CN116687411B - Game comprehensive score acquisition method and device, intelligent terminal and storage medium - Google Patents

Game comprehensive score acquisition method and device, intelligent terminal and storage medium Download PDF

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CN116687411B
CN116687411B CN202310997311.9A CN202310997311A CN116687411B CN 116687411 B CN116687411 B CN 116687411B CN 202310997311 A CN202310997311 A CN 202310997311A CN 116687411 B CN116687411 B CN 116687411B
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game
dimension
data
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CN116687411A (en
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韩璧丞
张蕙琳
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Shenzhen Mental Flow Technology Co Ltd
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    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/16Devices for psychotechnics; Testing reaction times ; Devices for evaluating the psychological state
    • A61B5/165Evaluating the state of mind, e.g. depression, anxiety
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
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    • A61B5/168Evaluating attention deficit, hyperactivity
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/24Detecting, measuring or recording bioelectric or biomagnetic signals of the body or parts thereof
    • A61B5/316Modalities, i.e. specific diagnostic methods
    • A61B5/369Electroencephalography [EEG]
    • A61B5/377Electroencephalography [EEG] using evoked responses
    • A61B5/378Visual stimuli
    • 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
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • G06F3/015Input arrangements based on nervous system activity detection, e.g. brain waves [EEG] detection, electromyograms [EMG] detection, electrodermal response detection
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    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

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Abstract

The invention discloses a game comprehensive score acquisition method, which comprises the following steps: obtaining game data of each level; obtaining comprehensive scores of each dimension according to electroencephalogram data, game data and preset level coefficients of each level, wherein the dimensions comprise vigilance dimensions, planning dimensions, concentration dimensions and stability dimensions; and obtaining the rating of each dimension according to the comprehensive score of each dimension. The invention extracts the game data from the brain electrical data, establishes the connection between the game data and the comprehensive score, and realizes the multidimensional evaluation and visual digital presentation of the concentration of the player.

Description

Game comprehensive score acquisition method and device, intelligent terminal and storage medium
Technical Field
The invention relates to the technical field of brain waves, in particular to a game comprehensive score acquisition method, a game comprehensive score acquisition device, an intelligent terminal and a storage medium.
Background
Attention is the motor function of cognitive activity. Cognitive activities include activities such as auditory perception, visual perception, memory, thinking, imagination, execution, feedback, and the like. The driving force of smooth development of cognitive activities is attention, which is the basis of all abilities, and good attention is the best guarantee of learning success. When the attention is insufficient, the memory is often reduced, the user sits restless, the learning efficiency is low, and the like. Training attention can effectively improve learning efficiency and work efficiency.
Existing attention training methods include brain wave feedback training. Brain wave feedback training is a technical breakthrough in the training in the cognitive field in recent international years, and achieves good effects and wide application. Mainly according to the external brain electrical reaction during the brain activity period, the training person can adjust to the corresponding good state and strengthen the training person, and the training process can be realized through games. However, the current method does not perform systematic scientific evaluation on brain wave data after brain wave reading, so that attention cannot be accurately quantified.
Accordingly, the prior art is still in need of improvement and development.
Disclosure of Invention
The invention aims to solve the technical problems that aiming at the defects in the prior art, a game comprehensive score acquisition method, a game comprehensive score acquisition device, an intelligent terminal and a storage medium are provided, and aims to solve the problems that in the prior art, brain wave data are not evaluated systematically and scientifically, so that attention cannot be accurately quantified.
The technical scheme adopted for solving the technical problems is as follows:
in a first aspect, the present invention provides a game score acquisition method, wherein the method includes:
obtaining game data of each level;
obtaining comprehensive scores of each dimension according to the electroencephalogram data, the game data and the preset level coefficients of each level, wherein the dimensions comprise vigilance dimensions, planning dimensions, concentration dimensions and stability dimensions, and the comprehensive scores are used for evaluating the attention level of a game user in each dimension;
and obtaining the rating of each dimension according to the comprehensive score of each dimension.
In one implementation manner, before the acquiring the brain electrical data and the game data of each level, the method further includes:
presetting a plurality of checkpoints, and sequentially arranging the checkpoints to obtain a checkpoint list; the checkpoint list comprises the arrangement sequence numbers of the checkpoints and the checkpoint coefficients corresponding to the checkpoints, and the checkpoint coefficients are in a proportional relation with the completion difficulty of the checkpoints.
