CN112040327A - Man-machine interaction method and system for television game, television and storage medium - Google Patents
Man-machine interaction method and system for television game, television and storage medium Download PDFInfo
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/47—End-user applications
- H04N21/478—Supplemental services, e.g. displaying phone caller identification, shopping application
- H04N21/4781—Games
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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
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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
- A63F13/40—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
- A63F13/428—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 motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V10/00—Arrangements for image or video recognition or understanding
- G06V10/40—Extraction of image or video features
- G06V10/46—Descriptors for shape, contour or point-related descriptors, e.g. scale invariant feature transform [SIFT] or bags of words [BoW]; Salient regional features
- G06V10/462—Salient features, e.g. scale invariant feature transforms [SIFT]
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V10/00—Arrangements for image or video recognition or understanding
- G06V10/40—Extraction of image or video features
- G06V10/50—Extraction of image or video features by performing operations within image blocks; by using histograms, e.g. histogram of oriented gradients [HoG]; by summing image-intensity values; Projection analysis
- G06V10/507—Summing image-intensity values; Histogram projection analysis
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V40/00—Recognition of biometric, human-related or animal-related patterns in image or video data
- G06V40/20—Movements or behaviour, e.g. gesture recognition
- G06V40/28—Recognition of hand or arm movements, e.g. recognition of deaf sign language
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/41—Structure of client; Structure of client peripherals
- H04N21/422—Input-only peripherals, i.e. input devices connected to specially adapted client devices, e.g. global positioning system [GPS]
- H04N21/42204—User interfaces specially adapted for controlling a client device through a remote control device; Remote control devices therefor
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Abstract
The invention discloses a man-machine interaction method and system for a television game, a television and a storage medium. The invention obtains the human body action image; performing motion recognition on the human body motion image according to a preset motion library to obtain a motion recognition result; and acquiring a game instruction corresponding to the action recognition result, and operating the virtual character in the television game according to the game instruction corresponding to the action recognition result. The human action images are collected and are subjected to action recognition, the human action is matched with virtual character operation in the television game, the virtual character is controlled, game interaction with the television through the human action is achieved, matched equipment does not need to be purchased, and the utilization rate of the game in the television is improved.
Description
Technical Field
The invention relates to the technical field of televisions, in particular to a man-machine interaction method and system for a television game, a television and a storage medium.
Background
The television is one of the popular household appliances in life, and is used as a large-screen high-definition display device, so that good sensory enjoyment is brought to users.
At present, the main function of the television is television program playing, and the supported game types are few. The user can realize small-sized intelligence-developing games through the remote controller, and if the games with more interaction (such as gunfight games) need to be realized, the user needs to purchase matched equipment (such as a pistol). Due to the high cost of the supporting equipment, most users are not willing to spend money for purchase, and the use rate of the game in the television is low.
Disclosure of Invention
The invention mainly aims to provide a human-computer interaction method and system for a television game, a television and a storage medium, and aims to solve the technical problem that in the prior art, a user needs to purchase matched equipment when using the television game, so that the use rate of the game in the television is low.
In order to achieve the above object, the present invention provides a human-computer interaction method for a video game, the method comprising the steps of:
acquiring a human body action image;
performing motion recognition on the human body motion image according to a preset motion library to obtain a motion recognition result;
and acquiring a game instruction corresponding to the action recognition result, and operating the virtual character in the television game according to the game instruction corresponding to the action recognition result.
Preferably, the step of performing motion recognition on the human motion image according to a preset motion library to obtain a motion recognition result includes:
extracting gesture features and body features from the human body action image;
matching the gesture characteristics with a first preset gesture action in the preset action library to obtain a gesture recognition result;
matching the body characteristics with a first preset body action in the preset action library to obtain a first body identification result;
and taking the gesture recognition result and the first body recognition result as action recognition results.
Preferably, the step of matching the body characteristics with a first preset body action in the preset action library to obtain a first body recognition result includes:
detecting the similarity of the body characteristics and a first preset body action in the preset action library;
when the similarity is higher than a preset value, judging that the matching is successful, and acquiring a second preset body action with the similarity higher than a preset value with the body characteristic;
and taking the action instruction corresponding to the second preset body action as a first body identification result.
