CN118092724A - A method, device, equipment and medium for adjusting virtual reality digital environment - Google Patents
A method, device, equipment and medium for adjusting virtual reality digital environment Download PDFInfo
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Abstract
Description
技术领域Technical Field
本发明涉及虚拟现实体验优化技术领域,具体而言,涉及虚拟现实数字环境的调整方法、装置、设备及介质。The present invention relates to the technical field of virtual reality experience optimization, and in particular to a method, device, equipment and medium for adjusting a virtual reality digital environment.
背景技术Background technique
虚拟现实数字环境应用往往需要用户进行大量体感交互操作,并带来相对拟真的数字环境视觉冲击,但是不同人群的体能极限、精神承受极限和冲击适应程度等并不相同,这使得同一虚拟现实体验带给不同体验者的感官反馈参差不齐,同时也导致多数用户无法进行长时间佩戴体验。Virtual reality digital environment applications often require users to perform a large number of somatosensory interactive operations and bring a relatively realistic digital environment visual impact. However, the physical limits, mental endurance limits and impact adaptation levels of different people are not the same, which makes the same virtual reality experience bring uneven sensory feedback to different experiencers, and also makes it impossible for most users to wear the experience for a long time.
发明内容Summary of the invention
本发明的目的在于提供一种虚拟现实数字环境的调整方法、装置、设备及介质,以改善上述问题。为了实现上述目的,本发明采取的技术方案如下:The purpose of the present invention is to provide a method, device, equipment and medium for adjusting a virtual reality digital environment to improve the above problems. In order to achieve the above purpose, the technical solution adopted by the present invention is as follows:
第一方面,本申请提供了一种虚拟现实数字环境的调整方法,包括:In a first aspect, the present application provides a method for adjusting a virtual reality digital environment, comprising:
获取目标用户的目标生理信息;Obtain target physiological information of target users;
基于所述目标生理信息确定所述目标用户当前的身体状况;Determining the current physical condition of the target user based on the target physiological information;
基于所述身体状况与交互量和交互时间之间的对应关系,确定出目标交互量和目标交互时间,所述交互量用于表征所述目标用户在所述虚拟现实数字环境中进行交互活动的对象数量,所述交互时间用于表征所述目标用户在所述虚拟现实数字环境中未对应进行交互操作后跳转至下一交互对象所需的等待时间;Based on the correspondence between the physical condition and the interaction amount and interaction time, a target interaction amount and a target interaction time are determined, wherein the interaction amount is used to characterize the number of objects that the target user interacts with in the virtual reality digital environment, and the interaction time is used to characterize the waiting time required for the target user to jump to the next interaction object after failing to perform a corresponding interaction operation in the virtual reality digital environment;
基于所述目标交互量和所述目标交互时间,对所述虚拟现实数字环境的内容进行对应调整。Based on the target interaction amount and the target interaction time, the content of the virtual reality digital environment is adjusted accordingly.
第二方面,本申请还提供了一种虚拟现实数字环境的调整装置,包括:In a second aspect, the present application also provides a device for adjusting a virtual reality digital environment, comprising:
第一获取单元,用于获取目标用户的目标生理信息;A first acquisition unit, used to acquire target physiological information of a target user;
第一确定单元,用于基于所述目标生理信息确定所述目标用户当前的身体状况;A first determining unit, configured to determine a current physical condition of the target user based on the target physiological information;
第二确定单元,用于基于所述身体状况与交互量和交互时间之间的对应关系,确定出目标交互量和目标交互时间,所述交互量用于表征所述目标用户在所述虚拟现实数字环境中进行交互活动的对象数量,所述交互时间用于表征所述目标用户在所述虚拟现实数字环境中未对应进行交互操作后跳转至下一交互对象所需的等待时间;A second determination unit is used to determine a target interaction amount and a target interaction time based on a correspondence between the physical condition and the interaction amount and the interaction time, wherein the interaction amount is used to characterize the number of objects that the target user interacts with in the virtual reality digital environment, and the interaction time is used to characterize the waiting time required for the target user to jump to the next interaction object after failing to perform a corresponding interaction operation in the virtual reality digital environment;
第一调整单元,用于基于所述目标交互量和所述目标交互时间,对所述虚拟现实数字环境的内容进行对应调整。The first adjustment unit is used to adjust the content of the virtual reality digital environment accordingly based on the target interaction amount and the target interaction time.
第三方面,本申请还提供了一种虚拟现实数字环境的调整设备,包括:In a third aspect, the present application further provides a device for adjusting a virtual reality digital environment, comprising:
存储器,用于存储计算机程序;Memory for storing computer programs;
处理器,用于执行所述计算机程序时实现所述虚拟现实数字环境的调整方法的步骤。A processor is used to implement the steps of the method for adjusting the virtual reality digital environment when executing the computer program.
第四方面,本申请还提供了一种可读存储介质,所述可读存储介质上存储有计算机程序,所述计算机程序被处理器执行时实现上述基于虚拟现实数字环境的调整方法的步骤。In a fourth aspect, the present application further provides a readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of the above-mentioned adjustment method based on a virtual reality digital environment are implemented.
本发明的有益效果为:The beneficial effects of the present invention are:
本发明通过监测分析当前用户的体征信息,推断用户的交互状态,从而对于当前虚拟现实数字环境中的交互效果和交互强度进行对应调整,能够针对不同用户提供个性化的虚拟现实数字场景,提升用户的交互体验感受。The present invention monitors and analyzes the vital signs information of the current user, infers the user's interaction status, and thus makes corresponding adjustments to the interaction effect and interaction intensity in the current virtual reality digital environment. It can provide personalized virtual reality digital scenes for different users and enhance the user's interaction experience.
