CN116173492A - Motion sensing game method based on boxing motion - Google Patents

Motion sensing game method based on boxing motion Download PDF

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Publication number
CN116173492A
CN116173492A CN202310225446.3A CN202310225446A CN116173492A CN 116173492 A CN116173492 A CN 116173492A CN 202310225446 A CN202310225446 A CN 202310225446A CN 116173492 A CN116173492 A CN 116173492A
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Prior art keywords
boxing
acceleration
action
game
acceleration data
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黄豪
李俊
姚远
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Shenzhen Shimi Network Technology Co ltd
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Shenzhen Shimi Network Technology Co ltd
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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
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • 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
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing 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
    • A63F13/428Processing 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
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition
    • 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
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1012Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
    • 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
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Health & Medical Sciences (AREA)
  • Life Sciences & Earth Sciences (AREA)
  • Biophysics (AREA)
  • Cardiology (AREA)
  • General Health & Medical Sciences (AREA)
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  • Processing Or Creating Images (AREA)

Abstract

The invention discloses a boxing-action-based somatosensory game method, a boxing-action-based somatosensory game device, a boxing-action-based somatosensory game equipment and a computer-readable storage medium, wherein the boxing-action-based somatosensory game method comprises the following steps: after the somatosensory game is started, acquiring acceleration data from the bound somatosensory equipment; calculating an acceleration change rate according to the acceleration data, and judging whether the player completes effective boxing action according to the acceleration change rate; if yes, identifying the type of the boxing action completed according to the acceleration data; and generating a matched boxing instruction according to the boxing action type, and controlling a game object to perform the matched boxing action according to the boxing instruction. The boxing action-based somatosensory game method has the advantages of low hardware requirements, strong game immersion, good game experience and the like.

Description

Motion sensing game method based on boxing motion
Technical Field
The present invention relates to the field of motion sensing game technologies, and in particular, to a method, an apparatus, a device, and a computer readable storage medium for motion sensing game based on boxing motion.
Background
In the conventional motion sensing game, it is necessary to perform motion determination using angular velocity data in addition to acceleration data. This is because in a complex game action, it is difficult to accurately judge and recognize the action simply by using the acceleration data, and it is necessary to use more sensor data to assist the judgment.
In addition, the current boxing-type somatosensory game can only detect whether a player finishes the action of boxing, but can not realize different boxing actions according to the type of boxing actions, thereby affecting the game experience of the player.
Disclosure of Invention
The embodiment of the application aims to reduce the hardware requirement of the somatosensory game and improve the game experience of a player by providing the somatosensory game method based on boxing actions.
In order to achieve the above object, an embodiment of the present application provides a motion sensing game method based on boxing, including:
after the somatosensory game is started, acquiring acceleration data from the bound somatosensory equipment;
calculating an acceleration change rate according to the acceleration data, and judging whether the player completes effective boxing action according to the acceleration change rate;
if yes, identifying the type of the boxing action completed according to the acceleration data;
and generating a matched boxing instruction according to the boxing action type, and controlling a game object to perform the matched boxing action according to the boxing instruction.
In one embodiment, calculating the acceleration rate of change from the acceleration data comprises:
data fusion is carried out on the triaxial acceleration data;
generating an acceleration change curve according to the fused acceleration data;
and acquiring the acceleration change rate according to the acceleration change curve.
In one embodiment, data fusion of tri-axial acceleration data includes:
data fusion is performed on the triaxial acceleration data sampled at each sampling time point based on the following expression:
Figure BDA0004118345540000021
where a is the acceleration data after fusion, a x Acceleration data for the x-axis; a, a y Acceleration data for the y-axis; a, a z Acceleration data for the z-axis.
In one embodiment, determining whether the player has completed an effective boxing action based on the acceleration rate of change includes:
acquiring the peak value of the acceleration change curve;
if the peak value is larger than a preset threshold value, the player is judged to finish effective boxing action.