Preferably, after the step of using the action instruction corresponding to the second preset body action as the first body recognition result, the method further includes:
detecting whether the first body identification result is continuous turning;
when the first body recognition result is continuous turning, acquiring a third preset body action from the second preset body action, and taking an action instruction corresponding to the third preset body action as a second body recognition result;
and taking the gesture recognition result and the second body recognition result as action recognition results.
Preferably, before the step of acquiring the human motion image, the method further comprises:
acquiring and playing an action guide picture corresponding to each game instruction so that a user performs a first preset gesture action and a first preset body action according to the action guide picture;
and acquiring the first preset gesture action and the first preset body action, and storing the first preset gesture action and the first preset body action in the preset action library respectively in correspondence with each game instruction.
Preferably, after the step of performing motion recognition on the human motion image according to a preset motion library to obtain a motion recognition result, the method further includes:
judging whether a game instruction corresponding to the action recognition result exists or not;
and when the game instruction corresponding to the action recognition result does not exist, acquiring a system setting instruction corresponding to the action recognition result, and operating a system option according to the system setting instruction corresponding to the action recognition result.
Preferably, the step of acquiring the human motion image includes:
and acquiring a human body action image through the camera.
In addition, in order to achieve the above object, the present invention further provides a human-computer interaction system for a tv game, comprising:
the image acquisition module is used for acquiring a human body action image;
the motion recognition module is used for performing motion recognition on the human body motion image according to a preset motion library to obtain a motion recognition result;
and the game operation module is used for acquiring the game instruction corresponding to the action recognition result and operating the virtual character in the television game according to the game instruction corresponding to the action recognition result.
In addition, to achieve the above object, the present invention also provides a television set, including: the system comprises a memory, a processor and a human-computer interaction program of the television game, wherein the human-computer interaction program of the television game is stored on the memory and can be operated on the processor, and the human-computer interaction program of the television game is configured to realize the steps of the human-computer interaction method of the television game.
In addition, in order to achieve the above object, the present invention further provides a storage medium, where a human-computer interaction program of a tv game is stored, and the steps of the human-computer interaction method of the tv game are implemented when the human-computer interaction program of the tv game is executed by a processor.
The invention obtains the human body action image; performing motion recognition on the human body motion image according to a preset motion library to obtain a motion recognition result; and acquiring a game instruction corresponding to the action recognition result, and operating the virtual character in the television game according to the game instruction corresponding to the action recognition result. The human action images are collected and are subjected to action recognition, the human action is matched with virtual character operation in the television game, the virtual character is controlled, game interaction with the television through the human action is achieved, matched equipment does not need to be purchased, and the utilization rate of the game in the television is improved.
Drawings
Fig. 1 is a schematic structural diagram of a television set in a hardware operating environment according to an embodiment of the present invention;
FIG. 2 is a flowchart illustrating a method for human-computer interaction in a video game according to an embodiment of the present invention;
FIG. 3 is a diagram illustrating an exemplary embodiment of a method for human-computer interaction with a video game;
FIG. 4 is a functional block diagram of an embodiment of a human-computer interaction system of a video game according to the present invention.
The implementation, functional features and advantages of the objects of the present invention will be further explained with reference to the accompanying drawings.
Detailed Description
It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
Referring to fig. 1, fig. 1 is a schematic structural diagram of a television set in a hardware operating environment according to an embodiment of the present invention.
As shown in fig. 1, the television set may include: a processor 1001, such as a CPU, a communication bus 1002, a user interface 1003, a network interface 1004, and a memory 1005. Wherein a communication bus 1002 is used to enable connective communication between these components. The user interface 1003 may include a Display screen (Display), an input unit such as a Keyboard (Keyboard), and the optional user interface 1003 may also include a standard wired interface, a wireless interface. The network interface 1004 may optionally include a standard wired interface, a wireless interface (e.g., WI-FI interface). The memory 1005 may be a high-speed RAM memory or a non-volatile memory (e.g., a magnetic disk memory). The memory 1005 may alternatively be a storage device separate from the processor 1001.
Those skilled in the art will appreciate that the configuration shown in fig. 1 is not intended to be limiting of a television set and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components.
As shown in fig. 1, a memory 1005, which is a kind of computer storage medium, may include therein an operating system, a network communication module, a user interface module, and a man-machine interaction program of a tv game.
