CN113274720A - Computer data acquisition method for virtual reality - Google Patents

Computer data acquisition method for virtual reality Download PDF

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Publication number
CN113274720A
CN113274720A CN202110650629.0A CN202110650629A CN113274720A CN 113274720 A CN113274720 A CN 113274720A CN 202110650629 A CN202110650629 A CN 202110650629A CN 113274720 A CN113274720 A CN 113274720A
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data
user
virtual reality
computer
heart rate
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杨珊珊
陈冰
姜桦
陈巧云
童设坤
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Jiaozuo university
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Jiaozuo university
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/212Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/02Detecting, measuring or recording pulse, heart rate, blood pressure or blood flow; Combined pulse/heart-rate/blood pressure determination; Evaluating a cardiovascular condition not otherwise provided for, e.g. using combinations of techniques provided for in this group with electrocardiography or electroauscultation; Heart catheters for measuring blood pressure
    • A61B5/024Detecting, measuring or recording pulse rate or heart rate
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/05Detecting, measuring or recording for diagnosis by means of electric currents or magnetic fields; Measuring using microwaves or radio waves 
    • A61B5/053Measuring electrical impedance or conductance of a portion of the body
    • A61B5/0531Measuring skin impedance
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/05Detecting, measuring or recording for diagnosis by means of electric currents or magnetic fields; Measuring using microwaves or radio waves 
    • A61B5/053Measuring electrical impedance or conductance of a portion of the body
    • A61B5/0537Measuring body composition by impedance, e.g. tissue hydration or fat content
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/103Detecting, measuring or recording devices for testing the shape, pattern, colour, size or movement of the body or parts thereof, for diagnostic purposes
    • A61B5/11Measuring movement of the entire body or parts thereof, e.g. head or hand tremor, mobility of a limb
    • A61B5/1101Detecting tremor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8082Virtual reality

Abstract

The invention discloses a computer data acquisition method for virtual reality, which comprises the following steps: a. acquiring data in a natural state, and acquiring physiological characteristic data of a user in the natural state; b. data acquisition in the experience process, wherein when a user interacts with a virtual reality human-computer, physiological characteristic data of the user at the moment is acquired; c. data analysis, namely comparing and analyzing data in the user experience process with data in the natural state of the user; d. and matching the level data, and matching the interactive data of the corresponding level for the user by the virtual reality computer according to the data analysis result. The physiological characteristic data of the user are monitored in real time, the excitement degree of the user is sensed through the heart rate data, the game scene of the user is matched with the game scene of the corresponding grade, the experience effect of the user is improved, the utilization efficiency of resources is improved, the same game resource can adapt to the requirements of people in different states, and the use efficiency of the resources is improved.

Description

Computer data acquisition method for virtual reality
Technical Field
The invention belongs to the technical field of virtual reality equipment, and particularly relates to a computer data acquisition method for virtual reality.
Background
The virtual reality technology is an important direction of the simulation technology, and is a collection of the simulation technology and a plurality of technologies such as computer graphics, man-machine interface technology, multimedia technology, sensing technology, network technology and the like. Is a challenging cross-technology frontier subject and research field. Virtual reality technology (VR) mainly includes aspects of simulating environment, perception, natural skills, sensing equipment and the like. The simulated environment is a three-dimensional realistic image generated by a computer and dynamic in real time. Perception means that an ideal VR should have the perception that everyone has. In addition to the visual perception generated by computer graphics technology, there are also perceptions such as auditory sensation, tactile sensation, force sensation, and movement, and even olfactory sensation and taste sensation, which are also called multi-perception. The natural skill refers to the head rotation, eyes, gestures or other human body behavior actions of a human, and data adaptive to the actions of the participants are processed by the computer, respond to the input of the user in real time and are respectively fed back to the five sense organs of the user. The sensing device refers to a three-dimensional interaction device.
The three-dimensional game is one of important application directions of the virtual reality technology, and plays a great demand traction role in the rapid development of the virtual reality technology. Virtual reality technology has gained increasing attention and use in the competitive gaming market. So to speak, since the generation of computer games, computer games have been developed in the direction of virtual reality, and the final goal of the development of virtual reality technology has become the advocation pursuit of three-dimensional game players. From the initial text MUD games, to two-dimensional games, three-dimensional games, to networked three-dimensional games, the game is increasing and enhancing in steps with fidelity and immersion while maintaining its real-time and interactivity.