In one embodiment, identifying the type of boxing action completed based on the acceleration data comprises:
calculating displacement curves of the somatosensory equipment on three acceleration axes according to the triaxial acceleration data;
and identifying the type of the boxing action completed according to the displacement curve.
In one embodiment, identifying the type of boxing action completed based on the displacement curve comprises:
combining the displacement curves on the three acceleration shafts to obtain an overall displacement curve;
matching the integral displacement curve with a curve template in a preset template library;
and determining the type of the boxing action completed according to the matching degree of the integral displacement curve and the curve template.
In one embodiment, generating a matched boxing instruction according to the boxing action type comprises:
and generating matched boxing instructions according to the wearing hand of the somatosensory equipment and the boxing action type.
To achieve the above object, an embodiment of the present application further provides a motion sensing game device based on boxing motion, including:
the acquisition module is used for acquiring acceleration data from the bound somatosensory equipment after the somatosensory game is started;
the judging module is used for calculating the acceleration change rate according to the acceleration data and judging whether the player finishes effective boxing action according to the acceleration change rate;
the identification module is used for identifying the type of the completed boxing action according to the acceleration data;
and the execution module is used for generating a matched boxing instruction according to the boxing action type and controlling the game object to perform the matched boxing action according to the boxing instruction.
To achieve the above object, an embodiment of the present application further provides a motion-based motion-sensing game device, including a memory, a processor, and a motion-based motion-sensing game program stored on the memory and executable on the processor, where the motion-based motion-sensing game method according to any one of the above is implemented when the processor executes the motion-based motion-sensing game program.
To achieve the above object, an embodiment of the present application further provides a computer readable storage medium, where a motion-based motion-sensing game program is stored, where the motion-based motion-sensing game program, when executed by a processor, implements a motion-based motion-sensing game method according to any one of the above.
According to the somatosensory game method, the boxing actions of the player can be monitored and identified in real time according to the acceleration data generated by the player in the process of wearing the somatosensory equipment, and then matched boxing instructions are generated to control the game object to perform corresponding boxing actions. Compared with the traditional somatosensory game which needs to adopt acceleration data and gyroscope data to judge actions and cannot realize boxing action change, the somatosensory game method of the technical scheme of the application not only reduces the requirements on terminal hardware, but also improves game immersion and game experience of players.
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In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings that are required in the embodiments or the description of the prior art will be briefly described, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and other drawings may be obtained according to the structures shown in these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a block diagram of one embodiment of a motion sensing game device of the present invention based on boxing;
FIG. 2 is a flow chart of a motion sensing game method based on boxing in accordance with an embodiment of the present invention;
fig. 3 is a block diagram showing an embodiment of a motion sensing game device based on boxing.
The achievement of the objects, functional features and advantages of the present invention will be further described with reference to the accompanying drawings, in conjunction with the embodiments.
Detailed Description
It should be understood that the specific embodiments described herein are for purposes of illustration only and are not intended to limit the scope of the invention.
In order that the above-described aspects may be better understood, exemplary embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. While exemplary embodiments of the present disclosure are shown in the drawings, it should be understood that the present disclosure may be embodied in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the disclosure to those skilled in the art.
It should be noted that in the claims, any reference signs placed between parentheses shall not be construed as limiting the claim. The word "comprising" does not exclude the presence of elements or steps other than those listed in a claim. The word "a" or "an" preceding an element does not exclude the presence of a plurality of such elements. The invention may be implemented by means of hardware comprising several distinct elements, and by means of a suitably programmed computer. In the unit claims enumerating several means, several of these means may be embodied by one and the same item of hardware. And the use of "first," "second," and "third," etc. do not denote any order, and the terms may be construed as names.
As shown in fig. 1, fig. 1 is a schematic structural diagram of a server 1 (also called a motion-based motion-sensing game device) of a hardware running environment according to an embodiment of the present invention.