本发明的其他特征和优点将在随后的说明书阐述,并且,部分地从说明书中变得显而易见,或者通过实施本发明实施例了解。本发明的目的和其他优点可通过在所写的说明书、权利要求书、以及附图中所特别指出的结构来实现和获得。Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or be understood by implementing the embodiments of the present invention. The purpose and other advantages of the present invention can be realized and obtained by the structures particularly pointed out in the written description, claims, and drawings.
附图说明BRIEF DESCRIPTION OF THE DRAWINGS
为了更清楚地说明本发明实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本发明的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在没有付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings required for use in the embodiments are briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present invention and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without creative work.
图1为本发明实施例中所述的虚拟现实数字环境的调整方法流程示意图;FIG1 is a schematic flow chart of a method for adjusting a virtual reality digital environment according to an embodiment of the present invention;
图2为本发明实施例中所述的虚拟现实数字环境的调整装置结构示意图;FIG2 is a schematic diagram of the structure of an adjustment device for a virtual reality digital environment according to an embodiment of the present invention;
图3为本发明实施例中所述的虚拟现实数字环境的调整设备结构示意图。FIG. 3 is a schematic diagram of the structure of a device for adjusting a virtual reality digital environment according to an embodiment of the present invention.
图中标记:Markings in the figure:
10、第一获取单元;20、第一确定单元;30、第二确定单元;40、第一调整单元;50、第三获取单元;60、第二比较单元;70、第四确定单元;80、第五计算单元;90、第四调整单元;11、第四获取单元;12、第一统计单元;13、第二统计单元;14、第五确定单元;15、第六确定单元;16、第五调整单元;21、第一计算单元;22、第二计算单元;23、第三计算单元;24、第四计算单元;25、第一比较单元;41、第二获取单元;42、第三确定单元;43、第二调整单元;44、第三调整单元;61、第七确定单元;62、第八确定单元;63、第九确定单元;64、第十确定单元;65、第十一确定单元;10. First acquisition unit; 20. First determination unit; 30. Second determination unit; 40. First adjustment unit; 50. Third acquisition unit; 60. Second comparison unit; 70. Fourth determination unit; 80. Fifth calculation unit; 90. Fourth adjustment unit; 11. Fourth acquisition unit; 12. First statistics unit; 13. Second statistics unit; 14. Fifth determination unit; 15. Sixth determination unit; 16. Fifth adjustment unit; 21. First calculation unit; 22. Second calculation unit; 23. Third calculation unit; 24. Fourth calculation unit; 25. First comparison unit; 41. Second acquisition unit; 42. Third determination unit; 43. Second adjustment unit; 44. Third adjustment unit; 61. Seventh determination unit; 62. Eighth determination unit; 63. Ninth determination unit; 64. Tenth determination unit; 65. Eleventh determination unit;
800、虚拟现实数字环境的调整设备;801、处理器;802、存储器;803、多媒体组件;804、I/O接口;805、通信组件。800. Device for adjusting virtual reality digital environment; 801. Processor; 802. Memory; 803. Multimedia component; 804. I/O interface; 805. Communication component.
具体实施方式Detailed ways
为使本发明实施例的目的、技术方案和优点更加清楚,下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本发明一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本发明实施例的组件可以以各种不同的配置来设计和布置。因此,以下对在附图中提供的本发明的实施例的详细描述并非旨在限制要求保护的本发明的范围,而是仅仅表示本发明的选定实施例。基于本发明中的实施例,本领域普通技术人员在没有付出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。In order to make the purpose, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, rather than all of the embodiments. The components of the embodiments of the present invention generally described and shown in the drawings herein can be designed and arranged in various different configurations. Therefore, the following detailed description of the embodiments of the present invention provided in the drawings is not intended to limit the scope of the claimed invention, but merely represents selected embodiments of the present invention. Based on the embodiments in the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
应注意到:相似的标号和字母在下面的附图中表示类似项,因此,一旦某一项在一个附图中被定义,则随后的附图中不再对其进行进一步定义和解释。同时,在本发明的描述中,术语“第一”、“第二”等仅用于区分描述,不能理解为指示或暗示相对重要性。It should be noted that similar reference numerals and letters represent similar items in the following drawings, so once an item is defined in one drawing, it will not be further defined or explained in the subsequent drawings. At the same time, in the description of the present invention, the terms "first", "second", etc. are only used to distinguish the description and cannot be understood as indicating or implying relative importance.
实施例1:Embodiment 1:
本实施例提供了一种虚拟现实数字环境的调整方法。This embodiment provides a method for adjusting a virtual reality digital environment.
参见图1,图中示出了本方法包括步骤S10、步骤S20、步骤S30和步骤S40。Referring to FIG. 1 , it is shown that the method includes step S10 , step S20 , step S30 and step S40 .
步骤S10.获取目标用户的目标生理信息;Step S10. Obtain target physiological information of the target user;
具体的,针对于任一虚拟现实应用程序,用户首先需要穿戴好捕获体征信息的装备,例如体征衣等,然后穿戴VR设备,例如VR眼镜等,最后通过VR设备的手柄射线,确定运行应用程序,应用程序启动后,激活体征装备,让体征装备通过传感器实时捕获用户的生理信息。Specifically, for any virtual reality application, the user first needs to wear equipment to capture vital sign information, such as vital sign clothing, and then wear VR equipment, such as VR glasses, and finally use the handle ray of the VR device to determine the running application. After the application is started, activate the vital sign equipment to allow the vital sign equipment to capture the user's physiological information in real time through sensors.