In one implementation, the acquiring game data of each level includes:
dividing the checkpoint list into a first stage and a second stage;
acquiring the number of wrong questions and the total number of questions in each gateway in the first stage;
obtaining the number of gold coins and the total number of gold coins obtained from each checkpoint in the first stage;
acquiring electroencephalogram data, and obtaining a concentration force value and an electroencephalogram value of each level in the second stage according to the electroencephalogram data, wherein the concentration force value is in a proportional relation with the concentration degree of a game player in the game process, and the electroencephalogram value is a normalized representation of the electroencephalogram data;
and obtaining game data of each gate according to the number and total number of questions of errors in each gate in the first stage, the number and total number of gold coins obtained in each gate in the first stage, and the concentration value and the brain electricity value of each gate in the second stage.
In one implementation manner, the obtaining the comprehensive score of each dimension according to the game data and the preset level coefficient includes:
and obtaining the comprehensive score of the vigilance dimension according to the number of the wrong questions, the total number of the questions and the checkpoint coefficient in each checkpoint in the first stage.
In one implementation manner, the obtaining the comprehensive score of each dimension according to the game data and the preset level coefficient includes:
and obtaining the comprehensive score of the planned dimension according to the number of gold coins, the total number of gold coins and the checkpoint coefficient obtained in each checkpoint in the first stage.
In one implementation manner, the obtaining the comprehensive score of each dimension according to the game data and the preset level coefficient includes:
obtaining a weighted concentration value of each checkpoint according to the concentration value of each checkpoint and the checkpoint coefficient in the second stage;
and averaging all weighted concentration force values to obtain the comprehensive score of the centralized dimension.
In one implementation manner, the obtaining the comprehensive score of each dimension according to the game data and the preset level coefficient includes:
obtaining the standard deviation of the electroencephalogram values in the second stage according to the electroencephalogram values of each checkpoint in the second stage;
and obtaining the comprehensive score of the stability dimension according to the standard deviation of the electroencephalogram value and the checkpoint coefficient in the second stage.
In a second aspect, an embodiment of the present invention further provides a game score obtaining apparatus, where the apparatus includes:
the game data acquisition module is used for acquiring game data of each level;
the game comprehensive score acquisition module is used for acquiring comprehensive scores of each dimension according to the game data and preset level coefficients, wherein the dimensions comprise vigilance dimensions, planning dimensions, concentration dimensions and stability dimensions;
and the rating module is used for obtaining the rating of each dimension according to the comprehensive score of each dimension.
In a third aspect, an embodiment of the present invention further provides an intelligent terminal, where the intelligent terminal includes a memory, a processor, and a game score acquisition program stored in the memory and executable on the processor, where the steps of the game score acquisition method according to any one of the above are implemented when the processor executes the game score acquisition program.
In a fourth aspect, an embodiment of the present invention further provides a computer-readable storage medium, where the computer-readable storage medium stores a game integrated score acquisition program, where the game integrated score acquisition program, when executed by a processor, implements the steps of the game integrated score acquisition method according to any one of the above.
The beneficial effects are that: compared with the prior art, the invention provides a game comprehensive score acquisition method, which comprises the steps of firstly acquiring the brain data and the game data of each level, and dividing the game into a plurality of levels to obtain the game data of each level, thereby realizing data subdivision. And then, obtaining the comprehensive score of each dimension according to the electroencephalogram data, the game data and the preset level coefficient of each level. The difficulty of each level is distinguished by setting the level coefficient so as to further correct the game data, and then four indexes capable of reflecting the attention are obtained by calculating the comprehensive scores of four dimensions, so that the relation between the game data and the comprehensive scores is established, and the attention can be quantized. And finally, obtaining the rating of each dimension according to the comprehensive score of each dimension, and changing the score value into a more visual grade through the rating, thereby realizing the multidimensional visual presentation of the attention.
Drawings
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 to be used in the embodiments or the description of the prior art will be briefly described below, and it is obvious that the drawings in the following description are only some embodiments described in the present invention, and other drawings may be obtained according to the drawings without inventive effort to those skilled in the art.
Fig. 1 is a schematic flow chart of a game score obtaining method according to an embodiment of the present invention.
Fig. 2 is a comprehensive fractional radar chart provided by an embodiment of the present invention.
Fig. 3 is a schematic block diagram of a game integrated score acquisition apparatus provided in an embodiment of the present invention.
Fig. 4 is a schematic block diagram of an internal structure of an intelligent terminal according to an embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and effects of the present invention clearer and more specific, the present invention will be described in further detail below with reference to the accompanying drawings and examples. 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.