The server provided by the embodiment of the invention is equipment with display function, such as 'Internet of things equipment', intelligent air conditioner with networking function, intelligent electric lamp, intelligent power supply, AR/VR equipment with networking function, intelligent sound box, automatic driving automobile, PC, intelligent mobile phone, tablet personal computer, electronic book reader, portable computer and the like.
As shown in fig. 1, the server 1 includes: memory 11, processor 12 and network interface 13.
The memory 11 includes at least one type of readable storage medium including flash memory, a hard disk, a multimedia card, a card memory (e.g., SD or DX memory, etc.), a magnetic memory, a magnetic disk, an optical disk, etc. The memory 11 may in some embodiments be an internal storage unit of the server 1, such as a hard disk of the server 1. The memory 11 may in other embodiments also be an external storage device of the server 1, such as a plug-in hard disk, a Smart Media Card (SMC), a Secure Digital (SD) Card, a Flash Card (Flash Card) or the like, which are provided on the server 1.
Further, the memory 11 may also include an internal storage unit of the server 1 as well as an external storage device. The memory 11 may be used not only for storing application software installed in the server 1 and various kinds of data, such as codes of the motion sensing game program 10 based on boxing motions, but also for temporarily storing data that has been output or is to be output.
The processor 12 may in some embodiments be a central processing unit (Central Processing Unit, CPU), controller, microcontroller, microprocessor or other data processing chip for running program code or processing data stored in the memory 11, such as executing the boxing action based motion sensing game program 10, etc.
The network interface 13 may optionally comprise a standard wired interface, a wireless interface (e.g. WI-FI interface), typically used to establish a communication connection between the server 1 and other electronic devices.
The network may be the internet, a cloud network, a wireless fidelity (Wi-Fi) network, a Personal Area Network (PAN), a Local Area Network (LAN), and/or a Metropolitan Area Network (MAN). Various devices in a network environment may be configured to connect to a communication network according to various wired and wireless communication protocols. Examples of such wired and wireless communication protocols may include, but are not limited to, at least one of the following: transmission control protocol and internet protocol (TCP/IP), player datagram protocol (UDP), hypertext transfer protocol (HTTP), file Transfer Protocol (FTP), zigBee, EDGE, IEEE 802.11, light fidelity (Li-Fi), 802.16, IEEE 802.11s, IEEE 802.11g, multi-hop communications, wireless Access Points (APs), device-to-device communications, cellular communication protocol and/or bluetooth (bluetooth) communication protocol, or combinations thereof.
Optionally, the server may further comprise a player interface, which may comprise a Display (Display), an input unit such as a Keyboard (Keyboard), and optionally a standard wired interface, a wireless interface. Alternatively, in some embodiments, the display may be an LED display, a liquid crystal display, a touch-sensitive liquid crystal display, an OLED (Organic Light-Emitting Diode) touch, or the like. The display may also be referred to as a display screen or display unit, for displaying information processed in the server 1 and for displaying a visualized player interface.
Fig. 1 shows only a server 1 having components 11-13 and a motion-based motion-sensing game program 10, it will be understood by those skilled in the art that the structure shown in fig. 1 is not limiting of the server 1 and may include fewer or more components than shown, or may combine certain components, or a different arrangement of components.
In this embodiment, the processor 12 may be configured to call the motion sensing game program based on boxing motion stored in the memory 11, and perform the following operations:
after the somatosensory game is started, acquiring acceleration data from the bound somatosensory equipment;
calculating an acceleration change rate according to the acceleration data, and judging whether the player completes effective boxing action according to the acceleration change rate;
if yes, identifying the type of the boxing action completed according to the acceleration data;
and generating a matched boxing instruction according to the boxing action type, and controlling a game object to perform the matched boxing action according to the boxing instruction.
