by pointing out to recall above-mentioned UI list of controls or recovering former scene of game, and then realize carrying out interaction with the 3D UI controls in former scene of game, solves the problems, such as in complex interactive mode VR game that 3D UI controls remove the visual field with the change of participant in game visual angle and cause to interact.Additionally, the present invention also provides a kind of system that man-machine interaction is realized in immersion VR game.
Description
Technical field
Immersed the present invention relates to virtual reality (Virtual Reality, abbreviation VR) technical field, more particularly to one kind
The method and system of man-machine interaction is realized in Formula V R game.
Background technology
Electronic game is the product that computer technology is combined with the art such as traditional game and film, music.But it is relative to pass
System game, electronic game has interacting for the place of its uniqueness, i.e. people and computer again.In traditional game, all of game ginseng
All it is real-life people with person, what is used is all real object;And in electronic game, interacted with participant in game
Object then becomes virtual portrait, article and control of computer generation etc..
When VR game does not occur, using " keyboard+mouse " (being generally used for PC game), main frame more than most of electronic games
(such as rocking bar, is applied to large-scale console to the supporting input equipment of game more;Handle, itself setting button etc., are applied to PS more
The minihoses such as series play), click on or slide touch-screen (being generally used for mobile phone games) as its man-machine interaction means.
No matter use above-mentioned which kind of interactive means, electronic game be particularly interactive meanses improvement development all follow this
One rule of sample, i.e., with the development of electronic game, sense is substituted into order to obtain preferably game, and its interactive mode is more and more multiple
It is miscellaneous.Such as, played from earliest MUD, using word as the UI controls for realizing human-computer interaction function, the 2D to early stage plays, adopts
Tried one's best when replacing word with substantial amounts of 2D graphic icons, then being played to 2.5D game, 3D and exempt to use 2D UI controls, but will more
Many UI controls are bundled in 3D models of place, person model etc. (such as NPC personage) above, are realized in the form of 3D UI controls
Man-machine interaction.Meanwhile, even if in 3D game, not accomplishing all using 3D UI controls yet.Some represent personage, technical ability, task
Deng control the edge at game graph interface would generally be fixed in the form of 2D UI controls.
VR technological synthesis (real-time) computer graphics, Computer Simulation, sensor, (wide-angle) (solid) display etc.
Multiple technologies, it has participant in game on the spot in person by creating a virtual information environment on Multi information space
Feeling of immersion, and then simulation interactive is carried out by with other participant in game in above-mentioned virtual environment or environment, finally by it
The space imagined for providing, reaches and natural and almost real interaction effect is realized in broader space.Substantially, VR
Technology is a kind of a kind of brand-new man-machine interaction means by technology creations such as computer and sensors;Sunk because its is good
Leaching sense can bring preferably game to substitute into sense, therefore from its appearance to this period of development, VR game is all the heat of its application
Point direction.
It is a large amount of to use 2D UI controls in VR game, not only can as being played in conditional electronic in like that destroy game substitution
Sense, while can also have a strong impact on the distinctive feeling of immersion that VR technologies are brought, therefore in VR game, also can avoid using 2D as far as possible
UI controls and widely used 3D UI controls.
However, being to obtain sensation (i.e. feeling of immersion) on the spot in person when VR game is carried out, participant in game can be with 360
Degree rotates visual angle without dead angle.If obtaining game well to substitute into sense and largely use 3D UI controls, when participant in game rotary head
When, the 3D UI controls with regard to occurring in the former scene of game before following problem, i.e. rotary head disappear in the participant in game visual field
In, if to use above-mentioned UI controls, can only be found head is gone back to;But because without reference to thing, participant in game is difficult again
Accurately recover the 3D UI controls in former scene of game and scene of game.
Therefore, also just because of above-mentioned reason, VR technologies are difficult to apply in the 3D electronic games of interaction complexity.
The content of the invention
In order to solve the above problems, VR technologies are applied in the 3D electronic games of interaction complexity, the present invention provides new
Man-machine interaction scheme, in the case of conditions permit, as far as possible using 3D UI controls, while at some in particular cases, using to the greatest extent
The defect that the few 2D UI controls of amount avoid 3D UI controls from being disappeared in the visual field.