As used herein, the singular forms "a", "an", "the" and "the" are intended to include the plural forms as well, unless expressly stated otherwise, as understood by those skilled in the art. It will be further understood that the terms "comprises" and/or "comprising," when used in this specification, specify the presence of stated features, integers, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and/or groups thereof. It will be understood that when an element is referred to as being "connected" or "coupled" to another element, it can be directly connected or coupled to the other element or intervening elements may also be present. Further, "connected" or "coupled" as used herein may include wirelessly connected or wirelessly coupled. The term "and/or" as used herein includes all or any element and all combination of one or more of the associated listed items.
It will be understood by those skilled in the art that all terms (including technical and scientific terms) used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs unless defined otherwise. It will be further understood that terms, such as those defined in commonly used dictionaries, should be interpreted as having a meaning that is consistent with their meaning in the context of the prior art and will not be interpreted in an idealized or overly formal sense unless expressly so defined herein.
The invention provides a game comprehensive score acquisition method, which comprises the steps of firstly acquiring game data of each level, and dividing a game into a plurality of levels to obtain the game data of each level, thereby realizing data subdivision. And then, obtaining the comprehensive score of each dimension according to the electroencephalogram data, the game data and the preset level coefficient of each level. The difficulty of each gate is distinguished by setting the gate coefficient so as to further correct the game data, and then four indexes capable of reflecting the concentration force are obtained by calculating the comprehensive scores of four dimensions, so that the relationship between the game data and the comprehensive scores is established, and the concentration force can be quantized. Finally, according to the comprehensive score of each dimension, the rating of each dimension is obtained, and the score value is changed into a more visual grade through the rating, so that the multidimensional visual presentation of concentration is realized.
For example, a game player connects with a game host through a brain computer to perform an interactive game, and controls a game character to complete a designated action through brain wave signals, the game host performs scoring or rewarding and punishment according to the completion condition of the player, so as to obtain game data of each level, then assigns a level coefficient to each level according to the game difficulty preset by each level, adjusts the game data, for example, sets a level coefficient larger than 1 for the level which is harder, so as to improve the influence of the level. Finally, the game data is calculated and analyzed to obtain comprehensive scores reflecting the concentration force, and the comprehensive scores are converted into radar images according to expert suggestions or experiences to obtain visual presentation of the final concentration force. Thus, the concentration evaluation and quantification of game players through the brain-computer interaction game are realized.
Exemplary method
The embodiment provides a game comprehensive score acquisition method. As shown in fig. 1, the method comprises the steps of:
step S100, acquiring brain electricity data and game data of each level;
specifically, brain-computer interface (Brain-Machine Interface, BMI; brain Computer Interface, BCI) refers to a direct connection created between the human or animal Brain and an external device, enabling information exchange between the Brain and the device. By establishing a direct communication channel between the brain and external devices. Its signal comes from the central nervous system and is independent of the peripheral nervous and muscular systems in its propagation. Is commonly used for assisting, enhancing and repairing the sensory-motor function of human body or improving the man-machine interaction capability. The game connected with the brain-computer interface is divided into a plurality of levels, and specific tasks are required to be executed in each level to obtain game data, wherein one part of the game data is from brain-computer signals acquired by the brain-computer interface, and the other part of the game data is from a game host, including game scores, task completion percentages and the like. The electroencephalogram signals can reflect the concentration duration time, concentration value and the like of the user, and the concentration intensity index can reflect the completion condition of the user on the game task by combining the game data of the game host.
For example, in the submarine adventure game, a user commands a game principal angle to complete the diving in the submarine world and explore tasks in unknown fields, such as diving, floating, obtaining gold medal treasures, reaching a specified target and the like, divides the game into a plurality of checkpoints, sets different difficulties and repetition times for each of the checkpoints, can enter the next checkpoint after completing all the tasks, and obtains game data such as the diving speed, the diving time, the floating speed, the floating time, the gold medal number, the distance from the specified position and the like of the game principal angle through the brain-computer interface and the game host.
In one implementation, the step S100 in this embodiment includes the following steps:
m100, presetting a plurality of checkpoints, and sequentially arranging the checkpoints to obtain a checkpoint list; the checkpoint list comprises the arrangement sequence numbers of the checkpoints and the checkpoint coefficients corresponding to the checkpoints, and the checkpoint coefficients are in a proportional relation with the completion difficulty of the checkpoints.
Specifically, in this embodiment, a plurality of levels will be set, each level has an independent game scene and difficulty setting, and in order to order the levels, the levels are numbered sequentially with the arrangement numbers 1,2, …, N, so as to obtain a level list. The checkpoint coefficient of each checkpoint is also included in the checkpoint list, the checkpoint coefficient is an integer, the reference checkpoint coefficient is 1, if the checkpoint difficulty is high, the checkpoint coefficient is greater than 1, and if the checkpoint difficulty is low, the checkpoint coefficient is less than 1. The level list also includes the level repetition number, that is, the number of level repetitions that the game player needs to complete at each level before entering the next level.