In the existing three-dimensional games, some people like adventure, so that the purpose of relieving pressure is achieved through stimulation on the body of the game like thrill stimulation, and the existing game mode is relatively fixed and cannot respond according to the physiological characteristics and bearing degree of a user. For example, in the thrilling and exciting games, people with different psychological qualities have different degrees of excitement and experience, so that the audience range of the games is reduced, and the reasonable utilization of resources is not facilitated.
Disclosure of Invention
Aiming at the defects of the prior art, the invention aims to provide a computer data acquisition method for virtual reality, which can be used for monitoring physiological characteristic data of a user in real time, sensing the excitement degree of the user through heart rate data, matching game scenes of corresponding levels for the user, improving the experience effect of the user, improving the utilization efficiency of resources, adapting the requirements of people in different states by using the same game resource and improving the use efficiency of the resource.
The invention provides the following technical scheme:
a computer data acquisition method for virtual reality, comprising the steps of:
a. acquiring data in a natural state, and acquiring physiological characteristic data of a user in the natural state;
b. data acquisition in the experience process, wherein when a user interacts with a virtual reality human-computer, physiological characteristic data of the user at the moment is acquired;
c. data analysis, namely comparing and analyzing data in the user experience process with data in the natural state of the user;
d. and matching the level data, and matching the interactive data of the corresponding level for the user by the virtual reality computer according to the data analysis result.
Preferably, the physiological characteristic data includes body resistance data and heart rate data.
Preferably, in data analysis, noise reduction processing is performed on data, irrelevant variables are removed, and accuracy of data analysis is improved.
Preferably, the heart rate data is data of human heart rate determined by detecting data of specific wavelength of finger tip through a heart rate detection sensor.
Preferably, in the data analysis, the analyzed result is firstly compared with a preset safety threshold, if the result is higher than the safety threshold, the human-computer interaction is stopped, and if the result is lower than the safety threshold, the human-computer interaction is continued.
Preferably, the physiological characteristic data further comprises a jitter value of the user's finger in a stressed state.
Preferably, the virtual reality computer stores data blocks of different levels, and the virtual reality computer matches the data blocks of corresponding levels according to the jitter value and the heart rate data.
A processing system for virtual reality information acquisition comprises a virtual reality terminal module, a communication module, a data storage module and a data acquisition module; the virtual reality terminal module is electrically connected with the communication module, and the communication module is electrically connected with the data acquisition module; the data acquisition module is electrically connected with the data storage module; the virtual reality terminal module reads and calls data in the data storage module through the communication module, the data acquisition module is used for acquiring human body physiological characteristic data, and the virtual reality terminal module responds to the human body physiological characteristic data; the data acquisition module comprises a human body resistance detection module and a heart rate monitoring module; the heart rate monitoring module collects electrocardiosignals, processes the electrocardiosignals into digital signals and stores the digital signals into the data storage module; the human body resistance detection module is used for collecting human body skin data, processing the collected signals into digital signals and storing the digital signals in the data storage module.
Preferably, the heart rate monitoring module comprises a heart rate detection sensor, the heart rate detection sensor is located at a finger end of a human body, and data of the heart rate of the human body is determined by detecting data of specific wavelength of the finger end.
Preferably, low-pass filtering noise reduction processing is carried out after the data of the electric signals measured by the heart rate sensor are converted, and peak values are removed according to the data form and the distance between the wave crests and the wave troughs; and carrying out extreme value quantity statistical calculation to obtain the human heart rate characteristic data.
Preferably, the human body resistance detection module processes and analyzes the electric signal to obtain the resistance between two points on the epidermis by measuring the electric signal between the two points on the epidermis of the hand, and determines the perspiration amount of the epidermis of the human body.
Preferably, a plurality of data blocks are arranged in the data storage module, and the data levels in the data blocks are different.
