WO2017120907A1 - 进行游戏时的提醒方法和头戴虚拟设备 - Google Patents

进行游戏时的提醒方法和头戴虚拟设备 Download PDF

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Publication number
WO2017120907A1
WO2017120907A1 PCT/CN2016/071078 CN2016071078W WO2017120907A1 WO 2017120907 A1 WO2017120907 A1 WO 2017120907A1 CN 2016071078 W CN2016071078 W CN 2016071078W WO 2017120907 A1 WO2017120907 A1 WO 2017120907A1
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threshold radius
center
person
circle
head
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PCT/CN2016/071078
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French (fr)
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赵政荣
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赵政荣
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Priority to PCT/CN2016/071078 priority Critical patent/WO2017120907A1/zh
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    • GPHYSICS
    • G01MEASURING; TESTING
    • G01SRADIO DIRECTION-FINDING; RADIO NAVIGATION; DETERMINING DISTANCE OR VELOCITY BY USE OF RADIO WAVES; LOCATING OR PRESENCE-DETECTING BY USE OF THE REFLECTION OR RERADIATION OF RADIO WAVES; ANALOGOUS ARRANGEMENTS USING OTHER WAVES
    • G01S15/00Systems using the reflection or reradiation of acoustic waves, e.g. sonar systems
    • G01S15/02Systems using the reflection or reradiation of acoustic waves, e.g. sonar systems using reflection of acoustic waves
    • G01S15/06Systems determining the position data of a target
    • GPHYSICS
    • G01MEASURING; TESTING
    • G01SRADIO DIRECTION-FINDING; RADIO NAVIGATION; DETERMINING DISTANCE OR VELOCITY BY USE OF RADIO WAVES; LOCATING OR PRESENCE-DETECTING BY USE OF THE REFLECTION OR RERADIATION OF RADIO WAVES; ANALOGOUS ARRANGEMENTS USING OTHER WAVES
    • G01S17/00Systems using the reflection or reradiation of electromagnetic waves other than radio waves, e.g. lidar systems
    • G01S17/02Systems using the reflection of electromagnetic waves other than radio waves
    • G01S17/06Systems determining position data of a target
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

