TWI704468B - Method and computer program product for translating a game dialogue window - Google Patents
Method and computer program product for translating a game dialogue window Download PDFInfo
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本發明係有關於一種即時翻譯方法,特別是有關於一種用於對遊戲對話視窗進行即時翻譯的方法及電腦程式產品。The present invention relates to a real-time translation method, in particular to a method and computer program product for real-time translation of game dialogue windows.
隨著科技的進步與電競的熱潮與各式遊戲平台的興起,各國玩家在同一款遊戲組隊競賽或個人賽時,時常透過遊戲中的對話視窗進行戰略或戰術的討論,因為無國界的限制,在該對話視窗中可能會出現英文或是其他語言,甚至由於對話視窗的刷新速度太快,導致玩家來不及翻譯或是看不懂,使玩家需要額外花時間透過對話視窗卷軸手動往上查看其該人所發的訊息,有時在遊戲中激烈攻防的時刻,卻無暇觀看對話視窗的內容。With the advancement of technology, the upsurge of e-sports and the rise of various game platforms, players from all over the world often discuss strategies or tactics through the dialogue window in the game when teaming or individual competitions in the same game, because there are no borders Limitation, English or other languages may appear in the dialog window, and even because the dialog window refreshes too fast, the player cannot translate or understand it too late, so the player needs to spend extra time to view manually through the dialog window scroll The message sent by the person sometimes has no time to watch the content of the dialogue window during the intense attack and defense moments of the game.
遊戲玩家常使用翻譯軟體DualClip Translator,來對遊戲畫面中的對話視窗進行翻譯。翻譯軟體DualClip Translator可運用谷歌Google或微軟Microsoft的翻譯引擎來翻譯世界各國的語言,其除了可使用在網頁選取翻譯、文件整篇翻譯,還支援圖片光學字元辨識(Optical Character Recognition:OCR)上的翻譯,但是需由遊戲玩家手動按Alt+S截圖,再透過Alt+Z彈出翻譯結果。由於翻譯軟體DualClip Translator在操作上需要手動選取整個頁面或某一區塊,才能將所選取的文字進行翻譯,對於正陷於激烈攻防時刻的遊戲玩家來說,使用上極為不方便。Game players often use the translation software DualClip Translator to translate the dialog window in the game screen. The translation software DualClip Translator can use Google or Microsoft's translation engine to translate languages from all over the world. In addition to selecting translations on web pages and translating the entire document, it also supports optical character recognition (OCR) in pictures. Translation, but the game player needs to manually press Alt+S to take a screenshot, and then the translation result will pop up through Alt+Z. Since the translation software DualClip Translator needs to manually select the entire page or a certain section to translate the selected text, it is extremely inconvenient for game players who are stuck in a fierce attack and defense moment.
為解決上述問題,本發明提出一用於對遊戲對話視窗進行翻譯的方法及電腦程式產品,透過一人工智慧(Artificial Intelligence)系統分析找出對話視窗在遊戲畫面中的位置,並根據對話視窗的更新頻率擷取畫面並進行翻譯。In order to solve the above-mentioned problems, the present invention provides a method and computer program product for translating the dialog window of a game, through an artificial intelligence (Artificial Intelligence) system analysis to find the position of the dialog window in the game screen, and according to the dialog window Update frequency screenshots and translate.
依據本發明一實施例之遊戲對話視窗的即時翻譯方法,包括由遊戲的畫面中找出對話視窗的位置;偵測該對話視窗內容的更新頻率;將該更新頻率與一頻率閾值比較;辨識所擷取的該對話視窗的字符內容,並使用一翻譯引擎進行翻譯。該頻率閾值係透過一深度學習神經網路模型學習分析該遊戲的至少一歷史影片資料而得。當該更新頻率大於該頻率閾值時,增加擷取該對話視窗的一擷取速度;當該更新頻率小於等於該頻率閾值時,減少擷取該對話視窗的該擷取速度。A method for real-time translation of a game dialog window according to an embodiment of the present invention includes finding the position of the dialog window from the game screen; detecting the update frequency of the dialog window content; comparing the update frequency with a frequency threshold; The character content of the dialog window is captured and translated using a translation engine. The frequency threshold is obtained by learning and analyzing at least one historical video data of the game through a deep learning neural network model. When the update frequency is greater than the frequency threshold, a capture speed for capturing the dialog window is increased; when the update frequency is less than or equal to the frequency threshold, the capture speed for capturing the dialog window is reduced.
如上述之即時翻譯方法,其中,透過該深度學習神經網路模型學習分析該遊戲的至少一歷史影片資料用以得到該頻率閾值,包括:擷取該遊戲的該至少一歷史影片資料中的一時間序列中的複數畫面,其中,該等複數畫面中的每一者依序對應該時間序列中的每一時間點;依據該等複數畫面,在該時間序列中的該每一時間點,尋找該等複數畫面之每一者所對應該對話視窗的該位置;依據該位置,偵測該等複數畫面之每一者所對應該對話視窗內容的一第一更新頻率;儲存對應該時間序列中的該每一時間點的該對話視窗的字符內容的該更新頻率於一學習資料庫中;以及依據該更新頻率,計算出該頻率閾值。Such as the above-mentioned real-time translation method, wherein, learning and analyzing at least one historical video data of the game through the deep learning neural network model to obtain the frequency threshold includes: capturing one of the at least one historical video data of the game The plural pictures in the time series, wherein each of the plural pictures corresponds to each time point in the time series in sequence; according to the plural pictures, at each time point in the time series, look for The position of the dialog window corresponding to each of the plurality of screens; based on the position, a first update frequency of the content of the dialog window corresponding to each of the plurality of screens is detected; and the corresponding time sequence is stored The update frequency of the character content of the dialog window at each time point is in a learning database; and the frequency threshold is calculated according to the update frequency.
如上述之即時翻譯方法,其中,該深度學習神經網路模型是一長短期記憶(Long Short-Term Memory:LSTM)模型,用以預測該對話視窗內容的該更新頻率。As in the above-mentioned real-time translation method, the deep learning neural network model is a Long Short-Term Memory (LSTM) model for predicting the update frequency of the content of the dialogue window.
如上述之即時翻譯方法,其中,當擷取該對話視窗的該擷取速度增加時,增加將該對話視窗的字符內容進行翻譯的速度,並且增加將該對話視窗的字符內容的翻譯結果顯示在該遊戲的畫面中的速度。Such as the above-mentioned instant translation method, wherein when the capturing speed of capturing the dialog window increases, the speed of translating the character content of the dialog window is increased, and the translation result of the character content of the dialog window is increased to be displayed in The speed in the screen of the game.
