CN111408126A - VR-based archery game interaction method and device - Google Patents
VR-based archery game interaction method and device Download PDFInfo
- Publication number
- CN111408126A CN111408126A CN202010176038.XA CN202010176038A CN111408126A CN 111408126 A CN111408126 A CN 111408126A CN 202010176038 A CN202010176038 A CN 202010176038A CN 111408126 A CN111408126 A CN 111408126A
- Authority
- CN
- China
- Prior art keywords
- parameter
- user
- virtual arrow
- hands
- game interaction
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Pending
Links
- 238000000034 method Methods 0.000 title claims abstract description 31
- 230000003993 interaction Effects 0.000 title claims abstract description 23
- 238000004364 calculation method Methods 0.000 claims description 8
- 238000000926 separation method Methods 0.000 claims description 6
- 238000004088 simulation Methods 0.000 description 3
- 238000010586 diagram Methods 0.000 description 2
- 238000012986 modification Methods 0.000 description 2
- 230000004048 modification Effects 0.000 description 2
- 230000009286 beneficial effect Effects 0.000 description 1
- 230000007812 deficiency Effects 0.000 description 1
- 238000005516 engineering process Methods 0.000 description 1
- 238000004519 manufacturing process Methods 0.000 description 1
Images
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
-
- 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
- A63F13/219—Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
-
- 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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
-
- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Theoretical Computer Science (AREA)
- General Engineering & Computer Science (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
The invention provides an archery game interaction method and device based on VR, wherein the method comprises the steps of respectively obtaining an eye height parameter, a direction parameter, a force parameter and an angle parameter of a user; determining a starting point of a virtual arrow according to the eye height parameter; determining a virtual arrow running curve according to the force parameter and the angle parameter; determining the end point of the virtual arrow according to the starting point, the direction parameter and the running curve of the virtual arrow; after the launch command is obtained, the virtual arrow is run along the running curve until the end point is reached. The invention not only can enable the user to obtain the game experience basically the same as that of actual archery, but also has better interestingness.
Description
Technical Field
The invention relates to the technical field of virtual equipment, in particular to an archery game interaction method and device based on VR.
Background
In recent years, with the increasing maturity of VR technology, VR-based virtual reality games, such as virtual archery games, have been developed remarkably. The existing virtual archery game mode is that after a game player wears a head-wearing device and a hand-held device respectively, after a virtual arrow target appears in front of the game player, the game player makes a bow-pulling gesture after adjusting the direction, a cursor which represents a target is appeared on the virtual arrow target, then the game player makes a virtual archery gesture, and a virtual arrow flies to the cursor to complete a virtual archery period.
However, the inventor finds that the virtual archery game in the prior art is too coarse, and particularly through the design of the cursor, the game player already knows the game result when the virtual archery is not available, which not only has a great difference in game experience with the actual virtual archery process, but also greatly reduces the game fun of the game player.
Disclosure of Invention
In light of the above deficiencies of the prior art, the present invention provides a VR-based archery game interaction method and apparatus, which is directed to solving one of the technical problems in the background art.
The technical problem to be solved by the invention is realized by adopting the following technical scheme:
as a first aspect of the invention, a VR-based archery game interaction method is provided, which comprises
Respectively acquiring an eye height parameter, a direction parameter, a force parameter and an angle parameter of a user;
determining a starting point of a virtual arrow according to the eye height parameter;
determining a virtual arrow running curve according to the force parameter and the angle parameter;
determining the end point of the virtual arrow according to the starting point, the direction parameter and the running curve of the virtual arrow;
after the launch command is obtained, the virtual arrow is run along the running curve until the end point is reached.
As an optional implementation manner, the method for acquiring the eye height parameter of the user is
Measuring a spacing between the head-mounted device and the ground, the spacing being equal to the eye-height parameter of the user.
As an optional implementation manner, the method for acquiring the force parameter of the user is
Measuring the distance value between the two hands of the user, and calculating a force parameter according to a preset elastic coefficient and the distance value.