Definitions

  • the invention belongs to the field of electronic technology, and in particular relates to a reminding method and a wearing virtual device when playing a game.
  • VR virtual reality technology
  • the simulation environment is a real-time, dynamic, three-dimensional, realistic image generated by a computer.
  • Perception is the ideal VR It should have the perception that everyone has.
  • there are also perceptions such as hearing, touch, force, and motion, and even smell and taste, also known as multi-perception.
  • Natural skills refer to the rotation of the person's head, eyes, gestures, or other human behaviors.
  • the computer processes the data that is appropriate to the actions of the participants, responds to the user's input in real time, and feeds back to the user's facial features. .
  • a sensing device is a three-dimensional interactive device.
  • Sony one of the world's largest electronics manufacturers, also said: Sony PlayStation VR
  • virtual reality technology will have a revolutionary impact on the gaming industry.
  • a series of PlayStation VR games have also been launched. Such as: “Final Fantasy 14", “Death or Health: Beach Volleyball 3 "and many more.
  • the embodiment of the invention provides a reminding method for playing a game, and aims to provide a player to play PS VR. When someone or an object approaches a certain threshold distance during the game, it can humanize the player.
  • a reminder method for playing a game comprising the following steps:
  • An embodiment of the present invention further provides a headset virtual device, including:
  • a recording unit for recording a preset threshold radius of the user preset and an internal threshold radius
  • a detecting unit configured to detect, by the head-mounted virtual device, whether a person or an object approaches the center of the circle within the peripheral threshold radius;
  • a determining unit wherein the input end is respectively connected to the output end of the recording unit and the output end of the detecting unit, and is configured to determine whether a distance between a person or an object within the peripheral threshold radius and the center of the circle is smaller than an internal threshold radius;
  • the input end is connected to the output end of the determining unit, and when the distance between the person or object within the peripheral threshold radius and the center of the circle is less than the internal threshold radius, the prompt is made by the screen of the wearing virtual device.
  • the invention is capable of wearing a virtual device while the player is playing the game. It can humanize the person or object that is close to the outside world, so that it can promptly remind the user who is playing the game.
  • FIG. 1 is a schematic flowchart of a reminding method for playing a game according to an embodiment of the present invention
  • FIG. 2 is a schematic structural diagram of a head-mounted virtual device according to an embodiment of the present invention.
  • step S101 the user preset preset warning threshold radius and the internal threshold radius are recorded.
  • a peripheral warning radius of 2 meters is set on the virtual helmet, and an internal radius of 0.5 is set.
  • the preset radius should match the actual location. For example, a room with a radius of 2 meters, the user has set a 2.5 The radius of the perimeter of the meter is such that the radius of the actual location is less than the radius of the perimeter warning.
  • step S102 Detecting whether a person or an object approaches the center of the circle within the peripheral threshold radius with the head mounted virtual device as a center;
  • the ultrasonic detector can be installed on the virtual helmet. For example, the user sets the detection radius to 1.5. After the warning radius of the meter, when the virtual helmet is started to start the game, the ultrasonic detector starts to detect the radius of 1.5 meters in the range of the helmet as the center or the object is close to the player.
  • step S103 If not, the process proceeds to step S103, and remains unchanged; if yes, the process proceeds to step S104. Then, it is determined whether the distance between the person or object within the peripheral threshold radius and the center of the circle is less than an internal threshold radius.
  • an internal radius is determined to determine whether the distance between the current person or object and the player is less than 0.5. It is important to note that someone may prank, walk around in the scope of your detection, or other family members pass your detection range, which can interfere with the detection. Therefore, the distance of the probe designed here is to remind the player that someone or an object is close when the distance is gradually reduced to the inner radius after entering the peripheral warning range. Instead of being alerted by someone or an object passing the detection range.
  • step S105 If not, proceed to step S105 and remain unchanged; if yes, proceed to step S106. Make a prompt by wearing the screen of the virtual device.
  • the invention is capable of wearing a virtual device while the player is playing the game. It can humanize the person or object that is close to the outside world, so that it can promptly remind the user who is playing the game.
  • FIG. 2 is a schematic structural diagram of a headset virtual device according to an embodiment of the present invention, where the headset virtual device includes:
  • the recording unit 21 is configured to record a preset peripheral warning threshold radius and an internal threshold radius of the user;
  • the detecting unit 22 is configured to detect, by the head wear virtual device, whether a person or an object approaches the center of the circle within the peripheral threshold radius;
  • Judging unit 23 The input end is connected to the output end of the recording unit and the output end of the detecting unit, respectively, for determining whether the distance between the person or object within the peripheral threshold radius and the center of the circle is less than an internal threshold radius;
  • Prompt unit 24 The input end is connected to the output end of the determining unit, and the distance between the person or object within the peripheral threshold radius and the center of the circle is less than the internal threshold radius, and the prompt is made by the screen of the wearing virtual device.
  • the recording unit 21 records the preset peripheral warning threshold radius and the internal threshold radius of the user. .
  • the detecting unit 22 centers on the head-mounted virtual device to detect whether a person or an object approaches the center of the circle within the peripheral threshold radius.
  • the judging unit 23 judges whether the distance between the person or the object within the peripheral threshold radius and the center of the circle is smaller than the inner threshold radius.
  • Reminder unit 24 The distance between the person or object within the peripheral threshold radius and the center of the circle is less than the internal threshold radius, prompted by the screen wearing the virtual device. It ensures that the user can remind the user humanized when the user or the object approaches when playing the game.
  • the invention is capable of wearing a virtual device while the player is playing the game. It can humanize the person or object that is close to the outside world, so that it can promptly remind the user who is playing the game.

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  • Physics & Mathematics (AREA)
  • Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Radar, Positioning & Navigation (AREA)
  • Remote Sensing (AREA)
  • Electromagnetism (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Acoustics & Sound (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

一种进行游戏时的提醒方法和头戴虚拟设备,属于电子技术领域。所述方法包括:记录用户预设的外围警示阈值半径以及内部阈值半径(S101);以头戴虚拟设备为圆心,探测所述外围阈值半径内是否有人或物体接近所述圆心(S102);若否,则保持不变(S103);若是,则判断所述外围阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径(S104);若否,则保持不变(S105);若是,则通过头戴虚拟设备的屏幕作出提示(S106)。在玩家打游戏的同时,头戴虚拟设备能够人性化的探测到外界接近的人或物体,这样就能及时的向正在玩游戏的用户做出提醒。