In one embodiment, the processor 12 may be configured to call a boxing action-based motion sensing game program stored in the memory 11 and perform the following operations:
calculating an acceleration rate of change from the acceleration data, comprising:
data fusion is carried out on the triaxial acceleration data;
generating an acceleration change curve according to the fused acceleration data;
and acquiring the acceleration change rate according to the acceleration change curve.
In one embodiment, the processor 12 may be configured to call a boxing action-based motion sensing game program stored in the memory 11 and perform the following operations:
data fusion is carried out on triaxial acceleration data, and the method comprises the following steps:
data fusion is performed on the triaxial acceleration data sampled at each sampling time point based on the following expression:
Figure BDA0004118345540000071
where a is the acceleration data after fusion, a x Acceleration data for the x-axis; a, a y Acceleration data for the y-axis; a, a z Acceleration data for the z-axis.
In one embodiment, the processor 12 may be configured to call a boxing action-based motion sensing game program stored in the memory 11 and perform the following operations:
judging whether the player completes effective boxing action according to the acceleration change rate, wherein the method comprises the following steps of:
acquiring the peak value of the acceleration change curve;
if the peak value is larger than a preset threshold value, the player is judged to finish effective boxing action.
In one embodiment, the processor 12 may be configured to call a boxing action-based motion sensing game program stored in the memory 11 and perform the following operations:
identifying the type of boxing action completed according to the acceleration data, including:
calculating displacement curves of the somatosensory equipment on three acceleration axes according to the triaxial acceleration data;
and identifying the type of the boxing action completed according to the displacement curve.
In one embodiment, the processor 12 may be configured to call a boxing action-based motion sensing game program stored in the memory 11 and perform the following operations:
identifying the type of boxing action completed according to the displacement curve, including:
combining the displacement curves on the three acceleration shafts to obtain an overall displacement curve;
matching the integral displacement curve with a curve template in a preset template library;
and determining the type of the boxing action completed according to the matching degree of the integral displacement curve and the curve template.
In one embodiment, the processor 12 may be configured to call a boxing action-based motion sensing game program stored in the memory 11 and perform the following operations:
generating a matched boxing instruction according to the boxing action type, wherein the boxing instruction comprises:
and generating matched boxing instructions according to the wearing hand of the somatosensory equipment and the boxing action type.
Based on the hardware architecture of the motion-based motion-sensing game device, the embodiment of the motion-based motion-sensing game method is provided. The invention discloses a boxing action-based somatosensory game method, which aims to reduce the hardware requirement of somatosensory games and improve the game experience of players.
Referring to fig. 2, fig. 2 is a diagram showing an embodiment of a motion-based motion-sensing game method according to the present invention, the motion-based motion-sensing game method includes the following steps:
s10, after the motion sensing game is started, acquiring acceleration data from the bound motion sensing equipment.
Wherein the motion sensing game is a motion sensing game associated with a boxing motion that requires a player to perform a boxing motion with the motion sensing device to develop the game. Through the somatosensory game, a player can make a game character swing an object such as a weapon, a racket and the like to perform corresponding actions such as attack, batting and the like. In this way, the player can more realistically feel the fun of swiping the game.
Illustratively, the boxing game is a classical somatosensory game associated with boxing actions.
The somatosensory game can be a local application program, an applet or a web page application based on HTML5, and the like. Specifically, the somatosensory game is run on a terminal, which may be a desktop computer, a notebook computer, a game host, a portable game host, a smart phone, a tablet computer, a smart watch, a smart television, and the like.
The motion sensing device refers to a device capable of detecting motion sensing data of a player, and generally, the motion sensing device is configured to include a six-axis IMU sensor including a three-axis accelerometer and a three-axis gyroscope, which detects motion sensing data of a player by detecting a change in three-axis acceleration and a change in three-axis angular velocity of the player.