Preferably, the data measured by the human body resistance detection module is classified according to the size of the data, the data collected by the heart rate collection module is classified according to the size of the data, the data grade measured by the human body resistance detection module and the data collected by the heart rate collection module are weighted, and the processed result is stored in the data storage module.
Preferably, the virtual reality terminal module includes a controller module, and the controller module calls a corresponding data block in the data storage module according to the processed result to match the current state of the user.
Preferably, the system further comprises a vibration detection module, wherein the vibration detection module is used for detecting the jitter value of the finger position of the human body and judging the excitation state degree of the body by combining the heart rate data.
Preferably, the system collects and analyzes data of gestures by adopting different sensors, extracts hand motion information by combining image algorithm analysis, and the analysis steps comprise input of image video signals, gesture segmentation, gesture analysis, gesture recognition and interactive application; the gesture data collected by the sensor is divided by using an image division algorithm, and then the data is analyzed, so that the gesture amplitude is judged, whether the gesture action of the user is in place in the game state is judged, and meanwhile, the psychological state of the user is deduced by combining the analyzed data.
Preferably, the gesture analysis includes feature detection and parameter extraction, the feature detection locates a body generating a gesture motion according to the features, and the body based on the gesture features performs calculation of model parameters, so as to further obtain the amplitude of the user motion.
Preferably, the data generated in the gesture analysis and the heart rate characteristic data of the user are subjected to decision-level fusion, then the result is recognized, and the data with different attributes of the gesture action and the heart rate data can be fused by adopting the decision-level fusion, so that the flexibility is higher, the requirement on the performance of the system is lower, and the fault tolerance rate of the data is improved. The decision-level fusion method adopts one of a decision method, Bayes inference, a D-S evidence theory, a neural network method, a fuzzy theory and a template method, and can acquire more accurate, comprehensive and complete data by adopting the decision-level fusion, so that the mental characteristic data of the user can be intuitively understood.
Preferably, the heart rate monitoring method for the virtual reality information acquisition processing system comprises the following steps:
s1, acquiring initial heart rate data, acquiring electrocardiogram data of a user in a natural state, and storing the user data in a data storage module to facilitate calling of a subsequent program;
s2, analyzing game state data to obtain electrocardio data of a user in a game process;
s3, data comparison, namely comparing heart rate data of the user in a game state with data in a natural state, and calculating the current initial excitation value of the user;
and S3, matching game grades, namely matching data blocks of corresponding grades for the user according to the excitation value data of the current user, namely matching game items of different grades with the sensitivity value of the user to the game.
Preferably, in the data comparison analysis, the ratio Q1= T1/T2 of the electrocardiographic data T1 of the user in the game state to the heart rate T2 of the user in the natural state is used as an initial result of the initial excitement value.
Preferably, a method for correcting an excitation value includes the steps of:
s1, acquiring initial skin resistance value data, acquiring resistance value data between two points of a hand of a user in a natural state, and storing user data in a data storage module to facilitate calling of a subsequent program;
s2, acquiring data in a game state, and acquiring resistance value data between two points of a hand of a user in a game process;
s3, data comparison, namely calculating the auxiliary excitation value Q2 of the current user according to the ratio of the resistance value data between two points of the hand of the user in the game state to the resistance value data between two points of the hand in the natural state;
and S3, calculating an excitation value, and performing weighted calculation on the initial excitation value and the auxiliary excitation value to obtain a final corrected excitation value Q.
Preferably, the excitation value Q = aQ1+ bQ 2; in the formula, a and b are corresponding weight values respectively, and can be set automatically according to actual needs, and the sum of a and b is 1.
Preferably, the system further comprises a safety protection module, the safety protection module compares the electrocardio data and the human skin resistance data acquired by the user in the game process with preset safety data, when the corresponding data are close to safety values, the safety protection module gives a prompt, and at the moment, the system enters a non-stimulation working mode, so that a mild game picture is provided for the user, the excitation value of the user is reduced, and the safe and healthy physiological characteristics of the user are ensured.