考虑到,在用户在进行虚拟现实应用程序体验前,虚拟现实应用程序需要首先生成对应的初始虚拟现实数字环境,然后再监测分析用户的状态对应进行调整,若存在用户过往的交互量和交互时间数据,那么初始虚拟现实数字环境的生成可以根据用户过往的交互量和交互时间来对应生成,相较于采用统一的初始交互量和交互时间,能够更好的满足各用户的自身需求,提升用户体验感。Considering that before the user experiences the virtual reality application, the virtual reality application needs to first generate the corresponding initial virtual reality digital environment, and then monitor and analyze the user's status and make corresponding adjustments. If there is data on the user's past interaction volume and interaction time, then the initial virtual reality digital environment can be generated accordingly based on the user's past interaction volume and interaction time. Compared with using a unified initial interaction volume and interaction time, it can better meet the needs of each user and improve the user experience.
具体的,步骤S10具体包括:Specifically, step S10 specifically includes:
步骤S11.获取目标用户在历史时间段内所使用的多个历史交互量和多个历史交互时间;Step S11. Acquire multiple historical interaction amounts and multiple historical interaction times used by the target user in a historical time period;
步骤S12.统计多个历史交互量中每个历史交互量出现的次数;Step S12. Count the number of occurrences of each historical interaction amount in multiple historical interaction amounts;
步骤S13.统计多个历史交互时间中每个历史交互时间出现的次数;Step S13. Count the number of occurrences of each historical interaction time in multiple historical interaction times;
步骤S14.若确定多个历史交互量和多个历史交互时间出现的次数不相同时,将出现次数最多的历史交互量作为初始目标交互量,和将出现次数最多的历史交互时间作为初始目标交互时间;Step S14. If it is determined that the number of occurrences of the multiple historical interaction amounts and the multiple historical interaction times are different, the historical interaction amount with the largest number of occurrences is used as the initial target interaction amount, and the historical interaction time with the largest number of occurrences is used as the initial target interaction time;
步骤S15.若确定多个历史交互量和多个历史交互时间出现的次数均最多且相同时,将出现的次数最多且相同的多个历史交互量的平均值作为初始目标交互量,和将出现的次数最多且相同的多个历史交互时间的平均值作为初始目标交互时间;Step S15. If it is determined that the number of occurrences of multiple historical interaction amounts and multiple historical interaction times are the largest and the same, the average value of the multiple historical interaction amounts that appear the largest and the same number of times is used as the initial target interaction amount, and the average value of the multiple historical interaction times that appear the largest and the same number of times is used as the initial target interaction time;
步骤S16.基于初始目标交互量和初始目标交互时间,对虚拟现实数字环境的内容进行对应调整;Step S16. Based on the initial target interaction amount and the initial target interaction time, the content of the virtual reality digital environment is adjusted accordingly;
具体的,用户在历史时间段内使用过的多个历史交互量,认为是用户较为偏好的交互量,因此从多个历史交互量中筛选出出现次数最多的作为初始交互量,能够更好的符合用户的个性化需求,当存在多个出现次数最多且相同的历史交互量是,可以采用计算平均值的方式得到初始交互量,同理可以计算得到初始交互时间。Specifically, multiple historical interactions that the user has used within a historical time period are considered to be the interactions that the user prefers. Therefore, the one with the largest number of occurrences is selected from multiple historical interactions as the initial interaction amount, which can better meet the user's personalized needs. When there are multiple historical interactions with the largest number of occurrences and the same number, the initial interaction amount can be obtained by calculating the average value. Similarly, the initial interaction time can be calculated.
步骤S20.基于目标生理信息确定目标用户当前的身体状况;Step S20. Determine the current physical condition of the target user based on the target physiological information;
具体的,体征装备捕获到的用户实时体征信息,通过局域网,传入用户佩戴的VR设备,VR设备接收体征装备传入的实时体征信息,将该体征信息作为参数,通过一系列算法,智能分析用户身体状况与精神状态,比如通过心跳速度、呼吸速度和心率变异性实时分析虚拟现实的交互强度,当心跳和呼吸较快,且心率变异性波动较大时能判断出交互强度过高,当心跳和呼吸较慢,且心率变异性波动较小时能判断出交互强度过低,从而系统能够分析出用户在实时体验过程中的身体状态与精神状态。Specifically, the real-time vital sign information of the user captured by the vital sign equipment is transmitted to the VR device worn by the user through the local area network. The VR device receives the real-time vital sign information transmitted by the vital sign equipment, takes the vital sign information as a parameter, and uses a series of algorithms to intelligently analyze the user's physical condition and mental state. For example, the interaction intensity of virtual reality can be analyzed in real time through heart rate, breathing rate, and heart rate variability. When the heart rate and breathing are fast and the heart rate variability fluctuates greatly, it can be judged that the interaction intensity is too high. When the heart rate and breathing are slow and the heart rate variability fluctuates little, it can be judged that the interaction intensity is too low. The system can analyze the user's physical and mental state during the real-time experience.