In the television set shown in fig. 1, the network interface 1004 is mainly used for data communication with an external network; the user interface 1003 is mainly used for receiving input instructions of a user; the television set calls a human-computer interaction program of the television game stored in the memory 1005 through the processor 1001, and performs the following operations:
acquiring a human body action image;
performing motion recognition on the human body motion image according to a preset motion library to obtain a motion recognition result;
and acquiring a game instruction corresponding to the action recognition result, and operating the virtual character in the television game according to the game instruction corresponding to the action recognition result.
Further, the processor 1001 may call a human-computer interaction program of the tv game stored in the memory 1005, and also perform the following operations:
extracting gesture features and body features from the human body action image;
matching the gesture characteristics with a first preset gesture action in the preset action library to obtain a gesture recognition result;
matching the body characteristics with a first preset body action in the preset action library to obtain a first body identification result;
and taking the gesture recognition result and the first body recognition result as action recognition results.
Further, the processor 1001 may call a human-computer interaction program of the tv game stored in the memory 1005, and also perform the following operations:
detecting the similarity of the body characteristics and a first preset body action in the preset action library;
when the similarity is higher than a preset value, judging that the matching is successful, and acquiring a second preset body action with the similarity higher than a preset value with the body characteristic;
and taking the action instruction corresponding to the second preset body action as a first body identification result.
Further, the processor 1001 may call a human-computer interaction program of the tv game stored in the memory 1005, and also perform the following operations:
detecting whether the first body identification result is continuous turning;
when the first body recognition result is continuous turning, acquiring a third preset body action from the second preset body action, and taking an action instruction corresponding to the third preset body action as a second body recognition result;
and taking the gesture recognition result and the second body recognition result as action recognition results.
Further, the processor 1001 may call a human-computer interaction program of the tv game stored in the memory 1005, and also perform the following operations:
acquiring and playing an action guide picture corresponding to each game instruction so that a user performs a first preset gesture action and a first preset body action according to the action guide picture;
and acquiring the first preset gesture action and the first preset body action, and storing the first preset gesture action and the first preset body action in the preset action library respectively in correspondence with each game instruction.
Further, the processor 1001 may call a human-computer interaction program of the tv game stored in the memory 1005, and also perform the following operations:
judging whether a game instruction corresponding to the action recognition result exists or not;
and when the game instruction corresponding to the action recognition result does not exist, acquiring a system setting instruction corresponding to the action recognition result, and operating a system option according to the system setting instruction corresponding to the action recognition result.
Further, the processor 1001 may call a human-computer interaction program of the tv game stored in the memory 1005, and also perform the following operations:
and acquiring a human body action image through the camera.
The embodiment obtains the human body action image; performing motion recognition on the human body motion image according to a preset motion library to obtain a motion recognition result; and acquiring a game instruction corresponding to the action recognition result, and operating the virtual character in the television game according to the game instruction corresponding to the action recognition result. The human action images are collected and are subjected to action recognition, the human action is matched with virtual character operation in the television game, the virtual character is controlled, game interaction with the television through the human action is achieved, matched equipment does not need to be purchased, and the utilization rate of the game in the television is improved.
Based on the hardware structure, the embodiment of the man-machine interaction method of the television game is provided.
Referring to fig. 2, fig. 2 is a flow chart of an embodiment of a human-computer interaction method of a video game according to the present invention.
In one embodiment, the man-machine interaction method of the television game comprises the following steps:
s10: acquiring a human body action image;
it can be understood that the human body motion image refers to a picture or a video containing human body motion, where the human body motion may be a gesture motion and a body motion, and this embodiment is not limited thereto.
In a specific implementation, the human body motion image may be collected through a camera, and the human body motion image is obtained through the camera, where the camera may be an external camera of a television or an internal camera of the television, and this embodiment is not limited to this.
S20: performing motion recognition on the human body motion image according to a preset motion library to obtain a motion recognition result;
specifically, extracting gesture features and body features from the human body motion image; matching the gesture characteristics with a first preset gesture action in the preset action library to obtain a gesture recognition result; matching the body characteristics with a first preset body action in the preset action library to obtain a first body identification result; and taking the gesture recognition result and the first body recognition result as action recognition results.
It should be noted that the preset action library is set before the television game is activated, and the preset action library stores the first preset gesture action, the first preset body action, and the game instruction corresponding to each action, so as to correspond to the operation of the virtual character in the game.
When the television game is a gun battle game, the first preset gesture action comprises but is not limited to a finger gun holding shape, a finger extending aiming direction, a finger hooking, a finger pointing sky, a finger pointing ground and the like; the first preset body actions include, but are not limited to, forward, backward, left, right, crouch, jump, turn, and continuous turn of the body.