For example, as shown in table 1, each checkpoint is ordered by a numerical sequence number, the checkpoint scene may be repeated, and each checkpoint is provided with a checkpoint coefficient for distinguishing the difficulty. The number of repetitions is set to 3 in order to consolidate the exercise effect. In this way, in the first level submarine scene, the game difficulty is higher, and after the game target is completed by repeating for 3 times, the next level scene grassland can be started.
TABLE 1 checkpoint list
In one implementation, the step S100 in this embodiment includes the following steps:
step S101, dividing the checkpoint list into a first stage and a second stage;
specifically, in the present embodiment, the checkpoints are divided into a first phase, an automatic power phase and a second phase, an attention phase, for evaluation targets. In the first stage, the game data reflects the ability of the game player to suppress the disturbance. In the second stage, the duration and duration of the player's concentration are reflected.
For example, as shown in Table 1, with checkpoint 4 as the demarcation point, checkpoints 1-4 are divided into a first phase and checkpoints 5-9 are divided into a second phase. Accordingly, the game content sets the game task, the evaluation standard and the difficulty index for the capability required by each stage.
Step S102, obtaining the number of wrong questions and the total number of questions in each gateway in the first stage;
specifically, in the first stage, a certain number of questions are set in each level, a game player looks at a screen, and brain-computer interface converts brain-computer signals into game instructions to instruct characters in the game to finish the questions. For example, in the first level, the problem is set to be submerged into the submarine cave within 3 seconds, if the electroencephalogram signals command the game role to complete the task, the correct problem 1 is calculated, otherwise, the problem one is calculated to be wrong. The concentration of the user is monitored by obtaining the number of misquestions in each gateway. In general, the number of questions in error is large, so that the concentration is weak, and when the number of questions in error exceeds a preset threshold value, the user can judge that the gateway cannot pass through. When the number of passes through the gate reaches the repetition number of the gate list, the next gate is entered.
Step S103, obtaining the number of gold coins and the total number of gold coins obtained from each checkpoint in the first stage;
specifically, in the first stage, the number of gold coins and the total number of gold coins obtained in each gate are acquired. The gold medal comes from the placement in the game scene, and can be picked up when the game character finds the gold medal and reaches the position where the gold medal is located. For example, 3 gold coins are placed on the game screen, and the user controls the game character to move to the position of the gold coin by brain wave signals, so that one gold coin can be obtained. When the game time is over, the medal can not be picked up any more. By setting the gold coins, the concentration intensity of the user can be reflected, and under the normal condition, when the concentration intensity is strong, the generated brain wave signals can control the game roles to move more rapidly and accurately, and the number of gold coins picked up is increased within the specified time. Conversely, when the concentration of the user is insufficient and the user is easily disturbed by the outside, the brain electrical signal of the user controls the movement speed of the game character to be slower, the movement position is inaccurate, and the task of picking up the gold coin cannot be completed. When the obtained number of gold coins exceeds a preset threshold value, and the number of repetition times of the checkpoint list is reached through card returning, the next checkpoint is entered.
Step S104, acquiring brain electrical data, and obtaining the concentration value and the brain electrical value of each level in the second stage according to the brain electrical data, wherein the concentration value is in a proportional relation with the concentration degree of a game player in the game process, and the brain electrical value is a normalized representation of the brain electrical data;
specifically, brain waves are not generated by the brain at any time. The brain wave signal generated by brain activities is acquired and analyzed by the brain wave biofeedback training system through a scientific instrument, and brain wave data is accurately measured through an algorithm. Through analyzing brain electrical data and training in a plurality of modes such as games, music, images and the like which are demonstrated by scientific paradigms, the brain potential of the brain is developed by helping us to excavate the brain capability which is not perceived in the past, so that the brain potential of the brain is developed in a vectored way, the excellent brain intelligence quality of the brain is fully utilized, and the brain intelligence of each person is improved. In this embodiment, brain-computer interface (BCI) is implemented using brain electrical signals, and a certain control objective is achieved by effectively extracting and classifying brain electrical data using the difference of brain electrical signals of different sensory, motor or cognitive activities of a user. And obtaining the concentration value and the brain electricity value of each checkpoint in the second stage according to the brain electricity data.