具体的,步骤S20具体包括:Specifically, step S20 specifically includes:
步骤S21.计算心跳速度作为参数的第一函数结果,得到第一函数值;Step S21. Calculate the first function result with the heart rate as a parameter to obtain a first function value;
步骤S22.计算呼吸速度作为参数的第二函数结果,得到第二函数值;Step S22. Calculate the second function result with the breathing speed as a parameter to obtain a second function value;
步骤S23.计算心率变异性作为参数的第三函数结果,得到第三函数值;Step S23. Calculate the third function result with heart rate variability as a parameter to obtain a third function value;
步骤S24.计算第一函数值、第二函数值和第三函数值与各自占比参数的乘积并求和,得到目标结果;Step S24. Calculate the product of the first function value, the second function value and the third function value with their respective proportion parameters and sum them to obtain the target result;
步骤S25.将目标结果与预设的状态值进行比较,确定出目标用户的身体状况;Step S25. Compare the target result with the preset status value to determine the physical condition of the target user;
具体的,基于心跳速度、呼吸速度和心率变异性的计算公式为:Specifically, the calculation formula based on heart rate, breathing rate and heart rate variability is:
X=a*fa(vx)+b*fb(vh)+c*fc(h)X=a* fa ( vx )+b* fb ( vh )+c* fc (h)
其中,X为目标结果;vx为心跳速度;fa()为以心跳速度为参数的第一函数;a为心跳速度对应的占比;vh为呼吸速度;fb()为以呼吸速度为参数的第二函数;b为呼吸速度的占比;h为心率变异性;fc()为以心率变异性为参数的第三函数;c为心率变异性的占比;Wherein, X is the target result; vx is the heart rate; f a () is the first function with the heart rate as the parameter; a is the proportion corresponding to the heart rate; v h is the breathing rate; f b () is the second function with the breathing rate as the parameter; b is the proportion of the breathing rate; h is the heart rate variability; f c () is the third function with the heart rate variability as the parameter; c is the proportion of the heart rate variability;
通常情况下,用户的不同状态有各自的计算参数以及目标结果参考值,目标结果越接近参考值,则认为用户越接近该参考值所对应的状态,根据不同的体感装备所获取到的体感信息并不相同,用于衡量用户状态的计算函数会存在变化,此处不做特别限制。Normally, different states of the user have their own calculation parameters and target result reference values. The closer the target result is to the reference value, the closer the user is considered to the state corresponding to the reference value. The somatosensory information obtained by different somatosensory equipment is not the same, and the calculation function used to measure the user state will vary. No special restrictions are made here.
步骤S30.基于身体状况与交互量和交互时间之间的对应关系,确定出目标交互量和目标交互时间,交互量用于表征目标用户在虚拟现实数字环境中进行交互活动的对象数量,交互时间用于表征目标用户在虚拟现实数字环境中未对应进行交互操作后跳转至下一交互对象所需的等待时间;Step S30. Based on the corresponding relationship between the physical condition and the interaction amount and interaction time, a target interaction amount and a target interaction time are determined. The interaction amount is used to represent the number of objects for which the target user performs interactive activities in the virtual reality digital environment, and the interaction time is used to represent the waiting time required for the target user to jump to the next interactive object after failing to perform corresponding interactive operations in the virtual reality digital environment.
具体的,确定出用户当前的身体状况后,就可以对应确定出适宜于当前身体状况的目标交互量和目标交互时间。Specifically, after determining the user's current physical condition, the target interaction amount and target interaction time suitable for the current physical condition can be determined accordingly.
步骤S40.基于目标交互量和目标交互时间,对虚拟现实数字环境的内容进行对应调整;Step S40: Based on the target interaction amount and the target interaction time, the content of the virtual reality digital environment is adjusted accordingly;
具体的,VR设备根据用户当前身体状况的分析结果,并且依据虚拟现实应用的类型和内容,动态调整虚拟现实应用中的交互环境,使其与用户的交互需求相匹配,从而提升用户的体验感。Specifically, the VR device dynamically adjusts the interactive environment in the virtual reality application based on the analysis results of the user's current physical condition and the type and content of the virtual reality application to match it with the user's interactive needs, thereby enhancing the user experience.
具体的,步骤S40具体包括:Specifically, step S40 specifically includes:
步骤S41.获取虚拟现实数字环境的多个环境对象;Step S41. Acquire multiple environment objects of the virtual reality digital environment;
步骤S42.从多个环境对象中确定出目标环境对象,目标环境对象用于表征对目标用户的交互体验起到重要影响的环境对象;Step S42. Determine a target environment object from multiple environment objects, where the target environment object is used to represent an environment object that has an important impact on the target user's interactive experience;
步骤S43.将目标环境对象所对应的交互量调整为目标交互量;Step S43: adjusting the interaction amount corresponding to the target environment object to the target interaction amount;
步骤S44.将目标环境对象所对应的交互时间调整为目标交互时间;Step S44. Adjust the interaction time corresponding to the target environment object to the target interaction time;
具体的,虚拟现实数字环境中存在多个环境对象,需要从中确定出会对用户交互体验起到重要影响的环境对象并进行调整,例如,针对于室外射击的场景,环境对象包括:室外背景、射击对象装扮和射击对象数量,其中室外背景和射击对象装扮对于用户的交互体验并不会起到太大影响,但是射击对象的数量对于用户的体验至关重要,所以可以基于用户当前的身体状况对射击对象的数量和射击对象的交互时间进行对应调整。Specifically, there are multiple environmental objects in the virtual reality digital environment, and it is necessary to determine the environmental objects that will have an important impact on the user's interactive experience and make adjustments. For example, for outdoor shooting scenes, the environmental objects include: outdoor background, shooting object costumes and the number of shooting objects. The outdoor background and shooting object costumes will not have much impact on the user's interactive experience, but the number of shooting objects is crucial to the user's experience, so the number of shooting objects and the interaction time of shooting objects can be adjusted accordingly based on the user's current physical condition.