In the technical scheme of the application, acceleration data acquired by the terminal from the somatosensory equipment are triaxial acceleration data directly acquired by an accelerometer (also called a gravity sensor). The three-axis acceleration data are x-axis acceleration data, y-axis acceleration data and z-axis acceleration data, respectively. The x-axis is the acceleration axis in the front-back direction, the z-axis is the acceleration axis in the vertical direction, and the y-axis is the acceleration axis in the left-right direction. In this way, even if the motion sensing device has only the gravity sensor, the input of the boxing instruction can be completed by the motion sensing action.
Optionally, the somatosensory device is configured to be wearable in a form including, but not limited to, the following: a bracelet, a watch, a gamepad, a smart phone, etc.
Further, before the game, the somatosensory device needs to establish a communication connection with the terminal (i.e. bind with the terminal), wherein a wired connection can be established between the somatosensory device and the terminal, and a wireless connection can also be established between the somatosensory device and the terminal. For example, when the somatosensory device establishes a wired connection with the terminal, the somatosensory device may be based on at least one of USB2.0 protocol, USB3.0 protocol, lightning 3 protocol, lightning 4 protocol; and when the somatosensory device establishes wireless connection with the terminal, the wireless connection can be based on at least one of Bluetooth protocol, wiFi protocol, infrared protocol, 2.4G communication protocol and NFC protocol.
S20, calculating the acceleration change rate according to the acceleration data, and judging whether the player completes effective boxing action according to the acceleration change rate.
Where the rate of change of acceleration refers to the rate of change of acceleration over a period of time, also referred to as the derivative of acceleration. In motion, the acceleration of the object may change over time, so the rate of change of the acceleration may represent the state of motion of the object. In a motion-sensing game based on boxing motions, the rate of change of acceleration can be calculated by acquiring acceleration data of the player's arm. By judging the magnitude and the change trend of the acceleration change rate, whether the player's arm makes an effective boxing action can be determined. For example, when a player swings his arm quickly, the rate of change of acceleration may increase rapidly, indicating that the player has made an effective boxing action.
It will be appreciated that the rate of change of acceleration is an accurate way of determining whether the punch motion is effective. By analyzing the acceleration change rate, invalid punch motions can be eliminated, so that the accuracy of the game is improved. Meanwhile, the acceleration change rate can reflect the change trend of the boxing action in real time. This allows the player's actions to be reflected in the game in real time, improving the real-time and interactivity of the game. In addition, the acceleration rate of change may be adapted to a variety of different punch motions, including side-to-side punch, up-and-down punch, etc. This makes game playability more extensive.
In some embodiments, calculating the acceleration rate of change from the acceleration data comprises:
and S21, data fusion is carried out on the triaxial acceleration data.
Specifically, data fusion can be performed on the triaxial acceleration data sampled at each sampling time point based on the following expression:
Figure BDA0004118345540000101
where a is the acceleration data after fusion, a x Acceleration data for the x-axis; a, a y Acceleration data for the y-axis; a, a z Acceleration data for the z-axis.
It should be noted that the design of the present application is not limited thereto, and in other embodiments, the triaxial acceleration data may be fused by the kalman filtering method.
S22, generating an acceleration change curve according to the fused acceleration data.
Specifically, the acceleration profile may be generated as follows:
1. integrating the fused acceleration data to obtain a speed curve. The integration may be performed by numerical integration, such as the Euler method or the trapezoidal method.
2. And integrating the speed curve to obtain a displacement curve. Likewise, integration may use a numerical integration method.
3. And drawing an acceleration change curve according to the displacement curve. The acceleration profile may be expressed as a function of acceleration as a function of time.
S23, acquiring the acceleration change rate according to the acceleration change curve.
Specifically, the acceleration change rate represents the change rate of acceleration with time, and can be calculated by taking the first derivative of the acceleration change curve. Specifically, the acceleration change rate may be obtained as follows:
1. the acceleration profile is sampled to obtain a set of discrete acceleration data points.
2. And smoothing the sampled acceleration data points to reduce noise interference. Common smoothing methods include a moving average method and an exponential smoothing method.