For example, the concentration values of each checkpoint in the second stage are respectively 5 th checkpoint according to the electroencephalogram data analysis: 85 min, 6 th closure: 92 min, 7 th pass: 70 minutes, 8 th pass: 91 min, 9 th pass 100 min. The brain-computer interface detects that the concentration of the user in the 9 th joint is highest, the user is not disturbed by the outside, and the game task can be completed. In the 7 th switch, the concentration is poor, the intensity of brain signals is weak, and the movement control force of the game role is poor. And obtaining the brain electrical data of each checkpoint in the second stage according to the brain electrical data analysis, and reflecting the fluctuation range, the fluctuation intensity and the like of the numerical value of the brain electrical data. By normalization, the numerical value of the brain electrical data can be controlled between 0 and 100.
Step 105, obtaining the game data of each gate according to the number of wrong questions and the total number of questions in each gate in the first stage, the number of gold coins and the total number of gold coins obtained in each gate in the first stage, and the concentration value and the brain electricity value of each gate in the second stage.
Specifically, the number and total number of questions in each gate in the first stage, the number and total number of gold coins obtained in each gate in the first stage, and the concentration value and brain electricity value of each gate in the second stage are all related to the concentration of the user, and game data of each gate can be obtained by acquiring the above data. The first stage game data reflects the anti-jamming capability of the user and the second stage game data reflects the concentration of the user.
Step 200, obtaining comprehensive scores of each dimension according to the electroencephalogram data, the game data and the preset checkpoint coefficients of each checkpoint, wherein the dimensions comprise a vigilance dimension, a planning dimension, a concentration dimension and a stability dimension;
specifically, attention is the basis of memory, thinking ability, which is the result of attention. Attention is typically reflected in four characteristics, alert attention, planned dimensional attention, focused dimensional attention, and stability attention, respectively. In this embodiment, four dimensions will be used to reflect the user's concentration, namely, the alertness dimension, the planning dimension, the concentration dimension, and the stability dimension. When the integrated score of each dimension exceeds 100, then the value of 100 is directly taken.
In one implementation, the step S200 in this embodiment includes the following steps:
step 201, obtaining a comprehensive score of the vigilance dimension according to the number of wrong questions, the total number of questions and the checkpoint coefficient in each checkpoint in the first stage.
Specifically, alertness affects the state of the central nerve, simply stated, determining the degree of wakefulness of the brain. It is very different in the morning and evening. Alert attention also includes the ability to quickly increase attention in the face of alerts. The overall score in the alertness dimension is the accuracy of the first-stage questions to answer. I.e. the overall score in the alertness dimension is the sum of the gate coefficients ((1-number of questions/total number of questions) ×100) for each gate.
For example, as shown in table 2, the overall score of the vigilance dimension = ((1-3/4) 100) 1.5+ ((1-3/5) 100) 0.8+ ((1-1/2) 100) 1.0+ ((1-2/2) 100) 1.2.
Table 2, game score acquisition table for vigilance dimension
And step S202, obtaining the comprehensive score of the planned dimension according to the number of gold coins, the total number of gold coins and the checkpoint coefficients obtained in each checkpoint in the first stage.
In particular, planned attention allows people to focus on multiple things or tasks at the same time. The comprehensive score of the planning dimension reflects the planning capability and execution force of the user and is the acquisition rate of the gold coin in the first stage. I.e. the composite score of the projected dimension is the sum of the gate coefficients of ((obtained number of gold/total number of gold) ×100) for each gate.
For example, as shown in table 3, the overall score of the projected dimensions = 1/4 x 100 x 1.5+2/5 x 100 x 0.8+2/2 x 100 x 1.0+1/2 x 100 x 1.2.
TABLE 3 Game composite score sheet for planned dimension
Step 203, obtaining a weighted concentration value of each checkpoint according to the concentration value of each checkpoint and the checkpoint coefficient in the second stage;
specifically, in step S204, all weighted concentration force values are averaged to obtain a comprehensive score of the centralized dimension.
In particular, focused attention refers to the ability to react quickly and positively to important things without being affected by interfering factors or other non-important things. This capability keeps the attention focused on a task or thing without diversion. In this embodiment, the weighted concentration values are averaged to obtain the integrated score of the centralized dimension, that is, concentration values of each checkpoint in the second stage are represented by checkpoint coefficients and averaged.
For example, as shown in table 4, the composite score of the centralized dimension = (80×1.5+72×0.8+90×1.0+60×1.2)/4.
Table 4, game score table for centralized dimension
Step S205, obtaining the standard deviation of the brain electrical values in the second stage according to the brain electrical values of each checkpoint in the second stage;
and step S206, obtaining the comprehensive score of the stability dimension according to the standard deviation of the electroencephalogram value and the checkpoint coefficient in the second stage.