步骤S50.获取目标用户的交互响应时间;Step S50. Obtaining the target user's interactive response time;
步骤S60.将交互响应时间与预设的交互响应时间范围进行比较,获得比较结果,比较结果用于表征目标用户针对于当前交互环境的交互状态;Step S60: Compare the interaction response time with a preset interaction response time range to obtain a comparison result, where the comparison result is used to characterize the interaction state of the target user with respect to the current interaction environment;
具体的,在体验过程中,VR设备若判断用户对于交互事件响应较慢,则适当增加交互引导元素或减少交互事件数量,若判断用户交互事件响应较快,则适当增加交互内容元素,让用户既不感到无聊,也不感到劳累,增加虚拟现实应用的体验舒适度。Specifically, during the experience, if the VR device determines that the user responds slowly to interactive events, it will appropriately increase the interactive guidance elements or reduce the number of interactive events. If it determines that the user responds quickly to interactive events, it will appropriately increase the interactive content elements, so that the user will neither feel bored nor tired, thereby increasing the comfort level of the virtual reality application experience.
具体的,步骤S60具体包括:Specifically, step S60 includes:
步骤S61.当交互响应时间大于预设的第一阈值时,确定出第一交互状态;Step S61. When the interaction response time is greater than a preset first threshold, a first interaction state is determined;
步骤S62.当交互响应时间小于第一阈值大于预设的第二阈值时,确定出第二交互状态,第一交互状态和第二交互状态用于表征用户处于疲倦状态;Step S62: When the interaction response time is less than the first threshold and greater than the preset second threshold, a second interaction state is determined, and the first interaction state and the second interaction state are used to indicate that the user is in a tired state;
步骤S63.当交互响应时间小于第二阈值大于预设的第三阈值时,确定出第三交互状态,第三交互状态用于表征用户处于正常状态;Step S63: When the interaction response time is less than the second threshold and greater than a preset third threshold, a third interaction state is determined, and the third interaction state is used to indicate that the user is in a normal state;
步骤S64.当交互响应时间小于第三阈值大于预设的第四阈值时,确定出第四交互状态;Step S64: When the interaction response time is less than the third threshold and greater than a preset fourth threshold, a fourth interaction state is determined;
步骤S65.当交互响应时间小于第四阈值时,确定出第五交互状态,第四交互状态和第五交互状态用于表征用户处于亢奋状态;Step S65. When the interaction response time is less than the fourth threshold, a fifth interaction state is determined, and the fourth interaction state and the fifth interaction state are used to indicate that the user is in an excited state;
具体的,可以将交互响应时间划分为五档,分别设置四个阈值来进行划分,当交互响应时间大于第一阈值时,认为用户当前处于极度疲惫状态,当交互响应时间小于第一阈值大于第二阈值时,认为用户当前处于一般疲惫状态,当交互响应时间小于第二阈值大于第三阈值时,为用户当前处于一般正常状态,当交互响应时间小于第三阈值大于第四阈值时,认为用于当前处于一般亢奋状态,当交互响应时间小于第四阈值时,认为用户当前处于极度亢奋状态,根据不同的场景对于用户状态的划分并不相同,此处不作特别限制。Specifically, the interaction response time can be divided into five levels, and four thresholds are set for division. When the interaction response time is greater than the first threshold, it is considered that the user is currently in an extremely tired state; when the interaction response time is less than the first threshold and greater than the second threshold, it is considered that the user is currently in a generally tired state; when the interaction response time is less than the second threshold and greater than the third threshold, the user is currently in a generally normal state; when the interaction response time is less than the third threshold and greater than the fourth threshold, it is considered that the user is currently in a generally excited state; when the interaction response time is less than the third threshold and greater than the fourth threshold, it is considered that the user is currently in an extremely excited state. The division of user status varies according to different scenarios and is not particularly limited here.
步骤S70.基于比较结果确定出交互调整量;Step S70. Determine the interaction adjustment amount based on the comparison result;
具体的,交互调整量的计算公式为:Specifically, the calculation formula for the interaction adjustment amount is:
T=d*(Y-y)n T=d*(Yy) n
其中,T为交互调整量;d、n为调整参数;Y为预设的目标阈值;y为用户状态对应的预设阈值;Wherein, T is the interactive adjustment amount; d and n are adjustment parameters; Y is the preset target threshold; y is the preset threshold corresponding to the user state;
根据不同的用户状态评判标准,所对应的交互调整量计算公式存在差异,此处不作特别限制。According to different user status evaluation criteria, the corresponding interaction adjustment amount calculation formulas may differ, and no special restrictions are imposed here.
步骤S80.计算交互调整量与目标交互量之和,得到最终交互量;Step S80: Calculate the sum of the interaction adjustment amount and the target interaction amount to obtain the final interaction amount;
步骤S90.基于最终交互量对虚拟现实数字环境的内容进行对应调整;Step S90: adjusting the content of the virtual reality digital environment accordingly based on the final interaction amount;
具体的,将交互调整量与目标交互数量进行求和计算,从而得到最终的交互量,并根据最终的交互量对于虚拟现实数字环境中的交互内容进行对应调整,提升用户的使用体验感。Specifically, the interaction adjustment amount is summed with the target interaction amount to obtain a final interaction amount, and the interaction content in the virtual reality digital environment is adjusted accordingly according to the final interaction amount to enhance the user experience.