As an optional implementation manner, the method for acquiring the angle parameter of the user is
Respectively measuring the heights H1 and H2 of two hands of the user from the ground;
calculating the height difference | H1-H2| of the two hands of the user;
measuring a separation value between the user's hands L;
calculating the angle parameter according to the spacing value L and the height difference | H1-H2 |.
As an optional implementation mode, the step of determining the virtual arrow running curve according to the force parameter and the angle parameter comprises
And substituting the force parameter and the angle parameter into a parabolic equation to determine a virtual arrow running curve.
As a second aspect of the invention, there is provided a VR based archery game interaction device comprising
The acquisition module is used for respectively acquiring an eye height parameter, a direction parameter, a force parameter and an angle parameter of a user;
the first calculation module is used for determining a starting point of the virtual arrow according to the eye height parameter;
the second calculation module is used for determining a virtual arrow running curve according to the force parameter and the angle parameter;
the third calculation module is used for determining the end point of the virtual arrow according to the starting point, the direction parameter and the running curve of the virtual arrow;
and the display module is used for running the virtual arrow along the running curve until the terminal point is reached after the emission instruction is obtained.
As an alternative embodiment, the obtaining module comprises a first obtaining submodule for measuring a distance between the head-mounted device and the ground, the distance being equal to the eye height parameter of the user.
As an optional implementation manner, the obtaining module includes a second obtaining submodule, and the second obtaining submodule is configured to measure a distance value between two hands of the user, and calculate the strength parameter according to a preset elasticity coefficient and according to the elasticity coefficient and the distance value.
As an alternative implementation, the obtaining module includes a third obtaining submodule, and the third obtaining submodule is used for
Respectively measuring the heights H1 and H2 of two hands of the user from the ground;
calculating the height difference | H1-H2| of the two hands of the user;
measuring a separation value between the user's hands L;
calculating the angle parameter according to the spacing value L and the height difference | H1-H2 |.
As an alternative implementation, the second computing module is configured to
And substituting the force parameter and the angle parameter into a parabolic equation to determine a virtual arrow running curve.
The invention has the beneficial effects that:
in the embodiment of the invention, the traditional mode of displaying the terminal cursor in advance is cancelled, simulation is carried out strictly according to the actual archery process, the eye height parameter, the direction parameter, the force parameter and the angle parameter of the user are considered, the running route of the virtual arrow is strictly calculated based on the factors, and the user can know the final game result (for example, whether the virtual arrow hits the arrow target or the number of rings hitting the arrow target) only after shooting the virtual arrow, so that the user can obtain the game experience basically the same as the actual archery and has better interestingness.
Drawings
The invention is further illustrated with reference to the following figures and examples.
FIG. 1 is a logic diagram of an interaction method according to the present embodiment;
fig. 2 is a schematic diagram of an interaction device according to the present embodiment.
Detailed Description
The following embodiments are provided to describe the embodiments of the present invention, and to further describe the detailed description of the embodiments of the present invention, such as the shapes, configurations, mutual positions and connection relationships of the components, the functions and operation principles of the components, the manufacturing processes and operation methods, etc., so as to help those skilled in the art to more fully, accurately and deeply understand the inventive concept and technical solutions of the present invention.
To achieve the above object, as shown in fig. 1, an embodiment of the present invention provides a VR-based archery game interaction method, which includes
S10, respectively acquiring an eye height parameter, a direction parameter, a force parameter and an angle parameter of a user;
s20, determining a virtual arrow starting point according to the eye height parameter;
s30, determining a virtual arrow running curve according to the force parameter and the angle parameter;
s40, determining the end point of the virtual arrow according to the starting point, the direction parameter and the running curve of the virtual arrow;
and S50, after the emission instruction is obtained, the virtual arrow runs along the running curve until the end point is reached.
In the embodiment of the invention, the traditional mode of displaying the terminal cursor in advance is cancelled, simulation is carried out strictly according to the actual archery process, the eye height parameter, the direction parameter, the force parameter and the angle parameter of the user are considered, the running route of the virtual arrow is strictly calculated based on the factors, and the user can know the final game result (for example, whether the virtual arrow hits the arrow target or the number of rings hitting the arrow target) only after shooting the virtual arrow, so that the user can obtain the game experience basically the same as the actual archery and has better interestingness.