如上述之即時翻譯方法,其中,當擷取該對話視窗的該擷取速度減少時,減少將該對話視窗的字符內容進行翻譯的速度,並且減少將該對話視窗的字符內容的翻譯結果顯示在該遊戲的畫面中的速度。Such as the above-mentioned real-time translation method, wherein when the capturing speed of capturing the dialog window decreases, the speed of translating the character content of the dialog window is reduced, and the translation result of the character content of the dialog window is reduced to be displayed on The speed in the screen of the game.
如上述之即時翻譯方法,更包括使用邏輯函數(logistic function)將對應該時間序列中的該每一時間點的該更新頻率標準化,用以降低計算該頻率閾值時的複雜度。The instant translation method described above further includes using a logistic function to standardize the update frequency corresponding to each time point in the time series to reduce the complexity of calculating the frequency threshold.
如上述之即時翻譯方法,其中,該學習資料庫是儲存於一儲存器中。As in the above-mentioned real-time translation method, the learning database is stored in a memory.
依據本發明一實施例之電腦程式產品,用以對一遊戲對話視窗進行翻譯,該電腦程式產品經由電腦載入該程式執行一視窗定位指令、一視窗偵測指令、一數值比較指令,以及一辨識翻譯指令。該視窗定位指令使得該電腦的一處理器從該遊戲的畫面中找出對話視窗的位置。該視窗偵測指令使得該處理器偵測該對話視窗內容的更新頻率。該數值比較指令使得該處理器將該更新頻率與一頻率閾值進行比較,該頻率閾值係該處理器透過一深度學習神經網路模型學習分析該遊戲的至少一歷史影片資料而得。當該更新頻率大於該頻率閾值時,該處理器增加擷取該對話視窗的一擷取速度;當該更新頻率小於等於該頻率閾值時,該處理器減少擷取該對話視窗的該擷取速度。該辨識翻譯指令使得該處理器辨識所擷取的該對話視窗的字符內容並進行翻譯。A computer program product according to an embodiment of the present invention is used to translate a game dialog window. The computer program product is loaded into the program by a computer to execute a window positioning command, a window detection command, a value comparison command, and a Recognize translation instructions. The window positioning instruction enables a processor of the computer to find the position of the dialog window from the screen of the game. The window detection command enables the processor to detect the update frequency of the content of the dialog window. The numerical comparison instruction enables the processor to compare the update frequency with a frequency threshold obtained by the processor through a deep learning neural network model to learn and analyze at least one historical video data of the game. When the update frequency is greater than the frequency threshold, the processor increases a capture speed for capturing the dialog window; when the update frequency is less than or equal to the frequency threshold, the processor decreases the capture speed for capturing the dialog window . The recognition and translation command enables the processor to recognize and translate the captured character content of the dialog window.
如上述之電腦程式產品,其中,透過該深度學習神經網路模型學習分析該遊戲的至少一歷史影片資料用以得到該頻率閾值,該處理器執行包括一擷取指令、一搜尋指令、一偵測指令、一儲存指令,以及一運算指令。該擷取指令使得該處理器擷取該遊戲的該至少一歷史影片資料中的一時間序列中的複數畫面,其中,該等複數畫面中的每一者依序對應該時間序列中的每一時間點。該搜尋指令使得該處理器依據該等複數畫面,在該時間序列中的該每一時間點,尋找該等複數畫面之每一者所對應該對話視窗的該位置。該偵測指令使得該處理器依據該位置,偵測該等複數畫面之每一者所對應該對話視窗內容的一第一更新頻率。該儲存指令使得該處理器儲存對應該時間序列中的該每一時間點的該對話視窗的字符內容的該更新頻率於一學習資料庫中。該運算指令使得該處理器依據該更新頻率,計算出該頻率閾值。Such as the above-mentioned computer program product, wherein at least one historical video data of the game is learned and analyzed through the deep learning neural network model to obtain the frequency threshold, and the processor execution includes a retrieval command, a search command, and a detection Test instructions, a storage instruction, and an arithmetic instruction. The capture instruction causes the processor to capture a plurality of frames in a time series in the at least one historical video data of the game, wherein each of the plurality of frames corresponds to each of the time series in sequence Point in time. The search command causes the processor to search for the position of the dialog window corresponding to each of the plurality of frames at each time point in the time sequence according to the plurality of frames. The detection command enables the processor to detect a first update frequency of the content of the dialog window corresponding to each of the plural frames according to the position. The storage instruction causes the processor to store the update frequency of the character content of the dialog window corresponding to each time point in the time series in a learning database. The operation instruction enables the processor to calculate the frequency threshold according to the update frequency.
如上述之電腦程式產品,其中,該深度學習神經網路模型是一長短期記憶模型,用以預測該對話視窗內容的該更新頻率。Such as the computer program product described above, wherein the deep learning neural network model is a long short-term memory model for predicting the update frequency of the content of the dialog window.
如上述之電腦程式產品,其中,當擷取該對話視窗的該擷取速度增加時,該處理器增加將該對話視窗的字符內容進行翻譯的速度,並且增加將該對話視窗的字符內容的翻譯結果顯示在該遊戲的畫面中的速度。Such as the computer program product described above, wherein when the capturing speed of capturing the dialog window increases, the processor increases the speed of translating the character content of the dialog window, and increases the translation of the character content of the dialog window The result is displayed in the game's screen speed.
如上述之電腦程式產品,其中,當擷取該對話視窗的該擷取速度減少時,該處理器減少將該對話視窗的字符內容進行翻譯的速度,並且減少將該對話視窗的字符內容的翻譯結果顯示在該遊戲的畫面中的速度。Such as the computer program product described above, wherein when the capturing speed of capturing the dialog window is reduced, the processor reduces the speed of translating the character content of the dialog window, and reduces the translation of the character content of the dialog window The result is displayed in the game's screen speed.
如上述之電腦程式產品,其中,當擷取該對話視窗的該擷取速度減少時,該處理器減少將該對話視窗的字符內容進行翻譯的速度,並且減少將該對話視窗的字符內容的翻譯結果顯示在該遊戲的畫面中的速度。Such as the computer program product described above, wherein when the capturing speed of capturing the dialog window is reduced, the processor reduces the speed of translating the character content of the dialog window, and reduces the translation of the character content of the dialog window The result is displayed in the game's screen speed.