Specifically, the corresponding relationship between the first preset gesture and the game instruction may be: the gun is held by fingers to correspondingly activate a game, the fingers are extended out to correspondingly aim in the aiming direction, the fingers are hooked to correspondingly open the gun, the bullets are correspondingly changed by the fingers, and the gun is correspondingly changed by the fingers. The first predetermined body motion may be consistent with the game command, e.g., when the first predetermined body motion is a forward motion, the corresponding game command is a forward motion.
It should be understood that the gesture feature and the body feature may be extracted from the human motion image by using a Scale-invariant feature transform (SIFT), a Histogram of Oriented Gradients (HOG), or other methods, which is not limited in this embodiment.
In addition, matching can be performed by detecting the similarity between the body characteristics and a first preset body action in a preset action library, specifically, when the similarity between the body characteristics and the first preset body action in the preset action library is higher than a preset value, it is determined that matching is successful, and a second preset body action with the similarity higher than the preset value with the body characteristics is acquired; and taking the action instruction corresponding to the second preset body action as a first body identification result.
It should be understood that the second preset body motion refers to a motion with a similarity to a body feature higher than a preset value among the first preset body motions.
In a specific implementation, similarity matching is performed between the body characteristics and all preset body actions (i.e., first preset body actions) in a preset action library, when it is detected that the similarity between the body characteristics and a certain action (i.e., second preset body action, such as forward movement) in the first preset body actions is high, it is determined that matching is successful, and an action instruction (such as forward movement) corresponding to the second preset body action is used as a first body recognition result.
Further, detecting whether the first body identification result is continuous turning; when the first body recognition result is continuous turning, acquiring a third preset body action from the second preset body action, and taking an action instruction corresponding to the third preset body action as a second body recognition result; and taking the gesture recognition result and the second body recognition result as action recognition results.
It should be understood that the third preset body motion refers to an initial turn-around motion among the second preset body motions. In the user game process, as the user can only play towards the television, when the user needs to turn, the user can usually call back the body after turning in order to keep normal game, so that the situation of continuous turning can occur, at the moment, only the initial turning action needs to be identified, and the body call-back action does not need to be identified. Therefore, by shielding the partial image, a more accurate identification result can be obtained.
Certainly, in the process of matching the gesture feature with the first preset gesture motion in the preset motion library, reference may be made to the above-mentioned body feature matching method, which is not described herein again.
S30: and acquiring a game instruction corresponding to the action recognition result, and operating the virtual character in the television game according to the game instruction corresponding to the action recognition result.
It can be understood that the operation of the virtual character in the video game is usually controlled according to the game command, after the action recognition result is obtained, the action recognition result can be converted into the game command by the main chip of the television, and the virtual character can operate according to the game command.
Certainly, in a specific implementation process, the gesture action and the body action of the user are not matched with the game instruction but have other purposes, so that whether the game instruction corresponding to the action recognition result exists or not can be judged; and when the game instruction corresponding to the action recognition result does not exist, acquiring a system setting instruction corresponding to the action recognition result, and operating a system option according to the system setting instruction corresponding to the action recognition result.
Taking gun battle games as an example, when the action recognition result is a sliding finger, the corresponding system setting instruction is a sliding option, when the action recognition result is a single-finger press, the corresponding system setting instruction is a selection, and the like, and the system option can be operated according to the system setting instruction corresponding to the action recognition result so as to complete system setting.
The embodiment obtains the human body action image; performing motion recognition on the human body motion image according to a preset motion library to obtain a motion recognition result; and acquiring a game instruction corresponding to the action recognition result, and operating the virtual character in the television game according to the game instruction corresponding to the action recognition result. The human body action images related to the gesture actions and the body actions are collected, the gesture characteristics and the body characteristics are recognized, the human body actions are matched with virtual character operations in the television game, the virtual characters are controlled, game interaction with the television through the human body actions is achieved, matched equipment does not need to be purchased, and the utilization rate of the game in the television is improved.
Further, as shown in fig. 3, another embodiment of the human-computer interaction method for a tv game according to the present invention is provided based on an embodiment, in this embodiment, before step S10, the human-computer interaction method for a tv game further includes the following steps:
s40: acquiring and playing an action guide picture corresponding to each game instruction so that a user performs a first preset gesture action and a first preset body action according to the action guide picture;
it will be appreciated that the gesture and body movements need to be preset before the game is activated so that the user's body language can be better recognized. The television can guide the user to make the action matched with the game instruction according to the action guide picture by playing the action guide picture.
