CN116603232A - Three-dimensional VR and entity feedback based mutual-aid game entertainment system - Google Patents

Three-dimensional VR and entity feedback based mutual-aid game entertainment system Download PDF

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Publication number
CN116603232A
CN116603232A CN202310628414.8A CN202310628414A CN116603232A CN 116603232 A CN116603232 A CN 116603232A CN 202310628414 A CN202310628414 A CN 202310628414A CN 116603232 A CN116603232 A CN 116603232A
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module
game
dimensional
scene
model
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周泽军
陈友亮
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Shenzhen Delkai Technology Co ltd
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Shenzhen Delkai Technology Co ltd
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Priority to CN202310628414.8A priority Critical patent/CN116603232A/en
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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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • 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
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
    • A63F2300/6018Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content where the game content is authored by the player, e.g. level editor or by game device at runtime, e.g. level is created from music data on CD
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/643Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
    • 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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Health & Medical Sciences (AREA)
  • Theoretical Computer Science (AREA)
  • Optics & Photonics (AREA)
  • Physics & Mathematics (AREA)
  • Life Sciences & Earth Sciences (AREA)
  • Biophysics (AREA)
  • Cardiology (AREA)
  • General Health & Medical Sciences (AREA)
  • Heart & Thoracic Surgery (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application relates to a three-dimensional VR and entity feedback-based mutual-aid game entertainment system, which comprises a control terminal, a control module, a VR module, a three-dimensional game module, a personnel identification module and a model function effect giving module, wherein the output end of the control terminal is in signal connection with the input end of the control module, the VR module comprises a static module and a dynamic module, and the three-dimensional game module comprises a basic framework module. According to the three-dimensional VR and entity feedback-based mutual-aid game entertainment system, through the cooperation of the VR module and the three-dimensional game module, the running stability of the VR game is good, the game can be loaded, changed and rendered correctly, and the collision detection can ensure the game physical property, evaluate the game collision accurately, so that the three-dimensional game based on the three-dimensional VR technology can be used for drawing a more real and complex virtual world, the game interactivity can be enhanced, an immersive game scene is provided for a player, and brand-new game stimulation and experience are brought to the player, so that the user experience is enhanced.