Preferably, when the vibration detection module is used for detecting a jitter value of a human finger part, the data acquired includes a finger spatial displacement value and a short-amplitude finger vibration value, when the data is processed, the data with a larger peak value is the finger spatial displacement value, the data is used for responding to the virtual reality terminal module, the data with a smaller peak value is used for the stress response of the body to a game scene, in the data group with a smaller peak value, noise reduction processing is required to the data, an interference item is discharged, the frequency and the peak of the data are counted, the product of the actual value Hz of the frequency and the average value M of the peak is used as a sub-excitation value Q3, the tension degree of the user is judged according to the sub-excitation value, and the emotion of the user is mobilized according to the sub-excitation value and the excitation value which are finally matched with games of different levels or games with different pictures, so as to release the pressure.
Preferably, when Q = α LnQ3, the experience effect is better, the pressure release effect is better, and α has a value ranging from 1 to 4.
Compared with the prior art, the invention has the following beneficial effects:
(1) according to the computer data acquisition method for virtual reality, the heart rate of the user is monitored in real time by arranging the heart rate monitoring module, the excitement degree of the user is sensed through the heart rate data, the game scenes of corresponding levels are matched for the user, the experience effect of the user is improved, the utilization efficiency of resources is improved, the same game resources can meet the requirements of people in different states, and the use efficiency of the resources is improved.
(2) According to the computer data acquisition method for virtual reality, disclosed by the invention, data processing errors are reduced, the data processing accuracy is improved, the state of a user can be accurately known and the user experience is improved by extracting data of a plurality of physiological characteristics of a human body.
(3) According to the computer data acquisition method for virtual reality, the safety protection module is arranged, so that the safe experience environment of a user is ensured, and the phenomenon of danger in the game environment is effectively avoided.
(4) According to the computer data acquisition method for virtual reality, the secondary excitation value and the excitation value are calculated, and finally games with different levels or games with different pictures are matched, so that the purposes of mobilizing the emotion of a user and releasing stress are achieved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present invention and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained according to the drawings without inventive efforts.
FIG. 1 is a diagram of the structure of the method of the present invention.
Fig. 2 is a system framework architecture diagram of the present invention.
FIG. 3 is a schematic diagram of a data acquisition module of the present invention.
Fig. 4 is a schematic diagram of a heart rate monitoring method of the present invention.
FIG. 5 is a schematic diagram of the present invention for obtaining an excitation value.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the embodiments of the present invention will be described in detail and completely with reference to the accompanying drawings. It is to be understood that the described embodiments are only a few embodiments of the present invention, and not all embodiments. All other embodiments, which can be obtained by a person skilled in the art without any inventive step based on the embodiments of the present invention, are within the scope of the present invention.
Thus, the following detailed description of the embodiments of the present invention, presented in the figures, is not intended to limit the scope of the invention, as claimed, but is merely representative of selected embodiments of the invention. All other embodiments, which can be obtained by a person skilled in the art without any inventive step based on the embodiments of the present invention, are within the scope of the present invention.
The first embodiment is as follows:
referring to fig. 1, a computer data acquisition method for virtual reality includes the following steps:
a. acquiring data in a natural state, and acquiring physiological characteristic data of a user in the natural state;
b. data acquisition in the experience process, wherein when a user interacts with a virtual reality human-computer, physiological characteristic data of the user at the moment is acquired;
c. data analysis, namely comparing and analyzing data in the user experience process with data in the natural state of the user;
d. and matching the level data, and matching the interactive data of the corresponding level for the user by the virtual reality computer according to the data analysis result.
The physiological characteristic data includes body resistance data and heart rate data.
In data analysis, noise reduction processing is firstly carried out on data, irrelevant variables are removed, and the accuracy of data analysis is improved. And comparing the analyzed result with a preset safety threshold, stopping human-computer interaction if the result is higher than the safety threshold, and continuing human-computer interaction if the result is lower than the safety threshold.
The heart rate data is data of human heart rate determined by detecting data of specific wavelength of finger tip through a heart rate detection sensor.
The physiological characteristic data further comprises a jitter value of the user's finger in a stressed state.
The virtual reality computer is internally stored with data blocks of different levels, and the virtual reality computer is matched with the data blocks of corresponding levels according to the jitter value and the heart rate data.