S50: and acquiring the first preset gesture action and the first preset body action, and storing the first preset gesture action and the first preset body action in the preset action library respectively in correspondence with each game instruction.
It should be noted that, when the user makes a first preset gesture motion and a first preset body motion according to the motion guidance screen, the television can record the first preset gesture motion and the first preset body motion through the camera and store the first preset gesture motion and the first preset body motion in the preset motion library as a basis for motion recognition.
According to the embodiment, the action guide picture is utilized to guide the user to make the standard first preset gesture action and the first preset body action before the game, so that the gesture action and the body action are preset, and the accuracy of action recognition is improved.
The invention further provides a man-machine interaction system of the television game.
Referring to fig. 4, fig. 4 is a functional block diagram of an embodiment of a human-computer interaction system of a video game according to the present invention.
In this embodiment, the human-computer interaction system for a television game includes:
the image acquisition module 10 is used for acquiring a human body action image;
it can be understood that the human body motion image refers to a picture or a video containing human body motion, where the human body motion may be a gesture motion and a body motion, and this embodiment is not limited thereto.
In a specific implementation, the human body motion image may be collected through a camera, and the human body motion image is obtained through the camera, where the camera may be an external camera of a television or an internal camera of the television, and this embodiment is not limited to this.
The action recognition module 20 is used for carrying out action recognition on the human body action image according to a preset action library to obtain an action recognition result;
specifically, extracting gesture features and body features from the human body motion image; matching the gesture characteristics with a first preset gesture action in the preset action library to obtain a gesture recognition result; matching the body characteristics with a first preset body action in the preset action library to obtain a first body identification result; and taking the gesture recognition result and the first body recognition result as action recognition results.
It should be noted that the preset action library is set before the television game is activated, and the preset action library stores the first preset gesture action, the first preset body action, and the game instruction corresponding to each action, so as to correspond to the operation of the virtual character in the game.
When the television game is a gun battle game, the first preset gesture action comprises but is not limited to a finger gun holding shape, a finger extending aiming direction, a finger hooking, a finger pointing sky, a finger pointing ground and the like; the first preset body actions include, but are not limited to, forward, backward, left, right, crouch, jump, turn, and continuous turn of the body.
Specifically, the corresponding relationship between the first preset gesture and the game instruction may be: the gun is held by fingers to correspondingly activate a game, the fingers are extended out to correspondingly aim in the aiming direction, the fingers are hooked to correspondingly open the gun, the bullets are correspondingly changed by the fingers, and the gun is correspondingly changed by the fingers. The first predetermined body motion may be consistent with the game command, e.g., when the first predetermined body motion is a forward motion, the corresponding game command is a forward motion.
It should be understood that the gesture feature and the body feature may be extracted from the human motion image by using a Scale-invariant feature transform (SIFT), a Histogram of Oriented Gradients (HOG), or other methods, which is not limited in this embodiment.
In addition, matching can be performed by detecting the similarity between the body characteristics and a first preset body action in a preset action library, specifically, when the similarity between the body characteristics and the first preset body action in the preset action library is higher than a preset value, it is determined that matching is successful, and a second preset body action with the similarity higher than the preset value with the body characteristics is acquired; and taking the action instruction corresponding to the second preset body action as a first body identification result.
It should be understood that the second preset body motion refers to a motion with a similarity to a body feature higher than a preset value among the first preset body motions.
In a specific implementation, similarity matching is performed between the body characteristics and all preset body actions (i.e., first preset body actions) in a preset action library, when it is detected that the similarity between the body characteristics and a certain action (i.e., second preset body action, such as forward movement) in the first preset body actions is high, it is determined that matching is successful, and an action instruction (such as forward movement) corresponding to the second preset body action is used as a first body recognition result.
Further, detecting whether the first body identification result is continuous turning; when the first body recognition result is continuous turning, acquiring a third preset body action from the second preset body action, and taking an action instruction corresponding to the third preset body action as a second body recognition result; and taking the gesture recognition result and the second body recognition result as action recognition results.