Description

Three-dimensional VR and entity feedback based mutual-aid game entertainment system
Technical Field
The application relates to the technical field of xxx, in particular to a three-dimensional VR and entity feedback-based mutual-aid game entertainment system.
Background
In modern society, people have great working pressure and living pressure, and in order to relieve pressure or wear down time or find fun in life, everyone has different leisure and entertainment modes, such as watching movies, climbing mountains, singing KTVs, riding bicycles, recreation grounds, network games, live-action entertainment games and the like.
The virtual reality technology, also called virtual reality or smart technology, is a brand new practical technology developed in the 20 th century, and comprises a computer, electronic information and simulation technology, the basic implementation manner is that the computer technology is used as the main part, the latest development achievements of various high technologies such as three-dimensional graphics technology, multimedia technology, simulation technology, display technology and servo technology are utilized and integrated, a realistic virtual world with various sensory experiences such as three-dimensional vision, touch sense and smell sense is generated by means of devices such as the computer, so that people in the virtual world generate an immersive sense, and along with the continuous development of social productivity and scientific technology, the requirements of various industries on VR technology are increasingly vigorous
The combination of the virtual reality technology and the game is the VR game, the VR game can enable us to develop intelligence and increase wisdom in the playing process, meanwhile, the VR game can assist us to know the world and cultivate space imagination, however, the VR game on the market at present mainly uses education, training and entertainment and lacks real virtual and real interaction; such as: the VR scene is manufactured in advance, that is, the selection and placement positions of various models (such as buildings, flowers, plants and trees, etc.) in the VR scene and the functions and/or effects (such as rotation, movement or jumping, etc.) of each model are all manufactured in advance, and only users with relevant expertise can manufacture the VR scene, so that the patterns of the VR scene are rare and cannot meet the ever-growing and changing user demands, and therefore, a three-dimensional VR and entity feedback-based mutual-assistance game entertainment system is provided to solve the problems.
Disclosure of Invention
Aiming at the defects of the prior art, the application provides a three-dimensional VR and entity feedback-based mutual-aid game entertainment system, which has the advantages of increasing the interactivity of virtual reality to meet the increasing user demands and the like, and solves the problem of poor interaction effect of virtual reality and reality.
In order to achieve the above purpose, the present application provides the following technical solutions: the utility model provides a three-dimensional VR and entity feedback-based mutual-aid game entertainment system, includes control terminal, control module, VR module, three-dimensional game module, personnel identification module and model function effect give the module, control terminal's output and control module's input signal connection, VR module includes static module and dynamic module, three-dimensional game module includes basic frame module, collision detection module and model control module, VR module passes through data transmission to three-dimensional game module;
the static module consists of a scene three-dimensional model, a texture acquisition and processing and conversion format, a scene dynamic redrawing module, a collision detection module, an interaction control module, a text prompt information module, a control prompt information module, a scene information extraction module and an object acquisition module;
the base frame is composed of a game menu module, a scene drawing module and a camera control module, the collision detection module is composed of a model and scene module, a game and scene module and a game and model module, and the model control module is composed of a non-game player and a game player.
Further, the game menu module consists of a start game menu, a set game menu, and an exit game menu.
Further, the scene drawing module is composed of a drawing scene room, a drawing scene entity, the game player and the non-game player further including response inputs and response events.
Further, the collision detection module comprises a detection collision and a corresponding collision, and the model function effect giving module comprises a model editing and making module and a model function effect making module.
Further, the personnel identification module is composed of a physiological signal data collection module and a VR induction experience module.
Further, the VR induction experience module is composed of an interaction module and a scene induction module.
Further, the physiological signal data collection module includes boring emotion, anxiety emotion, presence emotion and distraction emotion.
Further, the control terminal is composed of a client host, a server host, a multi-guide physiological instrument, a handle, a helmet and a helmet display, wherein the multi-guide physiological instrument is contacted with a game player through an electrode plate.
Further, the multi-guide physiological instrument is in connection communication with a client host, and the client host is connected with the device through a hardware interface of MPl equipment to acquire physiological signals of game personnel.
Compared with the prior art, the technical scheme of the application has the following beneficial effects:
1. according to the three-dimensional VR and entity feedback-based mutual-aid game entertainment system, through the cooperation of the VR module and the three-dimensional game module, the running stability of the VR game is good, the game can be loaded, changed and rendered correctly, and the collision detection can ensure the game physical property, evaluate the game collision accurately, so that the three-dimensional game based on the three-dimensional VR technology can be used for drawing a more real and complex virtual world, the game interactivity can be enhanced, an immersive game scene is provided for a player, and brand-new game stimulation and experience are brought to the player, so that the user experience is enhanced.
2. According to the three-dimensional VR and entity feedback-based mutual-aid game entertainment system, through the cooperation of the model editing and making module in the model function effect giving module and the model function effect making module, a user can give a model appearance, a model function and an effect in a three-dimensional game, so that the user can personally construct a dedicated VR scene according to imagination and creativity of the user, interests of the user in use are improved, and requirements of more users are met.
3. According to the three-dimensional VR and entity feedback-based mutual-aid game entertainment system, through cooperation of the physiological signal data collection module and the VR induction experience module in the personnel identification module, a user can have good interaction with a game scene when the user is in the game scene, and the game scene can adjust a story line, the game scene and game difficulty according to real-time experience emotion of the user, so that immersion of the user can be further improved, and better VR experience is brought to the user.
Drawings
FIG. 1 is a diagram of an overall system framework of the present application;
FIG. 2 is a diagram of a game menu system framework of the present application;
FIG. 3 is a diagram of a scene rendering system of the present application;
FIG. 4 is a frame diagram of a collision detection system of the present application;
FIG. 5 is a diagram of a game player system frame according to the present application;
FIG. 6 is a frame diagram of a non-game player system of the present application;
FIG. 7 is a diagram of a system frame of a person identification module of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present application, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