The present invention provides a kind of method that man-machine interaction is realized in immersion VR game, and the method is by arranging current trip
3D UI controls in play scene, accordingly generate hiding UI list of controls, when visual angle changes the scene of game in causing its visual field
When changing, participant in game by pointing out to recall above-mentioned UI list of controls or recovering former scene of game, and then can be realized
Interaction is carried out with the 3D UI controls in former scene of game, 3D UI controls are participated in game in solving complex interactive mode VR game
Person visual angle changes and removes the problem that the visual field causes to interact.Additionally, the present invention also provides a kind of in immersion VR game
The system for realizing man-machine interaction.
The embodiment of the present invention provides a kind of method that man-machine interaction is realized in immersion VR game, and the method includes,
There is 3D UI the first scene of game of control when participant in game is entered by VR helmets, arrange described first
The 3D UI controls of scene of game simultaneously accordingly generate UI list of controls, and it is hidden that the UI list of controls is set under current scene
Hide;
Judge whether first scene of game removes the participant in game visual field;If so, then played after its removal participating in
The predeterminable area of the second scene of game in the person visual field is pointed out;If it is not, not performing any operation then;The predeterminable area can
To be any region outside the second scene of game central area, the edge of preferably described second scene of game;
If there is prompting, after the prompting occurs, judge whether participant in game locks the prompting;If so, prompting
Disappear, eject the UI list of controls;Now, participant in game (can be locked at visual angle by input equipment or eyeball control technology
Determine certain hour or pre-determined number blink) operated or chosen switching visual field etc..
Further, in the above method, judge whether first scene of game removes the participant in game visual field, its specific mistake
Cheng Wei,
The angle that record helmet is rotated with participant in game;When the rotational angle reaches predetermined angle, that is, think
First scene of game removes the participant in game visual field;The predetermined angle is typically no less than 60 degree;
Further, the observing and controlling of the rotational angle can be realized by gyro sensor;
If the rotational angle is not up to predetermined angle, further, its central fovea is regarded during participant in game ocular imaging
Wild (Foveal vision area, it is the most clear to be imaged) does not fall within the central area of first scene of game, then it is assumed that institute
State the first scene of game and remove the participant in game visual field;
Judge whether first scene of game removes the participant in game visual field additionally, above-mentioned, its detailed process can also
For,
Directly by judging whether its central fovea visual field falls in first scene of game during participant in game ocular imaging
Central area, if not, then it is assumed that first scene of game removes the participant in game visual field;
Further, in the above method, the prompting, preferably blinking cursor mark;The cursor is tried one's best using eye protection light;
Further, the blinking cursor mark can be made up of origin, x-axis sign, y-axis sign;Wherein,
The x-axis sign and y-axis sign mark the transverse direction of second scene of game and first scene of game respectively
Distance and fore-and-aft distance;
Further, in the above method, judge whether to lock the prompting, its detailed process is to judge participant in game eye
The time that its central fovea visual field falls in the prompting when ball is imaged exceedes Preset Time, then it is assumed that lock the prompting;If it is not, then
Think the non-locking prompting;
Further, in the above method, if the UI list of controls is more long, it is impossible to shown completely in screen, can used
Multipage or rolling window pattern;Participant in game can (visual angle locks certain hour by input equipment or eyeball control technology
Or pre-determined number blink) carry out page turning or rolling.
The embodiment of the present invention provides a kind of system that man-machine interaction is realized in immersion VR game, and the system includes,
UI list of controls generation units, for the generation of UI list of controls;When participant in game is entered by VR helmets
Enter to exist 3D UI the first scene of game of control, arrange the 3D UI controls of first scene of game and accordingly generate UI controls row
Table, and it is hiding that the UI list of controls is set under current scene;
The visual field and scene of game unit, for judging whether first scene of game removes the participant in game visual field;
Whether UI list of controls control units, trip is removed according to the visual field and scene of game system to first scene of game
The judged result control UI list of controls in the play participant visual field;Specifically,
If first scene of game removes the participant in game visual field, in the participant in game visual field after its removal the
The predeterminable area of two scene of game is pointed out;If it is not, not performing any operation then;The predeterminable area can be described second
Any region outside scene of game central area, the edge of preferably described second scene of game;
If there is prompting, after the prompting occurs, judge whether participant in game locks the prompting;If so, prompting
Disappear, eject the UI list of controls;Now, participant in game (can be locked at visual angle by input equipment or eyeball control technology
Determine certain hour or pre-determined number blink) operated or chosen switching visual field etc..