如上述之電腦程式產品,該處理器執行更包括一標準化指令,使得該處理器使用邏輯函數將對應該時間序列中的該每一時間點的該更新頻率標準化,用以降低計算該頻率閾值時的複雜度。As in the above-mentioned computer program product, the processor execution further includes a standardized instruction, so that the processor uses a logic function to standardize the update frequency corresponding to each time point in the time series to reduce the calculation of the frequency threshold. Complexity.
如上述之電腦程式產品,其中,該學習資料庫是儲存於一儲存器中。Such as the computer program product mentioned above, wherein the learning database is stored in a memory.
第1圖為本發明實施例之遊戲對話視窗的即時翻譯方法的一應用流程圖。如第1圖所示,本發明的遊戲對話視窗的即時翻譯方法使用影像分析技術(video object detection)從遊戲的畫面中找出對話視窗的位置(步驟S100)。本發明的遊戲對話視窗的即時翻譯方法係由一計算機裝置,及運行於該計算機裝置上一處理器的複數程式碼所執行,該等複數程式碼係對應不同的功能,例如影像擷取功能、影像辨識功能、或翻譯功能等。影像分析技術是可運行於計算機裝置內一處理器的一段程式碼,可對輸入至計算機裝置的影像進行分析,並且針對影像中的一特殊物件執行一預先設定的動作。Figure 1 is an application flow chart of the instant translation method for the game dialogue window according to the embodiment of the present invention. As shown in Figure 1, the instant translation method of the game dialogue window of the present invention uses video object detection to find the position of the dialogue window from the game screen (step S100). The instant translation method of the game dialog window of the present invention is executed by a computer device and a plurality of code codes running on a processor of the computer device. The plural code codes correspond to different functions, such as image capture function, Image recognition function, or translation function, etc. The image analysis technology is a piece of code that can run on a processor in a computer device, can analyze the image input to the computer device, and perform a predetermined action on a special object in the image.
在本實施例中,本發明的遊戲對話視窗的即時翻譯方法會擷取電競玩家執行遊戲時的畫面,並且利用上述影像分析技術從所擷取的畫面中找出對話視窗的位置。舉例來說,由於遊戲的畫面大多是以圖像為主,因此本發明的遊戲對話視窗的即時翻譯方法可將上述影像分析技術設定為擷取遊戲畫面中字符(文字)分布密度最高的區域,或具有頻繁的字符更新頻率的區域,該區域即可對應遊戲畫面中對話視窗的位置。第2圖為本發明實施例之遊戲對話視窗的一示意圖。如第2圖所示,在遊戲畫面200中,標記202即為對話視窗的位置。In this embodiment, the instant translation method of the game dialog window of the present invention captures the screen when the e-sports player is performing the game, and uses the above-mentioned image analysis technology to find the position of the dialog window from the captured screen. For example, since the screens of games are mostly images, the real-time translation method of the game dialogue window of the present invention can set the above-mentioned image analysis technology to capture the area with the highest distribution density of characters (text) in the game screen. Or an area with frequent character update frequency, this area can correspond to the position of the dialogue window in the game screen. Figure 2 is a schematic diagram of a game dialog window according to an embodiment of the present invention. As shown in Figure 2, in the
接著,在步驟S102,本發明的遊戲對話視窗的即時翻譯方法亦利用上述影片分析技術,偵測該對話視窗內容的更新頻率 f(步驟S102)。舉例來說,假設遊戲畫面的擷取速度為每秒擷取5幀畫面,換句話說,每個相鄰幀畫面的時間差距為200ms,並且遊戲畫面中的對話視窗內最多可容納的文字訊息數量為10條訊息。例如,在遊戲畫面中已顯示了第一文字訊息、第二文字訊息、第三文字訊息、…、至第十文字訊息,總共10條訊息。此時若再有玩家提出了第十一文字訊息,則最早顯示於遊戲畫面中的第一訊息會被自動移除。假設在第1幀畫面時,對話視窗內有5條文字訊息,到第2幀畫面時,對話視窗變為有10條文字訊息。在一實施例中,第2幀畫面中保留了在第1幀畫面中原有的5條文字訊息,又另外新增了5條額外的文字訊息,則該第1幀畫面至第2幀畫面的對話視窗內字符的更新頻率為每秒25次,即(10-5)/0.2=25。在另一實施例中,同樣地,在第1幀畫面時,對話視窗內有5條文字訊息,到第2幀畫面時,對話視窗變為有10條文字訊息,但在第2幀畫面並未保留在第1幀畫面中原有的任何訊息,則該第1幀畫面至第2幀畫面的對話視窗內字符的更新頻率為每秒75次,即(5+10)/0.2=75。一般來說,在遊戲過程中,在敵我雙方短兵相接的情況下,同隊的成員需即時透過對話視窗告知己方隊友相關戰情資訊,此時對話視窗的更新頻率會大幅增加。 Then, in step S102, the instant translation method of the game dialog window of the present invention also uses the above-mentioned video analysis technology to detect the update frequency f of the dialog window content (step S102). For example, suppose that the capture speed of the game screen is 5 frames per second. In other words, the time difference between each adjacent frame is 200ms, and the maximum text message that can be contained in the dialog window in the game screen The number is 10 messages. For example, the first text message, the second text message, the third text message,... to the tenth text message have been displayed on the game screen, a total of 10 messages. At this time, if another player submits the eleventh text message, the first message displayed on the game screen will be automatically removed. Suppose that in the first frame of the screen, there are 5 text messages in the dialog window, and in the second frame, the dialog window becomes 10 text messages. In one embodiment, the original five text messages in the first frame are retained in the second frame, and five additional text messages are added. Then the frame from the first frame to the second frame The update frequency of the characters in the dialog window is 25 times per second, that is, (10-5)/0.2=25. In another embodiment, similarly, in the first frame of the screen, there are 5 text messages in the dialog window, and in the second frame, the dialog window becomes 10 text messages, but in the second frame If no original message is retained in the first frame, the update frequency of the characters in the dialog window from the first frame to the second frame is 75 times per second, that is, (5+10)/0.2=75. Generally speaking, in the course of the game, when the enemy and our opponents meet each other, members of the same team need to inform their teammates of the relevant battle information through the dialogue window. At this time, the update frequency of the dialogue window will increase significantly.