Example two:
as shown in fig. 2-3, a computer data acquisition system for virtual reality includes a virtual reality terminal module, a communication module, a data storage module and a data acquisition module; the virtual reality terminal module is electrically connected with the communication module, and the communication module is electrically connected with the data acquisition module; the data acquisition module is electrically connected with the data storage module; the virtual reality terminal module reads and calls data in the data storage module through the communication module, the data acquisition module is used for acquiring human body physiological characteristic data, and the virtual reality terminal module responds to the human body physiological characteristic data; the data acquisition module comprises a human body resistance detection module and a heart rate monitoring module; the heart rate monitoring module collects electrocardiosignals, processes the electrocardiosignals into digital signals and stores the digital signals into the data storage module; the human body resistance detection module is used for collecting human body skin data, processing the collected signals into digital signals and storing the digital signals in the data storage module. The virtual reality terminal module comprises virtual reality equipment, and the virtual reality equipment comprises three-dimensional modeling equipment, three-dimensional visual display equipment, three-dimensional sound equipment, interaction equipment and information processing equipment. The data acquisition module comprises user wearing equipment, and the wearing equipment is in contact with the hand, the wrist and the head of a user to acquire human physiological characteristic data.
The heart rate monitoring module comprises a heart rate detection sensor, the heart rate detection sensor is located at a finger end of a human body, and data of the heart rate of the human body are determined by detecting data of specific wavelength of the finger end. After the data of the electric signals measured by the heart rate sensor are converted, low-pass filtering noise reduction processing is carried out, and peak values are removed according to the data form and the distance between the wave crests and the wave troughs; and carrying out extreme value quantity statistical calculation to obtain the human heart rate characteristic data.
The human body resistance detection module processes and analyzes the electric signal to obtain the resistance between two points on the epidermis by measuring the electric signal between two points on the epidermis of the hand, and determines the perspiration amount of the human body epidermis based on the characteristic that the resistance between the epidermis changes along with the change of the humidity of the epidermis, thereby calculating the activity amount of a user and the body tension degree.
The data storage module is internally provided with a plurality of data blocks, the data levels in the data blocks are different, the game characteristics in the data blocks with different levels are different, the higher the thrilling degree in the data block with a high level is, and the virtual reality terminal module is matched with the game with a proper level according to the reaction of the user to the stimulation degree, so that the requirements of different bearing capacities are met.
The data measured by the human body resistance detection module are classified according to the data size, the data collected by the heart rate collection module are classified according to the data size, the data grade measured by the human body resistance detection module and the data collected by the heart rate collection module are weighted, and the processed result is stored in the data storage module.
The virtual reality terminal module comprises a controller module, and the controller module calls a corresponding data block in the data storage module according to the processed result to be matched with the current state of the user.
EXAMPLE III
With reference to the second embodiment, the system further includes a vibration detection module, where the vibration detection module is configured to detect a shaking value of a finger portion of a human body, when the human body is in a tense and excited state, the finger is prone to shaking, detect data of the shaking finger, and determine an excited state degree and a tense state degree of the body with reference to heart rate data.
Example four
Referring to fig. 4, a data matching method for heart rate monitoring of a computer data acquisition system based on virtual reality includes the following steps:
s1, acquiring initial heart rate data, acquiring electrocardiogram data of a user in a natural state, and storing the user data in a data storage module to facilitate calling of a subsequent program;
s2, analyzing game state data to obtain electrocardio data of a user in a game process;
s3, data comparison, namely comparing heart rate data of the user in a game state with data in a natural state, and calculating the current initial excitation value of the user;
and S3, matching game grades, namely matching data blocks of corresponding grades for the user according to the excitation value data of the current user, namely matching game items of different grades with the sensitivity value of the user to the game.
In the data comparison analysis, the ratio Q1= T1/T2 of the electrocardio data T1 of the user in the game state to the heart rate T2 of the user in the natural state is used as an initial result of the initial excitation value, and the unit of T1 and T2 is Hz.