实施例2:Embodiment 2:
如图2所示,本实施例提供了一种虚拟现实数字环境的调整装置,装置包括:As shown in FIG. 2 , this embodiment provides a device for adjusting a virtual reality digital environment, the device comprising:
第一获取单元10,用于获取目标用户的目标生理信息;A first acquisition unit 10 is used to acquire target physiological information of a target user;
第一确定单元20,用于基于目标生理信息确定目标用户当前的身体状况;A first determining unit 20, configured to determine a current physical condition of a target user based on target physiological information;
第二确定单元30,用于基于身体状况与交互量和交互时间之间的对应关系,确定出目标交互量和目标交互时间,交互量用于表征目标用户在虚拟现实数字环境中进行交互活动的对象数量,交互时间用于表征目标用户在虚拟现实数字环境中未对应进行交互操作后跳转至下一交互对象所需的等待时间;The second determination unit 30 is used to determine a target interaction amount and a target interaction time based on the correspondence between the physical condition and the interaction amount and the interaction time, wherein the interaction amount is used to characterize the number of objects for which the target user performs interactive activities in the virtual reality digital environment, and the interaction time is used to characterize the waiting time required for the target user to jump to the next interactive object after failing to perform a corresponding interactive operation in the virtual reality digital environment;
第一调整单元40,用于基于目标交互量和目标交互时间,对虚拟现实数字环境的内容进行对应调整。The first adjustment unit 40 is used to adjust the content of the virtual reality digital environment accordingly based on the target interaction amount and the target interaction time.
在本申请公开的一种具体实施方式中,第一调整单元40,包括:In a specific implementation disclosed in the present application, the first adjustment unit 40 includes:
第二获取单元41,用于获取虚拟现实数字环境的多个环境对象;A second acquisition unit 41 is used to acquire multiple environment objects of the virtual reality digital environment;
第三确定单元42,用于从多个环境对象中确定出目标环境对象,目标环境对象用于表征对目标用户的交互体验起到重要影响的环境对象;A third determining unit 42 is used to determine a target environmental object from a plurality of environmental objects, where the target environmental object is used to represent an environmental object that has an important influence on the interactive experience of the target user;
第二调整单元43,用于将目标环境对象所对应的交互量调整为目标交互量;A second adjustment unit 43, configured to adjust the interaction amount corresponding to the target environment object to a target interaction amount;
第三调整单元44,用于将目标环境对象所对应的交互时间调整为目标交互时间。The third adjustment unit 44 is used to adjust the interaction time corresponding to the target environment object to the target interaction time.
在本申请公开的一种具体实施方式中,第一确定单元20,包括:In a specific implementation manner disclosed in the present application, the first determining unit 20 includes:
第一计算单元21,用于计算心跳速度作为参数的第一函数结果,得到第一函数值;A first calculation unit 21 is used to calculate a first function result with heart rate as a parameter to obtain a first function value;
第二计算单元22,用于计算呼吸速度作为参数的第二函数结果,得到第二函数值;A second calculation unit 22, used for calculating a second function result with the respiratory speed as a parameter to obtain a second function value;
第三计算单元23,用于计算心率变异性作为参数的第三函数结果,得到第三函数值;A third calculation unit 23, used for calculating a third function result with heart rate variability as a parameter to obtain a third function value;
第四计算单元24,用于计算第一函数值、第二函数值和第三函数值与各自占比参数的乘积并求和,得到目标结果;The fourth calculation unit 24 is used to calculate the product of the first function value, the second function value and the third function value with their respective proportion parameters and sum them to obtain a target result;
第一比较单元25,用于将目标结果与预设的状态值进行比较,确定出目标用户的身体状况。The first comparison unit 25 is used to compare the target result with a preset state value to determine the physical condition of the target user.
在本申请公开的一种具体实施方式中,上述装置,包括:In a specific embodiment disclosed in the present application, the above-mentioned device includes:
第三获取单元50,用于获取目标用户的交互响应时间;A third acquisition unit 50 is used to acquire the interaction response time of the target user;
第二比较单元60,用于将交互响应时间与预设的交互响应时间范围进行比较,获得比较结果,比较结果用于表征目标用户针对于当前交互环境的交互状态;A second comparison unit 60, used to compare the interaction response time with a preset interaction response time range to obtain a comparison result, where the comparison result is used to characterize the interaction state of the target user with respect to the current interaction environment;
第四确定单元70,用于基于比较结果确定出交互调整量;A fourth determining unit 70, configured to determine an interaction adjustment amount based on the comparison result;
第五计算单元80,用于计算交互调整量与目标交互量之和,得到最终交互量;A fifth calculation unit 80, configured to calculate the sum of the interaction adjustment amount and the target interaction amount to obtain a final interaction amount;
第四调整单元90,用于基于最终交互量对虚拟现实数字环境的内容进行对应调整。The fourth adjustment unit 90 is used to adjust the content of the virtual reality digital environment accordingly based on the final interaction amount.