As an optional implementation manner, the method for acquiring the eye height parameter of the user is
Measuring a spacing between the head-mounted device and the ground, the spacing being equal to the eye-height parameter of the user. Specifically, a distance measuring module, such as an infrared distance measuring module, may be disposed on the head-mounted device, the distance measuring module is oriented toward the ground, and when the user starts the game, the distance measuring module calculates the eye height of the user by measuring the distance to the ground. When the user plays the archery game, the height of the arrow is basically equal to the height of the eyes for aiming, so that the starting height of the virtual arrow can be obtained by calculating the height of the eyes.
As an optional implementation manner, the method for acquiring the force parameter of the user is
Measuring the distance value between the two hands of the user, and calculating a force parameter according to a preset elastic coefficient and the distance value. In the actual archery process, the force of the bow is in direct proportion to the deformation degree of the bowstring, so that the force parameter can be calculated according to the preset elastic coefficient through the distance value between the two hands of the user.
As an optional implementation manner, the method for acquiring the angle parameter of the user is
Respectively measuring the heights H1 and H2 of two hands of the user from the ground;
calculating the height difference | H1-H2| of the two hands of the user;
measuring a separation value between the user's hands L;
calculating the angle parameter according to the spacing value L and the height difference | H1-H2 |.
As an optional implementation mode, the step of determining the virtual arrow running curve according to the force parameter and the angle parameter comprises
And substituting the force parameter and the angle parameter into a parabolic equation to determine a virtual arrow running curve.
Corresponding to the interaction method, the embodiment of the invention also provides VR-based archery game interaction equipment, and as shown in FIG. 2, the VR-based archery game interaction equipment comprises
An obtaining module 10, configured to obtain an eye height parameter, a direction parameter, a force parameter, and an angle parameter of a user, respectively;
the first calculation module 20 is used for determining a starting point of the virtual arrow according to the eye height parameter;
the second calculation module 30 is used for determining a virtual arrow running curve according to the force parameter and the angle parameter;
the third calculating module 40 is used for determining the end point of the virtual arrow according to the starting point, the direction parameter and the running curve of the virtual arrow;
and the display module 50 is used for running the virtual arrow along the running curve after the emission instruction is obtained until the end point is reached.
In the embodiment of the invention, the traditional mode of displaying the terminal cursor in advance is cancelled, simulation is carried out strictly according to the actual archery process, the eye height parameter, the direction parameter, the force parameter and the angle parameter of the user are considered, the running route of the virtual arrow is strictly calculated based on the factors, and the user can know the final game result (for example, whether the virtual arrow hits the arrow target or the number of rings hitting the arrow target) only after shooting the virtual arrow, so that the user can obtain the game experience basically the same as the actual archery and has better interestingness.
As an alternative embodiment, the obtaining module comprises a first obtaining submodule for measuring a distance between the head-mounted device and the ground, the distance being equal to the eye height parameter of the user. When the user plays the archery game, the height of the arrow is basically equal to the height of the eyes for aiming, so that the starting height of the virtual arrow can be obtained by calculating the height of the eyes.
As an optional implementation manner, the obtaining module includes a second obtaining submodule, and the second obtaining submodule is configured to measure a distance value between two hands of the user, and calculate the strength parameter according to a preset elasticity coefficient and according to the elasticity coefficient and the distance value. In the actual archery process, the force of the bow is in direct proportion to the deformation degree of the bowstring, so that the force parameter can be calculated according to the preset elastic coefficient through the distance value between the two hands of the user.
As an alternative implementation, the obtaining module includes a third obtaining submodule, and the third obtaining submodule is used for
Respectively measuring the heights H1 and H2 of two hands of the user from the ground;
calculating the height difference | H1-H2| of the two hands of the user;
measuring a separation value between the user's hands L;
calculating the angle parameter according to the spacing value L and the height difference | H1-H2 |.
As an alternative implementation, the second computing module is configured to
And substituting the force parameter and the angle parameter into a parabolic equation to determine a virtual arrow running curve.