Specifically, stability attention means that attention is focused on a task with weak stimulus for a long time, and a rapid and positive response can be made at any time as required. In this embodiment, the integrated score of the stability dimension is obtained by the standard deviation of the electroencephalogram values and the checkpoint coefficients in the second stage. The calculation formula is to sum or average the (110-4 standard deviation of the electroencephalogram values in the second stage) checkpoint coefficients in each checkpoint.
For example, as shown in table 5, the combined score of stability dimensions = (110-4×12) ×1.5+ (110-4*6) ×0.8+ (110-4*8) ×1.0+ (110-4×20) ×1.2.
Or the combined fraction of stability dimensions = [ (110-4 x 12) ×1.5+ (110-4*6) ×0.8+ (110-4*8) ×1.0+ (110-4 x 20) ×1.2]/4.
Table 5, game composite score table for stability dimension
And step 300, obtaining the rating of each dimension according to the comprehensive score of each dimension.
Specifically, in one implementation, the present embodiment intuitively presents the attention assessment result in a rating manner. As shown in fig. 2, the embodiment uses a radar chart to intuitively display the integrated score of each dimension, and can display the total score, that is, average the integrated score of each dimension. As shown in table 6, the score is converted into a rating for each dimension by the rating table, the lower the score, the lower the rating. Thus, the concentration of the user can be known through the grading result.
TABLE 6 rating Table
Exemplary apparatus
As shown in fig. 3, the present embodiment also provides a game composite score acquisition apparatus, the apparatus including:
a game data acquisition module 10 for acquiring game data of each level;
the comprehensive score obtaining module 20 is configured to obtain a comprehensive score of each dimension according to the game data and a preset level coefficient, where the dimensions include a vigilance dimension, a planning dimension, a concentration dimension, and a stability dimension;
and the rating module 30 is used for obtaining the rating of each dimension according to the comprehensive score of each dimension.
In one implementation, the game composite score acquiring apparatus further includes:
the preparation unit is used for presetting a plurality of checkpoints, and arranging the checkpoints in sequence to obtain a checkpoint list; the checkpoint list comprises the arrangement sequence numbers of the checkpoints and the checkpoint coefficients corresponding to the checkpoints, and the checkpoint coefficients are in a proportional relation with the completion difficulty of the checkpoints.
In one implementation, the game data acquisition module 10 includes:
a stage dividing unit for dividing the checkpoint list into a first stage and a second stage;
the error question number and question total number acquisition unit is used for acquiring the error question number and the question total number in each gateway in the first stage;
a gold coin number and gold coin total number acquiring unit for acquiring the gold coin number and gold coin total number acquired in each gate in the first stage;
the system comprises a concentration force value and brain electricity value acquisition unit, a brain electricity data acquisition unit and a data processing unit, wherein the concentration force value and brain electricity value acquisition unit is used for acquiring the concentration force value and brain electricity value of each level in the second stage according to the brain electricity data, the concentration force value and the concentration degree of a game player in the game process are in a proportional relation, and the brain electricity value is a normalized representation of the brain electricity data;
the game data acquisition unit is used for acquiring the game data of each gate according to the number and the total number of questions of errors in each gate in the first stage, the number and the total number of gold coins acquired in each gate in the first stage, and the concentration value and the brain electricity value of each gate in the second stage.
In one implementation, the composite score acquisition module 20 includes:
and the comprehensive score acquisition unit is used for acquiring the comprehensive score of the vigilance dimension according to the number of wrong questions, the total number of questions and the checkpoint coefficient in each checkpoint in the first stage.
And the comprehensive score acquisition unit is used for acquiring the comprehensive score of the planning dimension according to the number of gold coins, the total number of gold coins and the checkpoint coefficient acquired in each checkpoint in the first stage.
The weighted concentration value acquisition unit is used for acquiring the weighted concentration value of each checkpoint according to the concentration value of each checkpoint and the checkpoint coefficient in the second stage;
and the comprehensive score acquisition unit is used for averaging all weighted concentration force values to obtain the comprehensive score of the centralized dimension.
The standard deviation acquisition unit is used for acquiring the standard deviation of the electroencephalogram values in the second stage according to the electroencephalogram values of each checkpoint in the second stage;
and the comprehensive score acquisition unit of the stability dimension is used for obtaining the comprehensive score of the stability dimension according to the standard deviation of the electroencephalogram value and the checkpoint coefficient in the second stage.