本發明的遊戲對話視窗的即時翻譯方法將所偵獲的更新頻率( f)與一頻率閾值( f th)做比較(步驟S104),其中,該頻率閾值( f th)係透過一深度學習神經網路模型學習分析遊戲的至少一歷史影片資料而得。在本實施例中,該深度學習神經網路模型是一長短期記憶(Long Short-Term Memory:LSTM)模型。該長短期記憶模型適合處理和預測一時間序列中間隔和延遲非常長的一重要事件。換句話說,本案是依據將採集之更新頻率對時間軸的歷史資料應用至前述長短期記憶模型中,以得出可用以預測會戰事件發生的時間點所對應的頻率閾值( f th),該重要事件即為會戰事件發生時的該時間點。由於電競玩家在執行遊戲的當下,是無法預測何時會發生會戰事件。但在同款遊戲的歷史遊戲實況影片中,是已知道會戰事件發生的時間點,以及會戰事件發生前後的對話視窗更新頻率。因此該長短期記憶模型依據在歷史遊戲實況影片中發生會戰事件的時間點前的遊戲畫面對話視窗的更新頻率,計算出該頻率閾值( f th),只要遊戲畫面對話視窗的更新頻率高於該頻率閾值( f th)的一觸發時間點出現時,就表示在該觸發時間點之後會發生會戰事件。 The real-time translation method of the game dialogue window of the present invention compares the detected update frequency ( f ) with a frequency threshold ( f th ) (step S104 ), wherein the frequency threshold ( f th ) is obtained through a deep learning nerve The network model is obtained by studying and analyzing at least one historical video data of the game. In this embodiment, the deep learning neural network model is a Long Short-Term Memory (LSTM) model. The long and short-term memory model is suitable for processing and predicting an important event with a very long interval and delay in a time series. In other words, this case is based on applying the collected historical data of update frequency versus time axis to the aforementioned long and short-term memory model to obtain the frequency threshold ( f th ) corresponding to the time point that can be used to predict the occurrence of battle events. The important event is the point in time when the battle event occurs. As e-sports players are currently executing the game, it is impossible to predict when a battle event will occur. However, in the historical game live video of the same game, the time point of the battle event and the update frequency of the dialogue window before and after the battle event are known. Therefore, the long and short-term memory model calculates the frequency threshold ( f th ) based on the update frequency of the dialog window of the game screen before the time point when the battle event occurred in the historical game live movie, as long as the update frequency of the dialog window of the game screen is higher than the When a trigger time point of the frequency threshold ( f th ) occurs, it means that a battle event will occur after the trigger time point.
舉例來說,依據同款遊戲的眾多歷史影片資料或透過應用程式介面(Application Programming Inteface:API)所取得的遊戲實況影片,該長短期記憶模型發現只要在一時間點時對話視窗的更新頻率( f)大於一頻率閾值( f th) (例如每秒20次),在該時間點後的一段期間內即會發生會戰事件。換句話說,該長短期記憶模型透過經驗學習(即累積眾多歷史影片資料作為一學習資料庫),當對話視窗的更新頻率大於該頻率閾值時(例如每秒20次),可預測該時間點之後的一段期間內,對話視窗的更新頻率( f)會大於該頻率閾值( f th),並且可預測該時間點之後的一段期間內,會有會戰事件的發生。該頻率閾值( f th)係做為調整遊戲畫面擷取速度、調整對話視窗內容翻譯速度、以及調整翻譯結果顯示速度的依據。 For example, based on the many historical video data of the same game or the live video of the game obtained through the Application Programming Interface (API), the long-term and short-term memory model found that as long as the update frequency of the dialog window at a certain point in time ( f ) is greater than a frequency threshold ( f th ) (for example, 20 times per second), a battle event will occur within a period of time after this point in time. In other words, the long and short-term memory model learns through experience (that is, accumulates many historical video data as a learning database). When the update frequency of the dialog window is greater than the frequency threshold (for example, 20 times per second), the time point can be predicted In the subsequent period, the update frequency ( f ) of the dialog window will be greater than the frequency threshold ( f th ), and it can be predicted that a battle event will occur in a period after the time point. The frequency threshold ( f th ) is used as a basis for adjusting the speed of the game screen capture, adjusting the translation speed of the dialogue window content, and adjusting the display speed of the translation result.
本發明的遊戲對話視窗的即時翻譯方法判斷對話視窗的更新頻率(
f)是否大於該頻率閾值(
f th)(步驟S106)。當對話視窗的更新頻率(
f)大於該頻率閾值(
f th),則加速擷取對話視窗畫面(步驟S108)。當對話視窗的更新頻率(
f)小於等於該頻率閾值(
f th),則減緩擷取對話視窗畫面(步驟S110)。舉例來說,當對話視窗的更新頻率(
f)(例如每秒25次)大於該頻率閾值(
f th)(例如每秒20次),則增加擷取對話視窗的擷取速度(例如,由每秒擷取5幀畫面變為每秒擷取8幀畫面)。當對話視窗的更新頻率(
f)(例如每秒15次)小於等於該頻率閾值(
f th)(例如每秒20次),則減少擷取對話視窗的擷取速度(例如,由每秒擷取5幀畫面變為每秒擷取3幀畫面)。
The instant translation method of the game dialogue window of the present invention judges whether the update frequency ( f ) of the dialogue window is greater than the frequency threshold ( f th ) (step S106 ). When the update frequency ( f ) of the dialog window is greater than the frequency threshold ( f th ), the dialog window screen is accelerated (step S108 ). When the update frequency ( f ) of the dialogue window is less than or equal to the frequency threshold ( f th ), the dialogue window frame is slowed down (step S110). For example, when the update frequency ( f ) of the dialog window (e.g. 25 times per second) is greater than the frequency threshold ( f th ) (e.g. 20 times per second), the rate of capturing the dialog window is increased (e.g., by
接著,本發明的遊戲對話視窗的即時翻譯方法辨識所擷取的對話視窗的字符內容(步驟S112)。在本實施例中,本發明透過一光學字元辨識引擎Tesseract OCR Engine將對話視窗內的字符辨識出來。在下一步驟S114中,本發明的遊戲對話視窗的即時翻譯方法使用翻譯引擎進行翻譯。在本實施例中,本發明使用谷歌Google或微軟Microsoft翻譯引擎自動辨識出的字符翻譯成電競玩家所需要的語言。Next, the instant translation method of the game dialog window of the present invention recognizes the character content of the captured dialog window (step S112). In this embodiment, the present invention uses an optical character recognition engine Tesseract OCR Engine to recognize characters in the dialog window. In the next step S114, the instant translation method of the game dialogue window of the present invention uses a translation engine for translation. In this embodiment, the present invention uses Google or Microsoft's translation engine to automatically recognize the characters to translate into the language required by the e-sports players.