Referring to fig. 1-6, a three-dimensional VR and entity feedback-based game entertainment system in this embodiment includes a control terminal, a control module, a VR module, a three-dimensional game module, a person identification module, and a model function effect giving module, where an output end of the control terminal is in signal connection with an input end of the control module, the VR module includes a static module and a dynamic module, the three-dimensional game module includes a base frame module, a collision detection module, and a model control module, the VR module is transmitted to the three-dimensional game module through data, the control module is connected with the BR module through data bidirectional signals, the control module is connected with the three-dimensional game module through data bidirectional signals, the control module is connected with the person identification module through data bidirectional signals, and the control module is connected with the model function effect giving module through data bidirectional signals.
The static module consists of a scene three-dimensional model, an acquisition and processing texture and conversion format, the static module consists of a scene dynamic redrawing module, a collision detection module, an interaction control module, a text prompt information module, a control prompt information module, a scene information extraction module and an object acquisition module, the base frame of the three-dimensional system is used for being responsible for the whole system frame to communicate with an operating system, wherein the task of a game menu is for a player to start or exit a game, game parameters are set, and the scene drawing is responsible for constructing a game scene and creating an entity.
The basic framework consists of a game menu module, a scene drawing module and a camera control module, wherein the game menu module consists of a game starting menu, a game setting menu and a game exiting menu, the collision detection module consists of a model and scene module, a game and scene module and a game and model module, the scene drawing module consists of a scene drawing room and a scene drawing entity, the game player and the non-game player also respond to input and response events, the collision detection module comprises detection collision and corresponding collision, the collision detection function module is used for realizing collision detection and subsequent processing, and the collision detection module is divided based on the type of the game entity, wherein the task of the collision detection between the model and the scene is processing the collision detection between the model and the scene and other objects of the scene; the collision detection of the object with the scene and the model is used for processing the collision detection of the object with the entity and the model of the scene.
The model function effect giving module consists of a model editing and making module and a model function effect making module, the model control module consists of a non-game player and a game player, the model control module is thinned into the role of the game player and the non-game player based on entity types, the role of the game player is controlled by the game player, the task of the non-game player is to control the non-game player to search and respond to events of the game player.
In this embodiment, through the cooperation of the VR module and the three-dimensional game module, the operation stability of the VR game is good, the game can be loaded, changed and rendered correctly, and the collision detection can ensure the game physical properties, evaluate the game collision accurately, so as to draw a more real and complex virtual world, make the three-dimensional game based on the three-dimensional VR technology, enhance the game interactivity, provide the player with an immersive game scene, thereby bringing brand new game stimulation and experience, enhancing the user experience sense, and endow the user with the model appearance, model function and effect in the model function effect endowing module through the cooperation of the model editing and producing module and the model function effect producing module, so that the user can personally construct the exclusive VR scene according to the imagination and creativity of the user, and the interest of the user in use is improved, so as to meet the demands of more users.
Referring to fig. 1 or 7, in this embodiment, the person recognition module is composed of a physiological signal data collection module and a VR induction experience module, the VR induction experience module is composed of an interaction module and a scene induction module, and the physiological signal data collection module includes boring emotion, anxiety emotion, in-situ emotion and distraction emotion, and may also be other emotions of the game person in the entertainment process.
The control terminal consists of a client host, a server host, a multi-guide physiological instrument, a handle, a helmet and a helmet display, wherein the multi-guide physiological instrument is in contact with a game staff through an electrode plate, the multi-guide physiological instrument is in connection communication with the client host, and the client host is connected with the equipment through a hardware interface of MPl equipment to acquire physiological signals of the game staff, so that when the game staff experiences VR games through the client host and the server host, the multi-guide physiological instrument can capture and acquire emotion of the game staff in a game scene through the electrode plate.
In this embodiment, through the cooperation of physiological signal data collection module and VR in the personnel identification module and inducing experience module, can have good interaction with the game scene when making the user be in the game scene, and the game scene can be according to user experience emotion adjustment story line, game scene and game degree of difficulty in real time, further can promote user's sense of immersion, brings better VR to experience for the user.
The working principle of the embodiment is as follows:
the three-dimensional game system has the advantages that a stable basic framework is provided for the whole three-dimensional game scene through the VR module, so that the running stability of the game is good, the game can be loaded, changed and rendered correctly, game physical properties can be ensured by collision detection, game collision can be evaluated accurately, more real and complex virtual worlds are drawn, three-dimensional game based on the three-dimensional VR technology can be enhanced, game interactivity can be enhanced, an immersive game scene is provided for a player, brand-new game stimulation and experience are brought to the game, and accordingly user experience is enhanced, the model function effect is endowed to the game by matching the model editing and manufacturing module with the model function effect manufacturing module, so that the user can personally construct a dedicated VR scene according to imagination and creativity of the user, interest of the user is improved when the user is used, the physiological signal data collecting module and the VR induction experience module are matched, the user can have good interaction with the game scene when the user is in the game scene, physiological signals of the player can be acquired by the control terminal, the player can acquire the physiological signals of the player through the client, the game master game scene can be better in the sense of emotion of the game, and the user experience can be further regulated according to the emotion of the game scene, and the emotion of the game experience can be better, and the user experience can be further immersed in real time.
The electrical components appearing herein are all electrically connected with the master controller and the power supply, the master controller can be a conventional known device for controlling a computer and the like, and the prior art of power connection is not described in detail herein.
It is noted that relational terms such as first and second, and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises the element.
Although embodiments of the present application have been shown and described, it will be understood by those skilled in the art that various changes, modifications, substitutions and alterations can be made therein without departing from the principles and spirit of the application, the scope of which is defined in the appended claims and their equivalents.