It should be understood that the third preset body motion refers to an initial turn-around motion among the second preset body motions. In the user game process, as the user can only play towards the television, when the user needs to turn, the user can usually call back the body after turning in order to keep normal game, so that the situation of continuous turning can occur, at the moment, only the initial turning action needs to be identified, and the body call-back action does not need to be identified. Therefore, by shielding the partial image, a more accurate identification result can be obtained.
Certainly, in the process of matching the gesture feature with the first preset gesture motion in the preset motion library, reference may be made to the above-mentioned body feature matching method, which is not described herein again.
And the game operation module 30 is configured to obtain a game instruction corresponding to the action recognition result, and operate the virtual character in the television game according to the game instruction corresponding to the action recognition result.
It can be understood that the operation of the virtual character in the video game is usually controlled according to the game command, after the action recognition result is obtained, the action recognition result can be converted into the game command by the main chip of the television, and the virtual character can operate according to the game command.
Certainly, in a specific implementation process, the gesture action and the body action of the user are not matched with the game instruction but have other purposes, so that whether the game instruction corresponding to the action recognition result exists or not can be judged; and when the game instruction corresponding to the action recognition result does not exist, acquiring a system setting instruction corresponding to the action recognition result, and operating a system option according to the system setting instruction corresponding to the action recognition result.
Taking gun battle games as an example, when the action recognition result is a sliding finger, the corresponding system setting instruction is a sliding option, when the action recognition result is a single-finger press, the corresponding system setting instruction is a selection, and the like, and the system option can be operated according to the system setting instruction corresponding to the action recognition result so as to complete system setting.
The embodiment obtains the human body action image; performing motion recognition on the human body motion image according to a preset motion library to obtain a motion recognition result; and acquiring a game instruction corresponding to the action recognition result, and operating the virtual character in the television game according to the game instruction corresponding to the action recognition result. The human body action images related to the gesture actions and the body actions are collected, the gesture characteristics and the body characteristics are recognized, the human body actions are matched with virtual character operations in the television game, the virtual characters are controlled, game interaction with the television through the human body actions is achieved, matched equipment does not need to be purchased, and the utilization rate of the game in the television is improved.
In addition, an embodiment of the present invention further provides a storage medium, where a human-computer interaction program of a television game is stored on the storage medium, and when executed by a processor, the human-computer interaction program of the television game implements the following operations:
acquiring a human body action image;
performing motion recognition on the human body motion image according to a preset motion library to obtain a motion recognition result;
and acquiring a game instruction corresponding to the action recognition result, and operating the virtual character in the television game according to the game instruction corresponding to the action recognition result.
Further, when executed by the processor, the human-computer interaction program of the video game further realizes the following operations:
extracting gesture features and body features from the human body action image;
matching the gesture characteristics with a first preset gesture action in the preset action library to obtain a gesture recognition result;
matching the body characteristics with a first preset body action in the preset action library to obtain a first body identification result;
and taking the gesture recognition result and the first body recognition result as action recognition results.
Further, when executed by the processor, the human-computer interaction program of the video game further realizes the following operations:
detecting the similarity of the body characteristics and a first preset body action in the preset action library;
when the similarity is higher than a preset value, judging that the matching is successful, and acquiring a second preset body action with the similarity higher than a preset value with the body characteristic;
and taking the action instruction corresponding to the second preset body action as a first body identification result.
Further, when executed by the processor, the human-computer interaction program of the video game further realizes the following operations:
detecting whether the first body identification result is continuous turning;
when the first body recognition result is continuous turning, acquiring a third preset body action from the second preset body action, and taking an action instruction corresponding to the third preset body action as a second body recognition result;
and taking the gesture recognition result and the second body recognition result as action recognition results.
Further, when executed by the processor, the human-computer interaction program of the video game further realizes the following operations:
acquiring and playing an action guide picture corresponding to each game instruction so that a user performs a first preset gesture action and a first preset body action according to the action guide picture;
and acquiring the first preset gesture action and the first preset body action, and storing the first preset gesture action and the first preset body action in the preset action library respectively in correspondence with each game instruction.
Further, when executed by the processor, the human-computer interaction program of the video game further realizes the following operations:
judging whether a game instruction corresponding to the action recognition result exists or not;
and when the game instruction corresponding to the action recognition result does not exist, acquiring a system setting instruction corresponding to the action recognition result, and operating a system option according to the system setting instruction corresponding to the action recognition result.
Further, when executed by the processor, the human-computer interaction program of the video game further realizes the following operations:
and acquiring a human body action image through the camera.