在步驟S116,本發明的遊戲對話視窗的即時翻譯方法將翻譯結果呈現在電競玩家的遊戲畫面中的對話視窗中,進而完成對遊戲對話視窗內的字符進行即時翻譯的方法。在本實施例中,當擷取對話視窗的擷取速度增加時,本發明的遊戲對話視窗的即時翻譯方法亦增加將對話視窗的字符內容進行翻譯的速度,並且增加將對話視窗的字符內容的翻譯結果顯示在遊戲畫面中的速度。相反地,當擷取對話視窗的擷取速度減少時,本發明的遊戲對話視窗的即時翻譯方法減少將對話視窗的字符內容進行翻譯的速度,並且減少將對話視窗的字符內容的翻譯結果顯示在遊戲畫面中的速度。在本實施例中,本發明的遊戲對話視窗的即時翻譯方法最終可將翻譯後的文字傳送至行動裝置,或是在遊戲畫面中的另一區塊呈現給電競玩家觀看。In step S116, the instant translation method of the game dialogue window of the present invention presents the translation result in the dialogue window in the game screen of the e-sports player, and then completes the method of instant translation of the characters in the game dialogue window. In this embodiment, when the capturing speed of capturing the dialog window increases, the instant translation method of the game dialog window of the present invention also increases the speed of translating the character content of the dialog window, and increases the speed of translating the character content of the dialog window. The speed at which the translation result is displayed on the game screen. Conversely, when the capturing speed of capturing the dialog window decreases, the instant translation method for the game dialog window of the present invention reduces the speed of translating the character content of the dialog window, and reduces the display of the translation result of the character content of the dialog window. The speed in the game screen. In this embodiment, the instant translation method of the game dialog window of the present invention can finally transmit the translated text to the mobile device, or present it to the e-sports player in another section of the game screen.
第3圖為本發明實施例之遊戲對話視窗的即時翻譯方法的一訓練流程圖。第3圖的訓練流程的目的是為了得到第1圖步驟S104的所需要的該頻率閾值( f th)。如第3圖所示,本發明的遊戲對話視窗的即時翻譯方法透過應用程式介面(API)擷取遊戲的一歷史影片資料中的一時間序列中的複數畫面,或擷取遊戲的多個歷史影片資料中的多個時間序列中的複數畫面(步驟S300)。每一部不同的遊戲實況影片皆可得到一對應的時間序列,該時間序列即為所擷取遊戲實況影片(包括全部影片或片段影片)的時間長度。該時間序列中的各個時間點即為擷取遊戲畫面的時間點,每個時間點可對應一遊戲取樣畫面。舉例來說,本發明的遊戲對話視窗的即時翻譯方法以每秒5幀畫面的速度擷取一段總時10秒的一第一遊戲實況影片,並且以每秒5幀畫面的速度擷取一段總時20秒的一第二遊戲實況影片。換句話說,本發明的遊戲對話視窗的即時翻譯方法共擷取50幀的該第一遊戲實況影片的遊戲畫面,其相鄰2幀的遊戲畫面時間間隔為200ms,以及擷取共100幀的該第二遊戲實況影片的遊戲畫面,其相鄰2幀的遊戲畫面時間間隔亦為200ms。在本實施例中,本發明的遊戲對話視窗的即時翻譯方法是透過YouTube、Twitch API來取得同款遊戲的玩家實況影音資料。 FIG. 3 is a training flowchart of the instant translation method for the game dialogue window according to the embodiment of the present invention. The purpose of the training process in Fig. 3 is to obtain the required frequency threshold ( f th ) in step S104 in Fig. 1. As shown in Figure 3, the real-time translation method of the game dialog window of the present invention captures multiple screens in a time series in a historical video data of the game through an application programming interface (API), or captures multiple histories of the game Multiple pictures in multiple time series in the video data (step S300). A corresponding time series can be obtained for each different game live video, and the time series is the time length of the captured game live video (including all videos or fragments). Each time point in the time sequence is the time point at which the game screen is captured, and each time point can correspond to a game sample screen. For example, the real-time translation method of the game dialogue window of the present invention captures a first game live video with a total time of 10 seconds at a rate of 5 frames per second, and captures a total of a video at a rate of 5 frames per second. A live video of the second game at 20 seconds. In other words, the instant translation method of the game dialogue window of the present invention captures a total of 50 frames of the game screen of the first game live video, the time interval of the game screens of the two adjacent frames is 200ms, and captures a total of 100 frames For the game screen of the second live game video, the time interval between two adjacent game screens is also 200ms. In this embodiment, the instant translation method of the game dialogue window of the present invention is to obtain the live video and audio data of the players of the same game through YouTube and Twitch API.
在步驟S302中,本發明的遊戲對話視窗的即時翻譯方法依據於步驟200中所擷取的該等複數畫面,在該時間序列中的每一時間點,尋找該等複數畫面之每一者所對應該對話視窗的位置。舉例來說,本發明的遊戲對話視窗的即時翻譯方法在所擷取的該第一遊戲實況影片的50幀畫面中以及該第二遊戲實況影片的100幀畫中,利用影片分析技術,尋找每一幀畫面的對話視窗的位置。本發明的遊戲對話視窗的即時翻譯方法在步驟S302中尋找對話視窗位置的方式,係與第1圖步驟S100相同,故不再贅述。In step S302, the instant translation method of the game dialog window of the present invention is based on the plural images captured in
接著,在步驟S304中,本發明的遊戲對話視窗的即時翻譯方法依據每一遊戲畫面中對話視窗的位置,偵測所對應對話視窗內容的更新頻率 f。換句話說,在每一遊戲畫面(遊戲取樣畫面)中,皆可得到對應於該遊戲畫面的對話視窗內容的更新頻率 f。本發明的遊戲對話視窗的即時翻譯方法於步驟S304中偵測更新頻率 f的方式係與步驟S102相同,故不再贅述。之後,本發明的遊戲對話視窗的即時翻譯方法將所偵測到的一時間序列中的每一時間點對話視窗字符內容的更新頻率 f儲存至一學習資料庫中(步驟S306)。該學習資料庫是儲存於執行本發明的遊戲對話視窗的即時翻譯方法的該計算機裝置中的一儲存器中。 Then, in step S304, the instant translation method of the game dialog window of the present invention detects the update frequency f of the content of the corresponding dialog window according to the position of the dialog window in each game screen. In other words, in each game screen (game sampling screen), the update frequency f of the dialogue window content corresponding to the game screen can be obtained. In the method for real-time translation of the game dialog window of the present invention, the method of detecting the update frequency f in step S304 is the same as that in step S102, so it will not be repeated. After that, the instant translation method of the game dialogue window of the present invention stores the detected update frequency f of the dialogue window character content at each time point in a time sequence into a learning database (step S306). The learning database is stored in a memory in the computer device that executes the instant translation method of the game dialogue window of the present invention.