Based on the above embodiment, the present invention further provides an intelligent terminal, and a functional block diagram thereof may be shown in fig. 4. The intelligent terminal comprises a processor, a memory, a network interface, a display screen and a temperature sensor which are connected through a system bus. The processor of the intelligent terminal is used for providing computing and control capabilities. The memory of the intelligent terminal comprises a nonvolatile storage medium and an internal memory. The non-volatile storage medium stores an operating system and a computer program. The internal memory provides an environment for the operation of the operating system and computer programs in the non-volatile storage media. The network interface of the intelligent terminal is used for communicating with an external terminal through network connection. The computer program when executed by a processor implements a game composite score acquisition method. The display screen of the intelligent terminal can be a liquid crystal display screen or an electronic ink display screen, and a temperature sensor of the intelligent terminal is arranged in the intelligent terminal in advance and used for detecting the running temperature of internal equipment.
It will be appreciated by those skilled in the art that the schematic block diagram shown in fig. 4 is merely a block diagram of a portion of the structure associated with the present inventive arrangements and is not limiting of the intelligent terminal to which the present inventive arrangements are applied, and that a particular intelligent terminal may include more or less components than those shown, or may combine some of the components, or may have a different arrangement of components.
In one embodiment, an intelligent terminal is provided, the intelligent terminal includes a memory, a processor, and a game integrated score acquisition program stored in the memory and executable on the processor, and when the processor executes the game integrated score acquisition program, the following operation instructions are implemented:
obtaining game data of each level;
obtaining comprehensive scores of each dimension according to the electroencephalogram data, the game data and the preset level coefficients of each level, wherein the dimensions comprise vigilance dimensions, planning dimensions, concentration dimensions and stability dimensions;
and obtaining the rating of each dimension according to the comprehensive score of each dimension.
Those skilled in the art will appreciate that implementing all or part of the above described methods may be accomplished by way of a computer program stored on a non-transitory computer readable storage medium, which when executed, may comprise the steps of the embodiments of the methods described above. Any reference to memory, storage, operational database, or other medium used in embodiments provided herein may include non-volatile and/or volatile memory. The nonvolatile memory can include Read Only Memory (ROM), programmable ROM (PROM), electrically Programmable ROM (EPROM), electrically Erasable Programmable ROM (EEPROM), or flash memory. Volatile memory can include Random Access Memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in a variety of forms such as Static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), dual operation data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous Link DRAM (SLDRAM), memory bus direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM), among others.
In summary, the invention discloses a game comprehensive score acquisition method, which comprises the following steps: acquiring brain electricity data and game data of each level; obtaining comprehensive scores of each dimension according to the electroencephalogram data, the game data and the preset level coefficients of each level, wherein the dimensions comprise vigilance dimensions, planning dimensions, concentration dimensions and stability dimensions; and obtaining the rating of each dimension according to the comprehensive score of each dimension. The invention extracts the game data from the brain electrical data, establishes the connection between the game data and the comprehensive score, and realizes the multidimensional evaluation and visual digital presentation of the concentration of the player.
Finally, it should be noted that: the above embodiments are only for illustrating the technical solution of the present invention, and are not limiting; although the invention has been described in detail with reference to the foregoing embodiments, it will be understood by those of ordinary skill in the art that: the technical scheme described in the foregoing embodiments can be modified or some technical features thereof can be replaced by equivalents; such modifications and substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present invention.

Claims (4)

1. A method for obtaining a game composite score, the method comprising:
acquiring brain electricity data and game data of each level;
obtaining comprehensive scores of each dimension according to the electroencephalogram data, the game data and the preset level coefficients of each level, wherein the dimensions comprise vigilance dimensions, planning dimensions, concentration dimensions and stability dimensions, and the comprehensive scores are used for evaluating the attention level of a game user in each dimension;
obtaining the rating of each dimension according to the comprehensive score of each dimension;
before the electroencephalogram data and the game data of each level are obtained, the method further comprises the steps of:
presetting a plurality of checkpoints, and sequentially arranging the checkpoints to obtain a checkpoint list; the checkpoint list comprises an arrangement sequence number of the checkpoints and a checkpoint coefficient corresponding to the checkpoints, wherein the checkpoint coefficient is in a proportional relation with the completion difficulty of the checkpoints;
the acquiring the brain electricity data and the game data of each level includes:
dividing the checkpoint list into a first stage and a second stage;
acquiring the number of wrong questions and the total number of questions in each gateway in the first stage;
obtaining the number of gold coins and the total number of gold coins obtained from each checkpoint in the first stage;
acquiring electroencephalogram data, and obtaining a concentration force value and an electroencephalogram value of each level in the second stage according to the electroencephalogram data, wherein the concentration force value is in a proportional relation with the concentration degree of a game player in the game process, and the electroencephalogram value is a normalized representation of the electroencephalogram data;
obtaining game data of each gate according to the number and total number of questions in each gate in the first stage, the number and total number of gold coins obtained in each gate in the first stage, and the concentration value and the brain electricity value of each gate in the second stage;
obtaining the comprehensive score of the vigilance dimension according to the number of wrong questions, the total number of questions and the checkpoint coefficient in each checkpoint in the first stage;
obtaining the comprehensive score of the planned dimension according to the number of gold coins, the total number of gold coins and the checkpoint coefficient obtained in each checkpoint in the first stage;
obtaining a weighted concentration value of each checkpoint according to the concentration value of each checkpoint and the checkpoint coefficient in the second stage;
averaging all weighted concentration force values to obtain the comprehensive score of the centralized dimension;
obtaining the standard deviation of the electroencephalogram values in the second stage according to the electroencephalogram values of each checkpoint in the second stage;
and obtaining the comprehensive score of the stability dimension according to the standard deviation of the electroencephalogram value and the checkpoint coefficient in the second stage.