3. And carrying out differential operation on the smoothed acceleration data points to obtain the variation of the acceleration in each time interval.
4. Dividing the change of the acceleration in each time interval by the time interval to obtain the acceleration change rate.
Further, the effective punch motion refers to a punch motion that satisfies a certain condition and can produce a game effect. In general, it is possible to judge whether or not the player has completed an effective punch motion in terms of motion amplitude, motion speed, motion accuracy, and the like.
In some embodiments, determining whether the player has completed a valid boxing action based on the acceleration rate of change comprises:
s231, acquiring the peak value of the acceleration change curve.
Specifically, the peak value of the acceleration change rate curve may be obtained by performing peak detection on the acceleration change rate curve. Common peak detection algorithms are threshold-based, local extremum-based, continuous data point-based, and the like.
In addition, after detecting the peak value, the detected peak value may be filtered and de-duplicated. For example, a minimum amplitude and minimum spacing may be set to exclude peaks that are too small or too close.
S232, if the peak value is larger than a preset threshold value, judging that the player completes effective boxing action.
Specifically, by comparing the peak value of the acceleration change curve with a preset threshold value, whether the player has completed an effective boxing action can be determined.
In addition, whether the player completes effective boxing action can be judged according to the peak-valley change rule of the acceleration curve. For example, when the peak-to-valley change rule of the acceleration curve accords with a certain boxing action, it can be judged that the player completes the corresponding boxing action type.
And S30, if yes, identifying the type of the boxing action completed according to the acceleration data.
In some embodiments, identifying the type of boxing action completed based on the acceleration data comprises:
s31, calculating displacement curves of the somatosensory equipment on three acceleration axes according to the triaxial acceleration data.
Specifically, the maximum displacement of the somatosensory device in three acceleration axes may be obtained based on the following steps:
1. and integrating the triaxial acceleration data to obtain speed curves on three acceleration axes.
2. And integrating the speed curve again to obtain displacement curves on three acceleration axes.
S32, identifying the type of the boxing action completed according to the displacement curves of the somatosensory equipment on the three acceleration shafts.
Specifically, the following steps may be used to identify the type of boxing action that the player has completed by comparing the displacement curves of the motion sensing device in three acceleration axes:
s321, combining displacement curves on three acceleration shafts to obtain an overall displacement curve.
Specifically, when merging displacement curves on three acceleration axes, we can use the following method:
1. and for each time point, carrying out square sum calculation on the displacement values on the three acceleration axes to obtain a comprehensive displacement value.
2. And generating a comprehensive displacement curve according to the comprehensive displacement value. The integrated displacement curve can be used to represent the integrated displacement change of the player during the entire boxing action, thereby more accurately identifying the boxing action type.
It should be noted that, when the integrated displacement curve is generated, interpolation processing may be performed on the displacement curve on each acceleration axis, so as to ensure consistency of time points. Meanwhile, the generated comprehensive displacement curve can be filtered and smoothed, so that noise interference is reduced and data stability is improved.
S322, matching the integral displacement curve with a curve template in a preset template library.
Specifically, the curve templates in the preset template library are curve templates set according to displacement characteristics of different boxing action types, for example, a straight punch displacement curve shows a change similar to an M shape, an upper punch displacement curve shows a change similar to a U shape, and a lower punch displacement curve shows a change similar to a V shape.
S323, determining the type of the boxing action completed according to the matching degree of the integral displacement curve and the curve template.
Specifically, the displacement interval and the displacement curve template can be subjected to similarity matching, the best matched template is found, and the boxing action corresponding to the best matched template is used as the action type completed by the player. When the displacement curves are matched, a corresponding matching threshold value needs to be set. If the matching similarity exceeds a threshold value, the displacement interval is considered to be corresponding to the boxing action type; otherwise, the displacement interval is considered to have no corresponding boxing action type.