第4圖為本發明實施例之對話視窗更新頻率 f對時間(軸)關係圖。如第4圖所示,遊戲實況影片的第30秒時,其所對應的對話視窗的更新頻率 f為15次。值得注意的是,第4圖的對話視窗更新頻率 f對時間關係圖可對應一實況影片,換句話說,每一部不同的遊戲實況影片皆可得到一對應的對話視窗更新頻率 f對時間關係圖。因此,該學習資料庫係儲存有複數個對話視窗更新頻率 f對時間關係圖的資料,並且每一對話視窗更新頻率 f對時間關係圖是對應不同的遊戲實況影片。 Figure 4 is a diagram showing the relationship between the update frequency f of the dialog window and the time (axis) according to the embodiment of the present invention. As shown in Figure 4, at the 30th second of the game live video, the update frequency f of the corresponding dialog window is 15 times. It is worth noting that the dialog window update frequency f versus time relationship diagram in Figure 4 can correspond to a live video. In other words, each different game live video can get a corresponding dialog window update frequency f versus time relationship. Figure. Therefore, the learning database stores a plurality of dialogue windows update frequency f versus time relationship graph data, and each dialogue window update frequency f versus time relationship graph corresponds to a different game live video.
回到第3圖,本發明的遊戲對話視窗的即時翻譯方法使用邏輯函數(logistic function)將對應一時間序列中的每一時間點的更新頻率 f標準化,用以降低計頻率閾值 f th時的複雜度(步驟208)。在本實施例中,本發明使用S函數(Sigmoid function)將更新頻率 f標準化。S函數為眾多邏輯函數中的一種。第5圖為本發明實施例之標準化後的對話視窗更新頻率對時間關係圖。第5圖為將第4圖的更新頻率 f對時間關係圖標準化後所得到的示意圖。如第5圖所示,本發明的遊戲對話視窗的即時翻譯方法將原第4圖的Y軸參數頻率(次數)的範圍映射在整數0~1之間,而X軸參數時間則取至多個遊戲實況影片的最長時間,若影片時間長度不足者,則將其Y軸參數頻率(次數)設為0。例如,遊戲實況影片的第30秒時,即點A,其所對應的對話視窗的更新頻率 f的標準化值為0.6(分數為0.6),即60%。 Returning to Figure 3, the instant translation method of the game dialogue window of the present invention uses a logistic function to normalize the update frequency f corresponding to each time point in a time series to reduce the frequency threshold f th Complexity (step 208). In this embodiment, the present invention uses a Sigmoid function to normalize the update frequency f . The S function is one of many logic functions. Figure 5 is a diagram showing the relationship between update frequency and time of the standardized dialog window according to an embodiment of the present invention. Fig. 5 is a schematic diagram obtained by normalizing the update frequency f versus time graph of Fig. 4. As shown in Figure 5, the instant translation method of the game dialog window of the present invention maps the Y-axis parameter frequency (number of times) in the original Figure 4 to an integer between 0 and 1, and the X-axis parameter time is taken to multiple The maximum time of the live video of the game. If the length of the video is insufficient, the Y-axis parameter frequency (number) is set to 0. For example, at the 30th second of a live game video, at point A, the normalized value of the update frequency f of the corresponding dialog window is 0.6 (score 0.6), that is, 60%.
舉例來說,本發明的遊戲對話視窗的即時翻譯方法以每秒5幀畫面的速度擷取一段總時10秒的該第一遊戲實況影片,並且以每秒5幀畫面的速度擷取一段總時20秒的該第二遊戲實況影片。換句話說,本發明的遊戲對話視窗的即時翻譯方法共擷取50幀的該第一遊戲實況影片的遊戲畫面,其相鄰2幀的遊戲畫面時間間隔為200ms,以及擷取共100幀的該第二遊戲實況影片的遊戲畫面,其相鄰2幀的遊戲畫面時間間隔亦為200ms。因此,本發明的遊戲對話視窗的即時翻譯方法在進行標準化時,由於該第二遊戲實況影片的時間長度大於該第一遊戲實況影片的時間長度,因此會以該第二遊戲實況影片的時間長度為標準化後的X軸參數時間。For example, the real-time translation method of the game dialog window of the present invention captures a section of the first live game video with a total time of 10 seconds at a rate of 5 frames per second, and captures a section of total video at a rate of 5 frames per second. The second live video of the game at 20 seconds. In other words, the instant translation method of the game dialogue window of the present invention captures a total of 50 frames of the game screen of the first game live video, the time interval of the game screens of the two adjacent frames is 200ms, and captures a total of 100 frames For the game screen of the second live game video, the time interval between two adjacent game screens is also 200ms. Therefore, when the instant translation method of the game dialogue window of the present invention is standardized, since the time length of the second live game video is greater than the time length of the first live game video, the time length of the second live game video is used It is the normalized X-axis parameter time.
舉例來說,由於該第一遊戲實況影片由於影片時間長度不足,本發明的遊戲對話視窗的即時翻譯方法會將第一遊戲實況影片的50幀畫面的第1幀畫面對齊該第二遊戲實況影片的第1幀畫面,並且將該第一遊戲實況影片的50幀畫面塞入該第二遊戲實況影片的100幀畫面的時間長度中,因此本發明的遊戲對話視窗的即時翻譯方法在進行標準化時,會將該第一遊戲實況影片的後50幀畫面的Y軸參數頻率(次數)設為0。For example, since the first live game video is insufficient in time length, the instant translation method of the game dialogue window of the present invention aligns the first frame of the 50 frames of the first live game video to the second live game video The first frame of the game, and the 50 frames of the first live game video are stuffed into the time length of the 100 frames of the second live game, so the instant translation method of the game dialogue window of the present invention is standardized when , The Y-axis parameter frequency (number of times) of the last 50 frames of the first live game video will be set to 0.