2. A game composite score acquisition device, characterized in that the device comprises:
the data acquisition module is used for acquiring the brain electrical data and game data of each level;
the comprehensive score acquisition module is used for acquiring comprehensive scores of each dimension according to the electroencephalogram data, the game data and the preset level coefficient, wherein the dimensions comprise vigilance dimension, planning dimension, concentration dimension and stability dimension, and the comprehensive scores are used for evaluating the attention level of a game user in each dimension;
the rating module is used for obtaining the rating of each dimension according to the comprehensive score of each dimension;
the preparation unit is used for presetting a plurality of checkpoints, and arranging the checkpoints in sequence to obtain a checkpoint list; the checkpoint list comprises an arrangement sequence number of the checkpoints and a checkpoint coefficient corresponding to the checkpoints, wherein the checkpoint coefficient is in a proportional relation with the completion difficulty of the checkpoints;
the data acquisition module comprises:
a stage dividing unit for dividing the checkpoint list into a first stage and a second stage;
the error question number and question total number acquisition unit is used for acquiring the error question number and the question total number in each gateway in the first stage;
a gold coin number and gold coin total number acquiring unit for acquiring the gold coin number and gold coin total number acquired in each gate in the first stage;
the system comprises a concentration force value and brain electricity value acquisition unit, a brain electricity data acquisition unit and a data processing unit, wherein the concentration force value and brain electricity value acquisition unit is used for acquiring the concentration force value and brain electricity value of each level in the second stage according to the brain electricity data, the concentration force value and the concentration degree of a game player in the game process are in a proportional relation, and the brain electricity value is a normalized representation of the brain electricity data;
the game data acquisition unit is used for acquiring the game data of each gate according to the number and the total number of questions of errors in each gate in the first stage, the number and the total number of gold coins acquired in each gate in the first stage, and the concentration value and the brain electricity value of each gate in the second stage;
the comprehensive score acquisition module comprises:
the comprehensive score acquisition unit is used for acquiring the comprehensive score of the vigilance dimension according to the number of wrong questions, the total number of questions and the checkpoint coefficient in each checkpoint in the first stage;
the comprehensive score acquisition unit of the planning dimension is used for acquiring the comprehensive score of the planning dimension according to the number of gold coins, the total number of gold coins and the checkpoint coefficient acquired in each checkpoint in the first stage;
the weighted concentration value acquisition unit is used for acquiring the weighted concentration value of each checkpoint according to the concentration value of each checkpoint and the checkpoint coefficient in the second stage;
the comprehensive score acquisition unit is used for averaging all weighted concentration force values to obtain the comprehensive score of the centralized dimension;
the standard deviation acquisition unit is used for acquiring the standard deviation of the electroencephalogram values in the second stage according to the electroencephalogram values of each checkpoint in the second stage;
and the comprehensive score acquisition unit of the stability dimension is used for obtaining the comprehensive score of the stability dimension according to the standard deviation of the electroencephalogram value and the checkpoint coefficient in the second stage.
3. An intelligent terminal, characterized in that the intelligent terminal comprises a memory, a processor and a game integrated score acquisition program stored in the memory and capable of running on the processor, wherein the processor realizes the steps of the game integrated score acquisition method according to claim 1 when executing the game integrated score acquisition program.
4. A computer-readable storage medium, wherein a game integrated score acquisition program is stored on the computer-readable storage medium, which when executed by a processor, implements the steps of the game integrated score acquisition method according to claim 1.
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