The invention has been described in an illustrative manner, and it is to be understood that the invention is not limited to the precise form disclosed, and that various insubstantial modifications of the inventive concepts and solutions, or their direct application to other applications without such modifications, are intended to be covered by the scope of the invention. The protection scope of the present invention shall be subject to the protection scope defined by the claims.
Claims (10)
1. A VR-based archery game interaction method is characterized in that: comprises that
Respectively acquiring an eye height parameter, a direction parameter, a force parameter and an angle parameter of a user;
determining a starting point of a virtual arrow according to the eye height parameter;
determining a virtual arrow running curve according to the force parameter and the angle parameter;
determining the end point of the virtual arrow according to the starting point, the direction parameter and the running curve of the virtual arrow;
after the launch command is obtained, the virtual arrow is run along the running curve until the end point is reached.
2. The VR-based archery game interaction method of claim 1, wherein: the method for acquiring the eye height parameter of the user comprises the following steps
Measuring a spacing between the head-mounted device and the ground, the spacing being equal to the eye-height parameter of the user.
3. The VR-based archery game interaction method of claim 1, wherein: the method for acquiring the user strength parameter comprises the following steps
Measuring the distance value between the two hands of the user, and calculating a force parameter according to a preset elastic coefficient and the distance value.
4. The VR-based archery game interaction method of claim 1, wherein: the method for acquiring the angle parameter of the user comprises the following steps
Respectively measuring the heights H1 and H2 of two hands of the user from the ground;
calculating the height difference | H1-H2| of the two hands of the user;
measuring a separation value between the user's hands L;
calculating the angle parameter according to the spacing value L and the height difference | H1-H2 |.
5. The VR-based archery game interaction method of claim 1, wherein: the operation curve of the virtual arrow is determined according to the force parameter and the angle parameter, and the operation curve comprises
And substituting the force parameter and the angle parameter into a parabolic equation to determine a virtual arrow running curve.
6. The utility model provides an archery game interaction device based on VR which characterized in that: comprises that
The acquisition module is used for respectively acquiring an eye height parameter, a direction parameter, a force parameter and an angle parameter of a user;
the first calculation module is used for determining a starting point of the virtual arrow according to the eye height parameter;
the second calculation module is used for determining a virtual arrow running curve according to the force parameter and the angle parameter;
the third calculation module is used for determining the end point of the virtual arrow according to the starting point, the direction parameter and the running curve of the virtual arrow;
and the display module is used for running the virtual arrow along the running curve until the terminal point is reached after the emission instruction is obtained.
7. The VR-based archery game interaction device of claim 6, wherein: the obtaining module includes a first obtaining submodule for measuring a spacing between a headset from a ground surface, the spacing being equal to the eye height parameter of a user.
8. The VR-based archery game interaction device of claim 6, wherein: the obtaining module comprises a second obtaining submodule, the second obtaining submodule is used for measuring a distance value between two hands of a user, and a force parameter is calculated according to a preset elastic coefficient and the distance value.
9. The VR-based archery game interaction device of claim 6, wherein: the obtaining module comprises a third obtaining submodule for obtaining
Respectively measuring the heights H1 and H2 of two hands of the user from the ground;
calculating the height difference | H1-H2| of the two hands of the user;
measuring a separation value between the user's hands L;
calculating the angle parameter according to the spacing value L and the height difference | H1-H2 |.