在本申请公开的一种具体实施方式中,第一获取单元10,包括:In a specific implementation manner disclosed in the present application, the first acquisition unit 10 includes:
第四获取单元11,用于获取目标用户在历史时间段内所使用的多个历史交互量和多个历史交互时间;A fourth acquisition unit 11 is used to acquire a plurality of historical interaction amounts and a plurality of historical interaction times used by a target user in a historical time period;
第一统计单元12,用于统计多个历史交互量中每个历史交互量出现的次数;A first statistical unit 12, used for counting the number of occurrences of each historical interaction amount in a plurality of historical interaction amounts;
第二统计单元13,用于统计多个历史交互时间中每个历史交互时间出现的次数;A second statistical unit 13, used for counting the number of occurrences of each historical interaction time in the plurality of historical interaction times;
第五确定单元14,用于若确定多个历史交互量和多个历史交互时间出现的次数不相同时,将出现次数最多的历史交互量作为初始目标交互量,和将出现次数最多的历史交互时间作为初始目标交互时间;A fifth determining unit 14 is configured to, if it is determined that the number of occurrences of the plurality of historical interaction amounts and the plurality of historical interaction times are different, use the historical interaction amount with the largest number of occurrences as the initial target interaction amount, and use the historical interaction time with the largest number of occurrences as the initial target interaction time;
第六确定单元15,用于若确定多个历史交互量和多个历史交互时间出现的次数均最多且相同时,将多个出现的次数最多且相同的历史交互量的平均值作为初始目标交互量,和将多个出现的次数最多且相同的历史交互时间的平均值作为初始目标交互时间;The sixth determination unit 15 is used to, if it is determined that the number of occurrences of multiple historical interaction amounts and multiple historical interaction times are the largest and the same, use the average value of the multiple historical interaction amounts that appear the largest and the same number of times as the initial target interaction amount, and use the average value of the multiple historical interaction times that appear the largest and the same number of times as the initial target interaction time;
第五调整单元16,用于基于初始目标交互量和初始目标交互时间,对虚拟现实数字环境的内容进行对应调整。The fifth adjustment unit 16 is used to adjust the content of the virtual reality digital environment accordingly based on the initial target interaction amount and the initial target interaction time.
在本申请公开的一种具体实施方式中,第二比较单元60,包括:In a specific implementation manner disclosed in the present application, the second comparison unit 60 includes:
第七确定单元61,用于当交互响应时间大于预设的第一阈值时,确定出第一交互状态;A seventh determining unit 61, configured to determine a first interaction state when the interaction response time is greater than a preset first threshold;
第八确定单元62,用于当交互响应时间小于第一阈值大于预设的第二阈值时,确定出第二交互状态,第一交互状态和第二交互状态用于表征用户处于疲倦状态;An eighth determining unit 62 is configured to determine a second interaction state when the interaction response time is less than the first threshold and greater than a preset second threshold, wherein the first interaction state and the second interaction state are used to indicate that the user is in a tired state;
第九确定单元63,用于当交互响应时间小于第二阈值大于预设的第三阈值时,确定出第三交互状态,第三交互状态用于表征用户处于正常状态;A ninth determining unit 63, configured to determine a third interaction state when the interaction response time is less than the second threshold and greater than a preset third threshold, wherein the third interaction state is used to indicate that the user is in a normal state;
第十确定单元64,用于当交互响应时间小于第三阈值大于预设的第四阈值时,确定出第四交互状态;A tenth determining unit 64, configured to determine a fourth interaction state when the interaction response time is less than the third threshold and greater than a preset fourth threshold;
第十一确定单元65,用于当交互响应时间小于第四阈值时,确定出第五交互状态,第四交互状态和第五交互状态用于表征用户处于亢奋状态。The eleventh determining unit 65 is used to determine a fifth interaction state when the interaction response time is less than a fourth threshold, and the fourth interaction state and the fifth interaction state are used to indicate that the user is in an excited state.
需要说明的是,关于上述实施例中的装置,其中各个模块执行操作的具体方式已经在有关该方法的实施例中进行了详细描述,此处将不做详细阐述说明。It should be noted that, regarding the device in the above embodiment, the specific manner in which each module performs the operation has been described in detail in the embodiment of the method, and will not be elaborated here.
实施例3:Embodiment 3:
相应于上面的方法实施例,本实施例中还提供了一种虚拟现实数字环境的调整设备,下文描述的一种虚拟现实数字环境的调整设备与上文描述的一种虚拟现实数字环境的调整方法可相互对应参照。Corresponding to the above method embodiment, this embodiment further provides an adjustment device for a virtual reality digital environment. The adjustment device for a virtual reality digital environment described below and the adjustment method for a virtual reality digital environment described above can refer to each other.
图3是根据示例性实施例示出的一种虚拟现实数字环境的调整设备800的框图。如图3所示,该虚拟现实数字环境的调整设备800可以包括:处理器801,存储器802。该虚拟现实数字环境的调整设备800还可以包括多媒体组件803,I/O接口804,以及通信组件805中的一者或多者。FIG3 is a block diagram of a virtual reality digital environment adjustment device 800 according to an exemplary embodiment. As shown in FIG3 , the virtual reality digital environment adjustment device 800 may include: a processor 801, a memory 802. The virtual reality digital environment adjustment device 800 may also include one or more of a multimedia component 803, an I/O interface 804, and a communication component 805.