Of course, the design of the present application is not limited thereto, and the type of boxing action can be identified by other means, such as inputting the whole displacement curve into a preset classifier (neural network, machine learning model, etc.), so as to identify the type of boxing action completed
And S40, generating a matched boxing instruction according to the boxing action type, and controlling the game object to perform the matched boxing action according to the boxing instruction.
Specifically, a boxing instruction table may be defined, where the table includes boxing instructions corresponding to different types of boxing actions, for example, the instruction corresponding to "left hook" may be "swingLeft" and the instruction corresponding to "right straight" may be "punch right" and so on. After identifying the type of boxing action completed by the player, the game system can automatically match the corresponding boxing instructions according to the boxing instruction list and send the corresponding boxing instructions to the game engine or the controller. After receiving the instruction, the game engine or the controller can control the game object to perform corresponding boxing actions according to the instruction, such as playing corresponding animation or modifying the position, rotation and other attributes of the game object.
In some embodiments, generating the matched boxing instructions according to the boxing action type includes:
and generating matched boxing instructions according to the wearing hand of the somatosensory equipment and the boxing action type.
Specifically, the player may be prompted to wear the somatosensory device on the hand intended to be used before the game starts, and the posture and position information of the hand are detected by the sensor on the somatosensory device, thereby determining the worn hand. Or, the wearing hand of the somatosensory device is determined by the autonomous setting of the user.
After the body sensing equipment wearing hand is determined, the wearing hand of the body sensing equipment can judge whether the boxing instruction to be sent is a left-hand boxing instruction or a right-hand boxing instruction. And finally, sending the matched boxing instruction to a game engine or a controller, and controlling a game object to perform corresponding boxing actions.
It can be understood that the wearing hand of the somatosensory device is combined to generate boxing instructions, so that a player can realize boxing actions of the left hand and the right hand in the game, the playability and the interestingness of the game can be improved, and the game experience of the player is improved.
It can be understood that the somatosensory game method provided by the application can monitor and identify the boxing action of the player in real time according to the acceleration data generated by the player in the process of wearing the somatosensory equipment, and further generate a matched boxing instruction to control the game object to perform corresponding boxing action. Compared with the traditional somatosensory game which needs to adopt acceleration data and gyroscope data to judge actions and cannot realize boxing action change, the somatosensory game method of the technical scheme of the application not only reduces the requirements on terminal hardware, but also improves game immersion and game experience of players.
In addition, referring to fig. 3, an embodiment of the present invention further provides a motion sensing game device based on boxing motion, where the motion sensing game device based on boxing motion includes:
an acquisition module 110, configured to acquire acceleration data from the bound somatosensory device after the somatosensory game is started;
the judging module 120 is configured to calculate an acceleration change rate according to the acceleration data, and judge whether the player completes an effective boxing action according to the acceleration change rate;
an identification module 130 for identifying the type of boxing action completed according to the acceleration data;
and the execution module 140 is used for generating a matched boxing instruction according to the boxing action type and controlling the game object to perform the matched boxing action according to the boxing instruction.
The steps implemented by the functional modules of the motion-based motion-sensing game device may refer to the embodiments of the motion-based motion-sensing game method of the present invention, and are not described herein.
In addition, the embodiment of the invention also provides a computer readable storage medium, which can be any one or any combination of a plurality of hard disk, a multimedia card, an SD card, a flash memory card, an SMC, a read-only memory (ROM), an erasable programmable read-only memory (EPROM), a portable compact disc read-only memory (CD-ROM), a USB memory and the like. The computer readable storage medium includes the motion sensing game program 10, and the embodiment of the computer readable storage medium of the present invention is substantially the same as the motion sensing game method based on the boxing motion and the embodiment of the server 1, and will not be described herein.