10. The VR-based archery game interaction device of claim 1, wherein: the second computing module is used for
And substituting the force parameter and the angle parameter into a parabolic equation to determine a virtual arrow running curve.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN202010176038.XA CN111408126A (en) | 2020-03-13 | 2020-03-13 | VR-based archery game interaction method and device |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN202010176038.XA CN111408126A (en) | 2020-03-13 | 2020-03-13 | VR-based archery game interaction method and device |
Publications (1)
Publication Number | Publication Date |
---|---|
CN111408126A true CN111408126A (en) | 2020-07-14 |
Family
ID=71487584
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CN202010176038.XA Pending CN111408126A (en) | 2020-03-13 | 2020-03-13 | VR-based archery game interaction method and device |
Country Status (1)
Country | Link |
---|---|
CN (1) | CN111408126A (en) |
Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN106621312A (en) * | 2016-12-30 | 2017-05-10 | 深圳游视虚拟现实技术有限公司 | Simulated gunnery method and system based on virtual reality |
US20170259155A1 (en) * | 2016-03-09 | 2017-09-14 | Chan Bong Park | Virtual Reality-Based Exercise Device and System |
CN107376302A (en) * | 2017-07-20 | 2017-11-24 | 宋宇 | A kind of method and device of the shooting simulating of the laminated bow based on virtual reality technology |
US20180149444A1 (en) * | 2015-07-20 | 2018-05-31 | Matthew Allen-Tesch PELL | Virtual reality archery training system |
WO2019050563A1 (en) * | 2017-09-11 | 2019-03-14 | Pell Matthew Allen Tesch | Virtual reality archery training system |
-
2020
- 2020-03-13 CN CN202010176038.XA patent/CN111408126A/en active Pending
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20180149444A1 (en) * | 2015-07-20 | 2018-05-31 | Matthew Allen-Tesch PELL | Virtual reality archery training system |
US20170259155A1 (en) * | 2016-03-09 | 2017-09-14 | Chan Bong Park | Virtual Reality-Based Exercise Device and System |
CN106621312A (en) * | 2016-12-30 | 2017-05-10 | 深圳游视虚拟现实技术有限公司 | Simulated gunnery method and system based on virtual reality |
CN107376302A (en) * | 2017-07-20 | 2017-11-24 | 宋宇 | A kind of method and device of the shooting simulating of the laminated bow based on virtual reality technology |
WO2019050563A1 (en) * | 2017-09-11 | 2019-03-14 | Pell Matthew Allen Tesch | Virtual reality archery training system |
Non-Patent Citations (1)
Title |
---|
决晴谷: "unity发射弓箭轨迹的实现", pages 31 - 32, Retrieved from the Internet <URL:http://www.cnblogs.com/jqg-aliang/p/4806002.htm> * |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
CN107543530B (en) | Method, system, and non-transitory computer-readable recording medium for measuring rotation of ball | |
US9802117B2 (en) | Game device, game control program, and method for controlling golf game | |
CN103357158B (en) | Tension force basketball shooting technical ability shaper | |
CN109821238B (en) | Method and device for aiming in game, storage medium and electronic device | |
JP2019535347A (en) | Method and system for using sensor of control device for game control | |
CN106621312A (en) | Simulated gunnery method and system based on virtual reality | |
US9427657B2 (en) | Computer readable storage medium having game program stored thereon and game apparatus | |
KR20180095588A (en) | Method and apparatus for motion analysis of sports apparatus | |
EP2101138A1 (en) | Sniper training system | |
CA2826930A1 (en) | Virtual golf simulation apparatus and method | |
CN108043032A (en) | Shooting game system based on AR | |
CN110319736A (en) | A kind of STT missile method based on vertical strike guidance law over the ground | |
CN111249719B (en) | Track prompting method and device, storage medium and electronic device | |
US20200070049A1 (en) | Gaming system and method for attack targeted at coordinates | |
US11446581B2 (en) | Method and apparatus for controlling virtual reality shooting game | |
CN107803025A (en) | Analogy method is aimed at and triggered during a kind of 3D high-precision reals | |
CN107152887A (en) | A kind of simulated rocket cylinder operation training method and system based on virtual reality technology | |
TW201406432A (en) | Method and system for preventing plugin in network game | |
CN111408126A (en) | VR-based archery game interaction method and device | |
US20200197747A1 (en) | Systems and methods for computing a strokes gained performance metric from ball flight data that considers predetermined offline information | |
Baek et al. | Flight trajectory of a golf ball for a realistic game | |
CN113577766B (en) | Object processing method and device | |
CN112121416B (en) | Control method, device, terminal and storage medium of virtual prop | |
JP2018114251A (en) | Prediction program of putting line, and device using program | |
KR101938458B1 (en) | shooting method with rotating mapped images |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
PB01 | Publication | ||
PB01 | Publication | ||
SE01 | Entry into force of request for substantive examination | ||
SE01 | Entry into force of request for substantive examination |