本發明的遊戲對話視窗的即時翻譯方法從該學習資料庫中讀取複數個對話視窗更新頻率 f對時間關係圖的資料,並將其標準化後,開始執行步驟S310。在步驟S310中,本發明的遊戲對話視窗的即時翻譯方法利用一長短期記憶模型,以標準化後的複數個對話視窗更新頻率 f對時間關係圖的資料為輸入,即依據該更新頻率 f,計算該頻率閾值( f th)。由於在歷史遊戲實況影片中,是已知道會戰事件發生的時間點,以及會戰事件發生前後的對話視窗更新頻率。因此該長短期記憶模型依據在歷史遊戲實況影片中發生會戰事件的時間點前的遊戲畫面對話視窗的更新頻率,計算出該頻率閾值( f th),只要遊戲畫面對話視窗的更新頻率高於該頻率閾值( f th)的一觸發時間點出現時,就表示在該觸發時間點之後會發生會戰事件。在本實施例中,如第5圖所示,該長短期記憶模型計算出超過一頻率閾值60%的時間點(即第5圖第30秒處)時,表示遊戲畫面中的對話視窗的更新頻率 f提升,亦即可能在第30秒時發生會戰事件,因此開始增加擷取對話視窗的速度。因此,經過第3圖所示的訓練流程後,長短期記憶模型,即以例如60%作為本發明之方法所使用的頻率閾值。 The instant translation method of the game dialogue window of the present invention reads the data of a plurality of dialogue window update frequency f versus time relationship graphs from the learning database, and after standardizing it, the step S310 is started. In step S310, the instant translation method of the game dialog window of the present invention uses a long and short-term memory model, and takes the standardized update frequency f versus time relationship data of a plurality of dialog windows as input, that is, calculates according to the update frequency f The frequency threshold ( f th ). Because in the historical game live video, the time point of the battle event and the update frequency of the dialogue window before and after the battle event are known. Therefore, the long and short-term memory model calculates the frequency threshold ( f th ) based on the update frequency of the dialog window of the game screen before the time point when the battle event occurred in the historical game live movie, as long as the update frequency of the dialog window of the game screen is higher than the When a trigger time point of the frequency threshold ( f th ) occurs, it means that a battle event will occur after the trigger time point. In this embodiment, as shown in Figure 5, when the long-term and short-term memory model calculates a time point that exceeds a frequency threshold of 60% (ie at the 30th second in Figure 5), it represents the update of the dialog window in the game screen The frequency f is increased, that is, a battle event may occur at the 30th second, so the speed of capturing the dialog window starts to increase. Therefore, after the training process shown in Fig. 3, the long- and short-term memory model uses, for example, 60% as the frequency threshold used in the method of the present invention.
同時參考第1圖及第3圖,在步驟S312中,當電競玩家對於本發明的遊戲對話視窗的即時翻譯方法所呈現的翻譯速度不滿意時,可直接透過本發明的遊戲對話視窗的即時翻譯方法的一使用者介面手動調整該頻率閾值( f th),或重新執行訓練流程(即步驟S300~S310)用以得到一新的頻率閾值( f th)。若電競玩家對於本發明的遊戲對話視窗的即時翻譯方法所呈現的翻譯速度滿意時,則進入步驟S314,結束程序。舉例來說,參考第5圖,當原有的頻率閾值( f th)為60%時,電競玩家覺得本發明的遊戲對話視窗的即時翻譯方法所呈現的翻譯結果的速度還是跟不上已隊隊友在對話視窗的交談速度。此時,電競玩家可透過該使用者介面,將頻率閾值( f th)手動調整為40%時,使得本發明的遊戲對話視窗的即時翻譯方法在第5圖的第26秒時,即點B,開始增加擷取遊戲畫面的速度。換句話說,參考第5圖,當頻率閾值( f th)由60%調整為40%時,本發明的遊戲對話視窗的即時翻譯方法增加擷取遊戲畫面的速度、增加將對話視窗的字符內容進行翻譯的速度、以及增加將對話視窗的字符內容的翻譯結果顯示在遊戲畫面中的速度的一開始時間,將提早4秒,使得呈現翻譯結果的速度可以跟上實際對話視窗的交談速度。 Referring to Figures 1 and 3 at the same time, in step S312, when an e-sports player is not satisfied with the translation speed presented by the instant translation method of the game dialogue window of the present invention, they can directly use the instant translation of the game dialogue window of the present invention. A user interface of the translation method manually adjusts the frequency threshold ( f th ), or re-executes the training process (ie, steps S300 to S310) to obtain a new frequency threshold ( f th ). If the e-sports player is satisfied with the translation speed presented by the instant translation method of the game dialogue window of the present invention, step S314 is entered to end the procedure. For example, referring to Figure 5, when the original frequency threshold ( f th ) is 60%, e-sports players feel that the speed of the translation results presented by the instant translation method of the game dialogue window of the present invention still cannot keep up. The talking speed of teammates in the dialogue window. At this time, the e-sports player can manually adjust the frequency threshold ( f th ) to 40% through the user interface, so that the instant translation method of the game dialogue window of the present invention is at the 26th second in Fig. 5 B. Start to increase the speed of capturing game screens. In other words, referring to Figure 5, when the frequency threshold ( f th ) is adjusted from 60% to 40%, the instant translation method of the game dialog window of the present invention increases the speed of capturing the game screen and increases the character content of the dialog window. The speed of translation and the start time of increasing the speed of displaying the translation result of the character content of the dialogue window on the game screen will be 4 seconds earlier, so that the speed of rendering the translation result can keep up with the conversation speed of the actual dialogue window.
在另一實施例中,當電競玩家覺得本發明的遊戲對話視窗的即時翻譯方法所呈現的翻譯結果的速度還是跟不上已隊隊友在對話視窗的交談速度時,電競玩家可在完成當下的遊戲之後,指示本發明的遊戲對話視窗的即時翻譯方法重新執行訓練流程(即步驟S300~S310)。由於當下的遊戲實況影片所對應的對話視窗的更新頻率亦會在重新執行訓練的流程中被存入該學習資料庫中,因此該長短期記憶模型可依據具有更多資料的母體樣本(即更新頻率 f的樣本)的重新計算出一新的頻率閾值( f th)。一般來說,更新頻率 f的樣本數愈多,則該長短期記憶模型所計算出的該頻率閾值( f th)會愈準確,即更符合該名電競玩家在遊戲時的即時翻譯需求。 In another embodiment, when the e-sports player feels that the speed of the translation result presented by the instant translation method of the game dialogue window of the present invention still cannot keep up with the conversation speed of the teammates in the dialogue window, the e-sports player can finish After the current game, instruct the instant translation method of the game dialog window of the present invention to re-execute the training process (ie, steps S300 to S310). Since the update frequency of the dialog window corresponding to the current game live video will also be stored in the learning database during the re-training process, the long-short-term memory model can be based on the maternal sample with more data (ie update The frequency f samples) are recalculated to a new frequency threshold ( f th ). Generally speaking, the more samples of the update frequency f , the more accurate the frequency threshold ( f th ) calculated by the long- and short-term memory model will be, that is, the more accurate the e-sports player's real-time translation needs during the game.