EXAMPLE five
With reference to the fourth embodiment and fig. 5, a method for correcting an excitation value includes the following steps:
s1, acquiring initial skin resistance value data, acquiring resistance value data between two points of a hand of a user in a natural state, and storing user data in a data storage module to facilitate calling of a subsequent program;
s2, acquiring data in a game state, and acquiring resistance value data between two points of a hand of a user in a game process;
s3, data comparison, namely calculating the auxiliary excitation value Q2 of the current user according to the ratio of the resistance value data between two points of the hand of the user in the game state to the resistance value data between two points of the hand in the natural state;
and S3, calculating an excitation value, and performing weighted calculation on the initial excitation value and the auxiliary excitation value to obtain a final corrected excitation value Q.
The excitation value Q = aQ1+ bQ 2; in the formula, a and b are corresponding weighted values respectively, the weighted values can be set according to actual needs, the sum of a and b is 1, errors of data calculation are reduced through calculation of the excitation value, and the accuracy of data is improved.
EXAMPLE six
A computer data acquisition system for virtual reality comprises a virtual reality terminal module, a communication module, a data storage module and a data acquisition module; the virtual reality terminal module is electrically connected with the communication module, and the communication module is electrically connected with the data acquisition module; the data acquisition module is electrically connected with the data storage module; the virtual reality terminal module reads and calls data in the data storage module through the communication module, the data acquisition module is used for acquiring human body physiological characteristic data, and the virtual reality terminal module responds to the human body physiological characteristic data; the data acquisition module comprises a human body resistance detection module and a heart rate monitoring module; the heart rate monitoring module collects electrocardiosignals, processes the electrocardiosignals into digital signals and stores the digital signals into the data storage module; the human body resistance detection module is used for collecting human body skin data, processing the collected signals into digital signals and storing the digital signals in the data storage module.
The system also comprises a safety protection module, wherein the safety protection module is electrically connected with the virtual reality terminal module, the safety protection module compares the electrocardio data and the human skin resistance data acquired by the user in the game process with preset safety data, when the corresponding data are close to the safety values, the safety protection module gives a prompt, and at the moment, the system enters a non-stimulation working mode, so that a mild game picture is provided for the user, the excitement value of the user is reduced, and the safe and healthy physiological characteristics of the user are ensured.
When the vibration detection module is used for detecting the jitter value of the finger part of a human body, the adopted data comprises a finger space displacement value and a short-amplitude finger vibration value, during data processing, the data with a larger peak value is the finger space displacement value, the data is used for responding to the virtual reality terminal module, the data with a smaller peak value is the stress response of the body to a game scene, in the data group with a smaller peak value, the data needs to be subjected to noise reduction processing, interference items are discharged, the frequency and the peak of the data are counted and calculated, the product of the actual value Hz of the frequency and the average value M of the peak is used as a secondary excitation value Q3, the tension degree of a user is judged according to the secondary excitation value, and the secondary excitation value and the excitation value are finally matched with games of different grades or games of different pictures, so that the emotion of the user is mobilized and the purpose of releasing pressure is achieved.
When Q = alpha LnQ3, the experience effect for is better, and the pressure release effect is better, and alpha value range is 1-4, and when the excitement value satisfies above relation, the user reflects well, and the amusement game of the regulation time has obtained the purpose of good release pressure.
EXAMPLE seven
A processing system for virtual reality information acquisition comprises a virtual reality terminal module, a communication module, a data storage module and a data acquisition module; the virtual reality terminal module is electrically connected with the communication module, and the communication module is electrically connected with the data acquisition module; the data acquisition module is electrically connected with the data storage module; the virtual reality terminal module reads and calls data in the data storage module through the communication module, the data acquisition module is used for acquiring human body physiological characteristic data, and the virtual reality terminal module responds to the human body physiological characteristic data; the data acquisition module comprises a human body resistance detection module and a heart rate monitoring module; the heart rate monitoring module collects electrocardiosignals, processes the electrocardiosignals into digital signals and stores the digital signals into the data storage module; the human body resistance detection module is used for collecting human body skin data, processing the collected signals into digital signals and storing the digital signals in the data storage module. The virtual reality terminal module comprises virtual reality equipment, and the virtual reality equipment comprises three-dimensional modeling equipment, three-dimensional visual display equipment, three-dimensional sound equipment, interaction equipment and information processing equipment. The data acquisition module comprises user wearing equipment, and the wearing equipment is in contact with the hand, the wrist and the head of a user to acquire human physiological characteristic data.