Claims (9)

1. The utility model provides a based on three-dimensional VR and entity feedback mutually-assisted recreation system, includes control terminal, control module, VR module, three-dimensional recreation module, personnel identification module and model function effect give the module, its characterized in that: the output end of the control terminal is in signal connection with the input end of the control module, the VR module comprises a static module and a dynamic module, the three-dimensional game module comprises a basic frame module, a collision detection module and a model control module, and the VR module is transmitted to the three-dimensional game module through data;
the static module consists of a scene three-dimensional model, a texture acquisition and processing and conversion format, a scene dynamic redrawing module, a collision detection module, an interaction control module, a text prompt information module, a control prompt information module, a scene information extraction module and an object acquisition module;
the base frame is composed of a game menu module, a scene drawing module and a camera control module, the collision detection module is composed of a model and scene module, a game and scene module and a game and model module, and the model control module is composed of a non-game player and a game player.
2. The three-dimensional VR and entity feedback based co-game play system of claim 1, wherein: the game menu module consists of a start game menu, a set game menu and an exit game menu.
3. The three-dimensional VR and entity feedback based co-game play system of claim 1, wherein: the scene drawing module is composed of a drawing scene room and a drawing scene entity, and the game player and the non-game player further comprise response input and response events.
4. The three-dimensional VR and entity feedback based co-game play system of claim 1, wherein: the collision detection module comprises detection collision and corresponding collision, and the model function effect giving module consists of a model editing and making module and a model function effect making module.
5. The three-dimensional VR and entity feedback based co-game play system of claim 1, wherein: the personnel identification module consists of a physiological signal data collection module and a VR induction experience module.
6. The three-dimensional VR and entity feedback based interactive game play system of claim 5, wherein: the VR induction experience module consists of an interaction module and a scene induction module.
7. The three-dimensional VR and entity feedback based interactive game play system of claim 6, wherein: the physiological signal data collection module includes boring emotion, anxiety emotion, presence emotion and distraction emotion.
8. The three-dimensional VR and entity feedback based co-game play system of claim 1, wherein: the control terminal consists of a client host, a server host, a multi-guide physiological instrument, a handle, a helmet and a helmet display, wherein the multi-guide physiological instrument is contacted with a game player through an electrode plate.
9. The three-dimensional VR and entity feedback based interactive game play system of claim 8, wherein: the multi-guide physiological instrument is in connection communication with a client host, and the client host is connected with the equipment through a hardware interface of MPl equipment to acquire physiological signals of game personnel.
CN202310628414.8A 2023-05-30 2023-05-30 Three-dimensional VR and entity feedback based mutual-aid game entertainment system Pending CN116603232A (en)

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