Further, in said system, judge whether first scene of game removes the participant in game visual field, its specific mistake
Cheng Wei,
Helmet is set rotation monitoring modular is set, for recording the angle rotated with participant in game;When described turn
Dynamic angle reaches predetermined angle, that is, think that first scene of game removes the participant in game visual field;The predetermined angle is general
Not less than 60 degree;
Further, the rotation monitoring modular can be realized by gyro sensor;
If the rotational angle is not up to predetermined angle, further judge, its center during participant in game ocular imaging
The recessed visual field (Foveal vision area, it is the most clear to be imaged) does not fall within the central area of first scene of game, then recognize
For first scene of game removes the participant in game visual field;
Judge whether first scene of game removes the participant in game visual field additionally, above-mentioned, its detailed process can also
For,
Directly by judging whether its central fovea visual field falls in first scene of game during participant in game ocular imaging
Central area, if not, then it is assumed that first scene of game removes the participant in game visual field;
Further, in said system, the prompting, preferably blinking cursor mark;The cursor is tried one's best using eye protection light;
Further, the blinking cursor mark can be made up of origin, x-axis sign, y-axis sign;Wherein,
The x-axis sign and y-axis sign mark the transverse direction of second scene of game and first scene of game respectively
Distance and fore-and-aft distance;
Further, in said system, locking judge module is set, for judging whether to lock the prompting;Specifically, sentence
The time that its central fovea visual field falls in the prompting during disconnected participant in game ocular imaging exceedes Preset Time, then it is assumed that locking
The prompting;If not, then it is assumed that the non-locking prompting;
Further, in the above method, if the UI list of controls is more long, it is impossible to shown completely in screen, can used
Multipage or rolling window pattern;Participant in game can (visual angle locks certain hour by input equipment or eyeball control technology
Or pre-determined number blink) carry out page turning or rolling.
The present invention provides a kind of method and system that man-machine interaction is realized in immersion VR game, by arranging current trip
3D UI controls in play scene, accordingly generate hiding UI list of controls, when visual angle changes the scene of game in causing its visual field
When changing, participant in game by pointing out to recall above-mentioned UI list of controls or recovering former scene of game, and then can be realized
Interaction is carried out with the 3D UI controls in former scene of game, 3D UI controls are participated in game in solving complex interactive mode VR game
Person visual angle changes and removes the problem that the visual field causes to interact, and then realizes VR technologies in complex interactive mode 3D game
Using, make participant in game experience complex interactive mode VR game it is more true to nature and it is smooth feel well feeling of immersion and game experiencing.
Brief description of the drawings
Fig. 1 is a kind of flow of method that man-machine interaction is realized in immersion VR game that the embodiment of the present invention 1 is provided
Schematic diagram.
Specific embodiment
To make the beneficial effect of purpose, technical scheme and the acquirement of the embodiment of the present invention clearer, below in conjunction with the accompanying drawings,
Technical scheme in the embodiment of the present invention is clearly and completely stated.It is understood that embodiment described herein is only
For instruction and explanation of the present invention, it is not intended to limit the present invention.Based on the embodiment in the present invention, those skilled in the art
The every other embodiment obtained under the premise of creative work is not made, belongs to the scope of protection of the invention.