The system adopts different sensors to collect and analyze data of gestures, combines image algorithm analysis to extract hand motion information, and comprises the steps of image video signal input, gesture segmentation, gesture analysis, gesture recognition and interactive application; the gesture data collected by the sensor is divided by using an image division algorithm, and then the data is analyzed, so that the gesture amplitude is judged, whether the gesture action of the user is in place in the game state is judged, and meanwhile, the psychological state of the user is deduced by combining the analyzed data.
The gesture analysis comprises feature detection and parameter extraction, the feature detection positions a main body generating gesture actions according to features, and the main body based on the gesture features calculates model parameters, so that the amplitude of the user actions is further obtained.
The data generated in the gesture analysis and the heart rate characteristic data of the user are subjected to decision-level fusion, then the result is recognized, and the data with different attributes of the gesture action and the heart rate data can be fused by adopting the decision-level fusion, so that the flexibility is high, the performance requirement on the system is low, and the fault tolerance rate of the data is improved. The decision-level fusion method adopts one of a decision method, Bayes inference, a D-S evidence theory, a neural network method, a fuzzy theory and a template method, and can acquire more accurate, comprehensive and complete data by adopting the decision-level fusion, so that the mental characteristic data of the user can be intuitively understood. And matching the human-computer interaction pictures of corresponding levels for the user according to the recognition result, so that the utilization efficiency of resources is improved.
The device that obtains through above-mentioned technical scheme is a computer data acquisition method for virtual reality, through setting up rhythm of the heart monitoring module, carries out real-time monitoring to user's rhythm of the heart, through rhythm of the heart data perception user's excitement degree, matches the game scene of corresponding grade for the user, has improved user's experience effect, has improved the utilization efficiency of resource, and the same money recreation resource can adapt to different state people's needs, has improved the availability factor of resource. Through data extraction of a plurality of physiological characteristics of a human body, data processing errors are reduced, data processing accuracy is improved, the state of a user can be accurately known, and user experience is improved. By calculating the secondary excitation value and the excitation value, games with different levels or games with different pictures are finally matched, and the purposes of mobilizing the emotion of the user and releasing stress are achieved.
Other technical solutions not described in detail in the present invention are prior art in the field, and are not described herein again.
The above description is only a preferred embodiment of the present invention, and is not intended to limit the present invention, and it will be apparent to those skilled in the art that various modifications and variations can be made in the present invention; any modification, equivalent replacement, or improvement made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims (7)

1. A computer data acquisition method for virtual reality, comprising the steps of:
a. acquiring data in a natural state, and acquiring physiological characteristic data of a user in the natural state;
b. data acquisition in the experience process, wherein when a user interacts with a virtual reality human-computer, physiological characteristic data of the user at the moment is acquired;
c. data analysis, namely comparing and analyzing data in the user experience process with data in the natural state of the user;
d. and matching the level data, and matching the interactive data of the corresponding level for the user by the virtual reality computer according to the data analysis result.
2. The computer data acquisition method for virtual reality of claim 1, wherein the physiological characteristic data comprises body resistance data and heart rate data.
3. The computer data acquisition method for virtual reality according to claim 1, wherein in data analysis, noise reduction processing is firstly performed on data, irrelevant variables are removed, and the accuracy of data analysis is improved.
4. The computer data acquisition method for virtual reality according to claim 2, wherein the heart rate data is data for determining the heart rate of the human body by detecting data of specific wavelength of finger tip through a heart rate detection sensor.
5. The method as claimed in claim 1, wherein in the data analysis, the analyzed result is first compared with a preset safety threshold, if the analyzed result is higher than the safety threshold, the human-computer interaction is stopped, and if the analyzed result is lower than the safety threshold, the human-computer interaction is continued.
6. A computer data acquisition method for virtual reality according to claim 2, wherein the physiological characteristic data further comprises a jitter value of the user's finger under tension.
7. The method as claimed in claim 6, wherein the virtual reality computer stores different levels of data blocks, and the virtual reality computer matches the corresponding levels of data blocks according to the jitter value and the heart rate data.
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