The specific embodiment of the computer-readable storage medium of the present invention is substantially the same as the embodiments of the human-computer interaction method of the television game, and will not be described herein again.
It should be noted that, in this document, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or system that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or system. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or system that comprises the element.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
Through the above description of the embodiments, those skilled in the art will clearly understand that the method of the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but in many cases, the former is a better implementation manner. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) as described above and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, an air conditioner, or a network device) to execute the method according to the embodiments of the present invention.
The above description is only a preferred embodiment of the present invention, and not intended to limit the scope of the present invention, and all modifications of equivalent structures and equivalent processes, which are made by using the contents of the present specification and the accompanying drawings, or directly or indirectly applied to other related technical fields, are included in the scope of the present invention.
Claims (10)
1. A man-machine interaction method of a television game is applied to a television, and is characterized by comprising the following steps:
acquiring a human body action image;
performing motion recognition on the human body motion image according to a preset motion library to obtain a motion recognition result;
and acquiring a game instruction corresponding to the action recognition result, and operating the virtual character in the television game according to the game instruction corresponding to the action recognition result.
2. The human-computer interaction method of the video game according to claim 1, wherein the step of performing motion recognition on the human motion image according to a preset motion library to obtain a motion recognition result comprises:
extracting gesture features and body features from the human body action image;
matching the gesture characteristics with a first preset gesture action in the preset action library to obtain a gesture recognition result;
matching the body characteristics with a first preset body action in the preset action library to obtain a first body identification result;
and taking the gesture recognition result and the first body recognition result as action recognition results.
3. The human-computer interaction method of the video game as claimed in claim 2, wherein the step of matching the body characteristics with a first preset body action in the preset action library to obtain a first body recognition result comprises:
detecting the similarity of the body characteristics and a first preset body action in the preset action library;
when the similarity is higher than a preset value, judging that the matching is successful, and acquiring a second preset body action with the similarity higher than a preset value with the body characteristic;
and taking the action instruction corresponding to the second preset body action as a first body identification result.
4. The human-computer interaction method for the video game as claimed in claim 3, wherein after the step of using the action command corresponding to the second preset body action as the first body recognition result, the method further comprises:
detecting whether the first body identification result is continuous turning;
when the first body recognition result is continuous turning, acquiring a third preset body action from the second preset body action, and taking an action instruction corresponding to the third preset body action as a second body recognition result;
and taking the gesture recognition result and the second body recognition result as action recognition results.
5. A human-computer interaction method for a video game according to any one of claims 1 to 4, wherein said step of obtaining a human motion image is preceded by the step of:
acquiring and playing an action guide picture corresponding to each game instruction so that a user performs a first preset gesture action and a first preset body action according to the action guide picture;
and acquiring the first preset gesture action and the first preset body action, and storing the first preset gesture action and the first preset body action in the preset action library respectively in correspondence with each game instruction.
6. The human-computer interaction method of the video game according to any one of claims 1 to 4, wherein after the step of performing the motion recognition on the human motion image according to a preset motion library to obtain the motion recognition result, the method further comprises:
judging whether a game instruction corresponding to the action recognition result exists or not;
and when the game instruction corresponding to the action recognition result does not exist, acquiring a system setting instruction corresponding to the action recognition result, and operating a system option according to the system setting instruction corresponding to the action recognition result.
7. A human-computer interaction method for a video game according to any one of claims 1 to 4, wherein the step of obtaining the human body motion image comprises:
and acquiring a human body action image through the camera.
8. A human-computer interaction system for a video game, the human-computer interaction system comprising:
the image acquisition module is used for acquiring a human body action image;
the motion recognition module is used for performing motion recognition on the human body motion image according to a preset motion library to obtain a motion recognition result;
and the game operation module is used for acquiring the game instruction corresponding to the action recognition result and operating the virtual character in the television game according to the game instruction corresponding to the action recognition result.
9. A television set, characterized in that the television set comprises: a memory, a processor and a human-computer interaction program for a video game stored on said memory and executable on said processor, said human-computer interaction program for a video game being configured to implement the steps of the human-computer interaction method for a video game as claimed in any one of claims 1 to 7.
10. A storage medium, characterized in that the storage medium stores thereon a human-computer interaction program of a television game, which when executed by a processor implements the steps of the human-computer interaction method of the television game according to any one of claims 1 to 7.
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