The embodiment of the present invention 1 provides a kind of method that man-machine interaction is realized in immersion VR game, as shown in figure 1, should
Method includes:
, there is 3D UI the first scene of game of control in step 101, arrange when participant in game is entered by VR helmets
The 3D UI controls of first scene of game simultaneously accordingly generate UI list of controls, and the UI controls are set under current scene
List is hiding;
Step 102, judges whether first scene of game removes the participant in game visual field;If so, then after its removal
The predeterminable area of the second scene of game in the participant in game visual field is pointed out (step 102a);If it is not, not performing then any
Operation;The predeterminable area can be any region outside the second scene of game central area, preferably described second trip
The edge of scene of playing;
If there is prompting, after the prompting occurs,
Step 103, judges whether participant in game locks the prompting;If so, prompting disappears, the UI list of controls is ejected
(step 103a);Now, participant in game can (visual angle locks certain hour or pre- by input equipment or eyeball control technology
Determine number of times blink) operated or chosen switching visual field etc..
The embodiment of the present invention 2 provides a kind of method that man-machine interaction is realized in immersion VR game, in the base of embodiment 1
On plinth,
Judge whether first scene of game removes the participant in game visual field, its detailed process is,
The angle that record helmet is rotated with participant in game;When the rotational angle reaches predetermined angle, that is, think
First scene of game removes the participant in game visual field;The predetermined angle is typically no less than 60 degree;
Further, the observing and controlling of the rotational angle can be realized by gyro sensor;
If the rotational angle is not up to predetermined angle, further, its central fovea is regarded during participant in game ocular imaging
Wild (Foveal vision area, it is the most clear to be imaged) does not fall within the central area of first scene of game, then it is assumed that institute
State the first scene of game and remove the participant in game visual field;
Judge whether first scene of game removes the participant in game visual field additionally, above-mentioned, its detailed process can also
For,
Directly by judging whether its central fovea visual field falls in first scene of game during participant in game ocular imaging
Central area, if not, then it is assumed that first scene of game removes the participant in game visual field.
The embodiment of the present invention 3 provides a kind of method that man-machine interaction is realized in immersion VR game, in embodiment 1 or 2
On the basis of,
The prompting, preferably blinking cursor are identified;The cursor is tried one's best using eye protection light;
Further, the blinking cursor mark can be made up of origin, x-axis sign, y-axis sign;Wherein, institute
State x-axis sign and y-axis sign mark respectively second scene of game and first scene of game laterally away from
From and fore-and-aft distance.Participant in game can recover former scene with the real-time change according to the mark.
The embodiment of the present invention 4 provides a kind of method that man-machine interaction is realized in immersion VR game, in the base of embodiment 1
On plinth,
Judge whether to lock the prompting, its detailed process is that its central fovea is regarded when judging participant in game ocular imaging
The time that open country falls in the prompting exceedes Preset Time, then it is assumed that lock the prompting;If not, then it is assumed that the non-locking prompting;
If additionally, the UI list of controls is more long, it is impossible to shown completely in screen, multipage or rolling window can be used
Pattern;Participant in game can be by input equipment or eyeball control technology (visual angle locks certain hour or pre-determined number is blinked)
Carry out page turning or rolling.
The embodiment of the present invention 5 provides a kind of system that man-machine interaction is realized in immersion VR game, and the system includes:
UI list of controls generation units, for the generation of UI list of controls;When participant in game is entered by VR helmets
Enter to exist 3D UI the first scene of game of control, arrange the 3D UI controls of first scene of game and accordingly generate UI controls row
Table, and it is hiding that the UI list of controls is set under current scene;
The visual field and scene of game unit, for judging whether first scene of game removes the participant in game visual field;
Whether UI list of controls control units, trip is removed according to the visual field and scene of game system to first scene of game
The judged result control UI list of controls in the play participant visual field;Specifically,
If first scene of game removes the participant in game visual field, in the participant in game visual field after its removal the
The predeterminable area of two scene of game is pointed out;If it is not, not performing any operation then;The predeterminable area can be described second
Any region outside scene of game central area, the edge of preferably described second scene of game;
If there is prompting, after the prompting occurs, judge whether participant in game locks the prompting;If so, prompting
Disappear, eject the UI list of controls;Now, participant in game (can be locked at visual angle by input equipment or eyeball control technology
Determine certain hour or pre-determined number blink) operated or chosen switching visual field etc..