本發明更揭露一種電腦程式產品,用以對遊戲對話視窗進行翻譯,該電腦程式產品經由電腦載入該程式執行一視窗定位指令、一視窗偵測指令、一數值比較指令,以及一辨識翻譯指令。該視窗定位指令可使得該電腦的一處理器執行第1圖的步驟S100。該視窗偵測指令可使得該處理器執行第1圖的步驟S102。該數值比較指令可使得該處理器執行第1圖的步驟S104至步驟S108,或步驟S104、S106、S110。該辨識翻譯指令可使得該處理器執行第1圖的步驟S112~S116。The present invention further discloses a computer program product for translating game dialogue windows. The computer program product is loaded into the program by a computer to execute a window positioning command, a window detection command, a value comparison command, and an identification translation command . The window positioning command can cause a processor of the computer to execute step S100 in FIG. 1. The window detection command can cause the processor to execute step S102 in FIG. 1. The numerical comparison instruction can cause the processor to execute steps S104 to S108, or steps S104, S106, and S110 in FIG. The recognition and translation instruction can cause the processor to execute steps S112 to S116 in FIG. 1.
在本實施例中,該數值比較指令使得該處理器將遊戲畫面對話視窗的更新頻率 f與一頻率閾值( f th)做比較。其中,本發明的電腦程式產品透過該深度學習神經網路模型學習分析該遊戲的至少一歷史影片資料用以得到該頻率閾值,該處理器執行包括一擷取指令、一搜尋指令、一偵測指令、一儲存指令,以及一運算指令。該擷取指令可使得該處理器執行第3圖的步驟S300。該搜尋指令可使得該處理器執行第3圖的步驟S302。該偵測指令可使得該處理器執行第3圖的步驟S304。該儲存指令可使得該處理器執行第3圖的步驟S306。該運算指令可使得該處理器執行第3圖的步驟S310。該處理器執行更包括一標準化指令,該標準化指令使得該處理器執行第3圖的步驟S308。 In this embodiment, the numerical comparison instruction causes the processor to compare the update frequency f of the dialog window of the game screen with a frequency threshold ( f th ). Wherein, the computer program product of the present invention learns and analyzes at least one historical video data of the game through the deep learning neural network model to obtain the frequency threshold, and the processor executes including a retrieval command, a search command, and a detection Instruction, a storage instruction, and an arithmetic instruction. The fetching instruction can make the processor execute step S300 in FIG. 3. The search command can cause the processor to execute step S302 in FIG. 3. The detection instruction can cause the processor to execute step S304 in FIG. 3. The storage instruction can cause the processor to execute step S306 in FIG. 3. The operation instruction can cause the processor to perform step S310 in FIG. 3. The processor execution further includes a standardized instruction, which causes the processor to execute step S308 in FIG. 3.
本發明的電腦程式產品所執行的步驟或動作係可直接對應本發明所揭露的用於對遊戲對話視窗進行即時翻譯的方法,本發明所揭露的用於對遊戲對話視窗進行即時翻譯的方法已於本案說明書第[0021]~[0038]段做詳細描述,故不再贅述。本案所揭露的用於對遊戲對話視窗進行即時翻譯的方法及電腦程式產品可有效降低電競玩家在遊戲中對對話視窗的字符進行翻譯的時間,並減少遊戲操作時的不便。The steps or actions performed by the computer program product of the present invention can directly correspond to the method for real-time translation of the game dialogue window disclosed in the present invention. The method for real-time translation of the game dialogue window disclosed in the present invention has been It is described in detail in paragraphs [0021]~[0038] of the specification of this case, so it is not repeated here. The method and computer program product for real-time translation of the game dialogue window disclosed in this case can effectively reduce the time for e-sports players to translate characters in the dialogue window in the game, and reduce the inconvenience during game operation.
雖然本發明的實施例如上述所描述,我們應該明白上述所呈現的只是範例,而不是限制。依據本實施例上述示範實施例的許多改變是可以在沒有違反發明精神及範圍下被執行。因此,本發明的廣度及範圍不該被上述所描述的實施例所限制。更確切地說,本發明的範圍應該要以以下的申請專利範圍及其相等物來定義。Although the embodiments of the present invention are as described above, we should understand that what is presented above is only an example, not a limitation. According to this embodiment, many changes of the above exemplary embodiment can be implemented without violating the spirit and scope of the invention. Therefore, the breadth and scope of the present invention should not be limited by the embodiments described above. More precisely, the scope of the present invention should be defined by the following patented scope and its equivalents.
S100:步驟 S102:步驟 S104:步驟 S106:步驟 S108:步驟 S110:步驟 S112:步驟 S114:步驟 S116:步驟f:更新頻率f th:頻率閾值 200:遊戲畫面 202:標記 S300:步驟 S302:步驟 S304:步驟 S306:步驟 S308:步驟 S310:步驟 S312:步驟 S314:步驟 A、B:點S100: step S102: step S104: step S106: step S108: step S110: step S112: step S114: step S116: step f : update frequency f th : frequency threshold 200: game screen 202: mark S300: step S302: step S304 : Step S306: Step S308: Step S310: Step S312: Step S314: Step A, B: Point
第1圖為本發明實施例之遊戲對話視窗的即時翻譯方法的一應用流程圖; 第2圖為本發明實施例之遊戲對話視窗的一示意圖; 第3圖為本發明實施例之遊戲對話視窗的即時翻譯方法的一訓練流程圖; 第4圖為本發明實施例之對話視窗更新頻率對時間關係圖; 第5圖為本發明實施例之標準化後的對話視窗更新頻率對時間關係圖。Figure 1 is an application flow chart of the instant translation method for the game dialogue window according to the embodiment of the present invention; Figure 2 is a schematic diagram of the game dialogue window according to the embodiment of the present invention; Figure 3 is the game dialogue window according to the embodiment of the present invention A training flow chart of the real-time translation method of the present invention; Figure 4 is a diagram of the dialog window update frequency versus time in an embodiment of the present invention; Figure 5 is a standardized dialog window update frequency vs. time diagram of the embodiment of the present invention.
S100:步驟 S100: steps
S102:步驟 S102: Step
S104:步驟 S104: Step
S106:步驟 S106: Step
S108:步驟 S108: Step
S110:步驟 S110: Step
S112:步驟 S112: Step
S114:步驟 S114: Step
S116:步驟 S116: Step
f:更新頻率 f : update frequency
f th:頻率閾值 f th : frequency threshold
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