其中,处理器801用于控制该虚拟现实数字环境的调整设备800的整体操作,以完成上述的虚拟现实数字环境的调整方法中的全部或部分步骤。存储器802用于存储各种类型的数据以支持在该虚拟现实数字环境的调整设备800的操作,这些数据例如可以包括用于在该虚拟现实数字环境的调整设备800上操作的任何应用程序或方法的指令,以及应用程序相关的数据,例如联系人数据、收发的消息、图片、音频、视频等等。该存储器802可以由任何类型的易失性或非易失性存储设备或者它们的组合实现,例如静态随机存取存储器(Static Random Access Memory,简称SRAM),电可擦除可编程只读存储器(ElectricallyErasable Programmable Read-Only Memory,简称EEPROM),可擦除可编程只读存储器(Erasable Programmable Read-Only Memory,简称EPROM),可编程只读存储器(Programmable Read-Only Memory,简称PROM),只读存储器(Read-Only Memory,简称ROM),磁存储器,快闪存储器,磁盘或光盘。多媒体组件803可以包括屏幕和音频组件。其中屏幕例如可以是触摸屏,音频组件用于输出和/或输入音频信号。例如,音频组件可以包括一个麦克风,麦克风用于接收外部音频信号。所接收的音频信号可以被进一步存储在存储器802或通过通信组件805发送。音频组件还包括至少一个扬声器,用于输出音频信号。I/O接口804为处理器801和其他接口模块之间提供接口,上述其他接口模块可以是键盘,鼠标,按钮等。这些按钮可以是虚拟按钮或者实体按钮。通信组件805用于该虚拟现实数字环境的调整设备800与其他设备之间进行有线或无线通信。无线通信,例如Wi-Fi,蓝牙,近场通信(Near FieldCommunication,简称NFC),2G、3G或4G,或它们中的一种或几种的组合,因此相应的该通信组件805可以包括:Wi-Fi模块,蓝牙模块,NFC模块。The processor 801 is used to control the overall operation of the virtual reality digital environment adjustment device 800 to complete all or part of the steps in the virtual reality digital environment adjustment method. The memory 802 is used to store various types of data to support the operation of the virtual reality digital environment adjustment device 800. These data may include, for example, instructions for any application or method operated on the virtual reality digital environment adjustment device 800, and application-related data, such as contact data, sent and received messages, pictures, audio, video, etc. The memory 802 can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, disk or optical disk. The multimedia component 803 may include a screen and an audio component. The screen may be, for example, a touch screen, and the audio component is used to output and/or input audio signals. For example, the audio component may include a microphone for receiving external audio signals. The received audio signal may be further stored in the memory 802 or sent via the communication component 805. The audio component also includes at least one speaker for outputting audio signals. The I/O interface 804 provides an interface between the processor 801 and other interface modules, and the above-mentioned other interface modules can be keyboards, mice, buttons, etc. These buttons can be virtual buttons or physical buttons. The communication component 805 is used for wired or wireless communication between the adjustment device 800 of the virtual reality digital environment and other devices. Wireless communication, such as Wi-Fi, Bluetooth, Near Field Communication (NFC), 2G, 3G or 4G, or a combination of one or more of them, so the corresponding communication component 805 can include: Wi-Fi module, Bluetooth module, NFC module.
在某一示例性实施例中,虚拟现实数字环境的调整设备800可以被一个或多个应用专用集成电路(Application Specific Integrated Circuit,简称ASIC)、数字信号处理器(DigitalSignal Processor,简称DSP)、数字信号处理设备(Digital SignalProcessing Device,简称DSPD)、可编程逻辑器件(Programmable Logic Device,简称PLD)、现场可编程门阵列(Field Programmable Gate Array,简称FPGA)、控制器、微控制器、微处理器或其他电子元件实现,用于执行上述的虚拟现实数字环境的调整方法。In an exemplary embodiment, the virtual reality digital environment adjustment device 800 can be implemented by one or more application specific integrated circuits (ASIC), digital signal processors (DSP), digital signal processing devices (DSPD), programmable logic devices (PLD), field programmable gate arrays (FPGA), controllers, microcontrollers, microprocessors or other electronic components to execute the above-mentioned virtual reality digital environment adjustment method.
在某一示例性实施例中,还提供了一种包括程序指令的计算机可读存储介质,该程序指令被处理器执行时实现上述的虚拟现实数字环境的调整方法的步骤。例如,该计算机可读存储介质可以为上述包括程序指令的存储器802,上述程序指令可由虚拟现实数字环境的调整设备800的处理器801执行以完成上述的虚拟现实数字环境的调整方法。In an exemplary embodiment, a computer-readable storage medium including program instructions is also provided, and when the program instructions are executed by a processor, the steps of the above-mentioned method for adjusting the virtual reality digital environment are implemented. For example, the computer-readable storage medium may be the above-mentioned memory 802 including program instructions, and the above-mentioned program instructions may be executed by the processor 801 of the virtual reality digital environment adjustment device 800 to complete the above-mentioned method for adjusting the virtual reality digital environment.
实施例4:Embodiment 4:
相应于上面的方法实施例,本实施例中还提供了一种可读存储介质,下文描述的一种可读存储介质与上文描述的一种虚拟现实数字环境的调整方法可相互对应参照。Corresponding to the above method embodiment, a readable storage medium is also provided in this embodiment. The readable storage medium described below and the method for adjusting a virtual reality digital environment described above can refer to each other.
一种可读存储介质,可读存储介质上存储有计算机程序,计算机程序被处理器执行时实现上述方法实施例的虚拟现实数字环境的调整方法的步骤。A readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method for adjusting a virtual reality digital environment of the above method embodiment are implemented.
该可读存储介质具体可以为U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可存储程序代码的可读存储介质。The readable storage medium may specifically be a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, or other readable storage medium that can store program codes.
以上仅为本发明的优选实施例而已,并不用于限制本发明,对于本领域的技术人员来说,本发明可以有各种更改和变化。凡在本发明的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本发明的保护范围之内。The above are only preferred embodiments of the present invention and are not intended to limit the present invention. For those skilled in the art, the present invention may have various modifications and variations. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present invention shall be included in the protection scope of the present invention.
以上,仅为本发明的具体实施方式,但本发明的保护范围并不局限于此,任何熟悉本技术领域的技术人员在本发明揭露的技术范围内,可轻易想到变化或替换,都应涵盖在本发明的保护范围之内。因此,本发明的保护范围应以权利要求的保护范围为准。The above are only specific embodiments of the present invention, but the protection scope of the present invention is not limited thereto. Any person skilled in the art can easily think of changes or substitutions within the technical scope disclosed by the present invention, which should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention should be based on the protection scope of the claims.
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