The embodiment of the present invention 6 provides a kind of system that man-machine interaction is realized in immersion VR game, in the base of embodiment 5
On plinth,
Judge whether first scene of game removes the participant in game visual field, its detailed process is,
Helmet is set rotation monitoring modular is set, for recording the angle rotated with participant in game;When described turn
Dynamic angle reaches predetermined angle, that is, think that first scene of game removes the participant in game visual field;The predetermined angle is general
Not less than 60 degree;
Further, the rotation monitoring modular can be realized by gyro sensor;
If the rotational angle is not up to predetermined angle, further, its central fovea is regarded during participant in game ocular imaging
Wild (Foveal vision area, it is the most clear to be imaged) does not fall within the central area of first scene of game, then it is assumed that institute
State the first scene of game and remove the participant in game visual field;
Judge whether first scene of game removes the participant in game visual field additionally, above-mentioned, its detailed process can also
For,
Directly by judging whether its central fovea visual field falls in first scene of game during participant in game ocular imaging
Central area, if not, then it is assumed that first scene of game removes the participant in game visual field.
The embodiment of the present invention 7 provides a kind of system that man-machine interaction is realized in immersion VR game, in embodiment 5 or 6
On the basis of,
The prompting, preferably blinking cursor are identified;The cursor is tried one's best using eye protection light;
Further, the blinking cursor mark can be made up of origin, x-axis sign, y-axis sign;Wherein,
The x-axis sign and y-axis sign mark the transverse direction of second scene of game and first scene of game respectively
Distance and fore-and-aft distance.Participant in game can recover former scene with the real-time change according to the mark.
The embodiment of the present invention 8 provides a kind of system that man-machine interaction is realized in immersion VR game, in the base of embodiment 5
On plinth,
Locking judge module is set, for judging whether to lock the prompting;Specifically, judge participant in game eyeball into
As when time for falling in the prompting of its central fovea visual field exceed Preset Time, then it is assumed that lock the prompting;If not, then it is assumed that
The non-locking prompting.
If additionally, the UI list of controls is more long, it is impossible to shown completely in screen, multipage or rolling window can be used
Pattern;Participant in game can be by input equipment or eyeball control technology (visual angle locks certain hour or pre-determined number is blinked)
Carry out page turning or rolling.
Method or system that man-machine interaction is realized in immersion VR game that above-described embodiment is provided, solve complex interaction
3D UI controls changing with participant in game visual angle and removing the problem that the visual field causes to interact in pattern VR game, Jin Ershi
Application of the existing VR technologies in complex interactive mode 3D game, the VR for making participant in game experience complex interactive mode plays more
It is true to nature and smooth refreshing feeling of immersion and game experiencing.
Finally it should be noted that:Above example is merely to illustrate technical scheme, rather than its limitations;Although
The present invention is described in detail with reference to the foregoing embodiments, those skilled in the art should be understood:It still can be right
Technical scheme described in foregoing embodiments is modified, or carries out equivalent to which part technical characteristic;And this
A little modifications are replaced, and do not make the spirit and model of the essence disengaging various embodiments of the present invention technical scheme of appropriate technical solution
Enclose.
Claims (10)
1. it is a kind of to realize the method for man-machine interaction in immersion VR game, it is characterised in that the method includes:
There is 3D UI the first scene of game of control when participant in game is entered by VR helmets, arrange first game
The 3D UI controls of scene simultaneously accordingly generate UI list of controls, and it is hiding that the UI list of controls is set under current scene;
Judge whether first scene of game removes the participant in game visual field;If so, then participant in game is regarded after its removal
The predeterminable area of the second scene of game of Yezhong is pointed out;If it is not, not performing any operation then;The predeterminable area can be
Any region outside the second scene of game central area;
If there is prompting, after the prompting occurs, judge whether participant in game locks the prompting;If so, prompting disappears,
Eject the UI list of controls.
It is 2. according to claim 1 a kind of to realize the method for man-machine interaction in immersion VR game, it is characterised in that
Described judges whether first scene of game removes the participant in game visual field, and its detailed process is,
The angle that record helmet is rotated with participant in game;When the rotational angle reaches predetermined angle, that is, think described
First scene of game removes the participant in game visual field;
If the rotational angle is not up to predetermined angle, further, during participant in game ocular imaging its central fovea visual field is not
Fall in the central area of first scene of game, then it is assumed that first scene of game removes the participant in game visual field;
Or
Directly by judging whether its central fovea visual field falls in first scene of game during participant in game ocular imaging
Heart district domain, if not, then it is assumed that first scene of game removes the participant in game visual field.