It will be appreciated by those skilled in the art that embodiments of the present invention may be provided as a method, system, or computer program product. Accordingly, the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
The present invention is described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems) and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flowchart illustrations and/or block diagrams, and combinations of flows and/or blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. It is therefore intended that the following claims be interpreted as including the preferred embodiments and all such alterations and modifications as fall within the scope of the invention.
It will be apparent to those skilled in the art that various modifications and variations can be made to the present invention without departing from the spirit or scope of the invention. Thus, it is intended that the present invention also include such modifications and alterations insofar as they come within the scope of the appended claims or the equivalents thereof.

Claims (10)

1. A motion sensing game method based on boxing motion, comprising:
after the somatosensory game is started, acquiring acceleration data from the bound somatosensory equipment;
calculating an acceleration change rate according to the acceleration data, and judging whether the player completes effective boxing action according to the acceleration change rate;
if yes, identifying the type of the boxing action completed according to the acceleration data;
and generating a matched boxing instruction according to the boxing action type, and controlling a game object to perform the matched boxing action according to the boxing instruction.
2. A boxing action based somatosensory game method in accordance with claim 1, wherein calculating an acceleration rate of change from the acceleration data comprises:
data fusion is carried out on the triaxial acceleration data;
generating an acceleration change curve according to the fused acceleration data;
and acquiring the acceleration change rate according to the acceleration change curve.
3. A boxing action based somatosensory game method in accordance with claim 2, wherein the data fusion of the triaxial acceleration data comprises:
data fusion is performed on the triaxial acceleration data sampled at each sampling time point based on the following expression:
Figure FDA0004118345520000011
where a is the acceleration data after fusion, a x Acceleration data for the x-axis; a, a y Acceleration data for the y-axis; a, a z Acceleration data for the z-axis.
4. A method of motion based motion sensing game as in claim 2 wherein determining if a player has completed a valid boxing motion based on the rate of acceleration change comprises:
acquiring the peak value of the acceleration change curve;
if the peak value is larger than a preset threshold value, the player is judged to finish effective boxing action.
5. A boxing action based somatosensory game method in accordance with claim 1, wherein identifying the type of boxing action completed in accordance with said acceleration data comprises:
calculating displacement curves of the somatosensory equipment on three acceleration axes according to the triaxial acceleration data;
and identifying the type of the boxing action completed according to the displacement curve.
6. A boxing action based somatosensory game method in accordance with claim 5, wherein identifying the type of boxing action completed in accordance with said displacement curve comprises:
combining the displacement curves on the three acceleration shafts to obtain an overall displacement curve;
matching the integral displacement curve with a curve template in a preset template library;
and determining the type of the boxing action completed according to the matching degree of the integral displacement curve and the curve template.
7. A method of motion based somatosensory gaming as recited in claim 1, wherein generating matched boxing instructions based on boxing motion type comprises:
and generating matched boxing instructions according to the wearing hand of the somatosensory equipment and the boxing action type.
8. A motion sensing game device based on boxing actions, comprising:
the acquisition module is used for acquiring acceleration data from the bound somatosensory equipment after the somatosensory game is started;
the judging module is used for calculating the acceleration change rate according to the acceleration data and judging whether the player finishes effective boxing action according to the acceleration change rate;
the identification module is used for identifying the type of the completed boxing action according to the acceleration data;
and the execution module is used for generating a matched boxing instruction according to the boxing action type and controlling the game object to perform the matched boxing action according to the boxing instruction.
9. A boxing action based motion sensing game device comprising a memory, a processor and a boxing action based motion sensing game program stored on the memory and executable on the processor, wherein the boxing action based motion sensing game program when executed by the processor implements the boxing action based motion sensing game method of any one of claims 1 to 7.
10. A computer readable storage medium, wherein a motion based motion sensing game program is stored on the computer readable storage medium, which when executed by a processor, implements the motion sensing game method according to any one of claims 1-7.
CN202310225446.3A 2023-03-01 2023-03-01 Motion sensing game method based on boxing motion Pending CN116173492A (en)

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