3. it is according to claim 1 and 2 it is a kind of realize the method for man-machine interaction in immersion VR game, its feature exists
In,
It is described to prompt for blinking cursor mark.
It is 4. according to claim 3 a kind of to realize the method for man-machine interaction in immersion VR game, it is characterised in that
The blinking cursor mark is made up of origin, x-axis sign, y-axis sign;Wherein, the x-axis sign and
Y-axis sign marks the lateral separation and fore-and-aft distance of second scene of game and first scene of game respectively.
It is 5. according to claim 1 a kind of to realize the method for man-machine interaction in immersion VR game, it is characterised in that
Described to judge whether to lock the prompting, its central fovea visual field falling to carried described when judging participant in game ocular imaging
The time shown exceedes Preset Time, then it is assumed that lock the prompting;If not, then it is assumed that the non-locking prompting;
And/or
Cannot completely be shown in screen if the UI list of controls is more long, using multipage or rolling window pattern.
6. it is a kind of to realize the system of man-machine interaction in immersion VR game, it is characterised in that the system includes:
UI list of controls generation units, for the generation of UI list of controls;Deposited when participant in game is entered by VR helmets
In 3D UI the first scene of game of control, arrange the 3D UI controls of first scene of game and accordingly generate UI list of controls,
And it is hiding that the UI list of controls is set under current scene;
The visual field and scene of game unit, for judging whether first scene of game removes the participant in game visual field;
Whether UI list of controls control units, game ginseng is removed to first scene of game according to the visual field and scene of game system
Judged result with the person visual field controls UI list of controls;Specifically,
If first scene of game removes the participant in game visual field, the second trip in the participant in game visual field after its removal
The predeterminable area of scene of playing is pointed out;If it is not, not performing any operation then;The predeterminable area can be second game
Any region outside scene center region;
If there is prompting, after the prompting occurs, judge whether participant in game locks the prompting;If so, prompting disappears,
Eject the UI list of controls.
It is 7. according to claim 6 a kind of to realize the system of man-machine interaction in immersion VR game, it is characterised in that
Described judges whether first scene of game removes the participant in game visual field, and its detailed process is,
Helmet is set rotation monitoring modular is set, for recording the angle rotated with participant in game;When the angle of rotation
Degree reaches predetermined angle, that is, think that first scene of game removes the participant in game visual field;
If the rotational angle is not up to predetermined angle, further judge, its central fovea is regarded during participant in game ocular imaging
Wild (Foveal vision area, it is the most clear to be imaged) does not fall within the central area of first scene of game, then it is assumed that institute
State the first scene of game and remove the participant in game visual field;
Or,
Directly by judging whether its central fovea visual field falls in first scene of game during participant in game ocular imaging
Heart district domain, if not, then it is assumed that first scene of game removes the participant in game visual field.
8. a kind of according to claim 6 or 7 realizes the system of man-machine interaction in immersion VR game, and its feature exists
In,
It is described to prompt for blinking cursor mark.
It is 9. according to claim 8 a kind of to realize the system of man-machine interaction in immersion VR game, it is characterised in that
The blinking cursor mark is made up of origin, x-axis sign, y-axis sign;Wherein, the x-axis sign and
Y-axis sign marks the lateral separation and fore-and-aft distance of second scene of game and first scene of game respectively.
It is 10. according to claim 6 a kind of to realize the system of man-machine interaction in immersion VR game, it is characterised in that
Judge whether to lock the prompting, its central fovea visual field falls in the prompting when judging participant in game ocular imaging
Time exceedes Preset Time, then it is assumed that lock the prompting;If not, then it is assumed that the non-locking prompting;
And/or
Cannot completely be shown in screen if the UI list of controls is more long, using multipage or rolling window pattern.
Priority Applications (1)
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