Description

进行游戏时的提醒方法和头戴虚拟设备 技术领域
本发明属于 电子技术领域,尤其是涉及一种进行游戏时的提醒方法和头戴虚拟设备。
背景技术
随着现在游戏运用的加快, 2D 游戏、 3D 游戏广泛的充斥着游戏市场,现在不单单 2D 和 3D 冲击着游戏市场,还有一个新鲜的名词 VR 即虚拟现实技术也在逐步完善走向游戏市场。
虚拟现实技术( VR )是仿真技术的一个重要方向,是仿真技术与计算机图形学人机接口技术、多媒体技术、传感技术、网络技术等多种技术的集合,是一门富有挑战性的交叉技术前沿学科和研究领域。虚拟现实技术 (VR) 主要包括模拟环境、感知、自然技能和传感设各等方面。模拟环境是由计算机生成的实时动态的三维立体逼真图像。感知是指理想的 VR 应该具有一切人所具有的感知。除计算机图形技术所生成的视觉感知外,还有听觉、触觉、力觉、运动等感知,甚至还包括嗅觉和味觉等,也称为多感知。自然技能是指人的头部转动,眼睛、手势、或其他人体行为动作,由计算机来处理与参与者的动作相适应的数据,并对用户的输入作出实时响应,并分别反馈到用户的五官。传感设备是指三维交互设备。
作为全球最大的电子制造商之一的索尼公司也表示:索尼 PlayStation VR 这样的虚拟现实技术将会对游戏行业产生革命性的影响。也推出了一系列的 PlayStation VR 游戏。如:《最终幻想 14 》、《死或生:沙滩排球 3 》等等。
以 PS VR 为代表的现有技术中,已经实现了让玩家的视觉在一个封闭的空间中,完全沉溺与游戏的体验。可是其带来的问题是,除非身体接触或很大的声响,玩家在游戏时不能检测到身旁人或其他物体的靠近。
在本人申请的专利《 进行头戴虚拟游戏时周边动态的提醒方法和头戴虚拟设备 》中,本人解决了这个问题,但是随之而来新的问题是,用户每次游戏时,如果有人或物体经过警示范围时,都会提醒用户,这样就存在两个缺点:
1 、经过警示范围的人或物体是路过时,就会提醒在玩游戏的玩家; 2 、是有人或物体进入警示范围是为了拿某样东西时,也会提醒在玩游戏的玩家。
为此,本人在上一个申请的专利的基础上,进一步作出改进。
技术问题
本发明实施例提供了 一种进行游戏时的提醒方法,目的在于提供玩家在玩 PS VR 游戏时有人或物体接近到一定阈值距离时,能人性化的提醒玩家 。
技术解决方案
本发明是这样实现的: 一种进行游戏时的提醒方法 ,包括以下步骤:
记录用户预设的外围警示阈值半径以及内部阈值半径;
以头戴虚拟设备为圆心,探测所述外围阈值半径内是否有人或物体接近所述圆心;
若否,则保持不变;
若是,则判断所述外围阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径;
若否,则保持不变;
若是,则通过头戴虚拟设备的屏幕作出提示。
本发明实施例还提供了一种 头戴虚拟设备 ,包括:
记录单元,用于记录用户预设的外围警示阈值半径以及内部阈值半径;
探测单元,用于以头戴虚拟设备为圆心,探测所述外围阈值半径内是否有人或物体接近所述圆心;
判断单元,其输入端分别与所述记录单元的输出端以及所述探测单元的输出端连接,用于判断所述外围阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径 ;
提示单元, 其输入端与所述判断单元的输出端连接,用于外围阈值半径内的人或物体与所述圆心的距离小于内部阈值半径时,通过头戴虚拟设备的屏幕作出提示。
有益效果
该发明能够在玩家打游戏的同时, 头戴虚拟设备 能够人性化的探测到外界接近的人或物体,这样就能及时的向正在玩游戏的用户做出提醒。
附图说明
图 1 是本发明实施例提供的 一种进行游戏时的提醒方法 的流程示意图;
图 2 是本发明实施例提供的一种 头戴虚拟设备 的结构示意图。
本发明的实施方式
为了使本发明的目的、技术方案及优点更加清楚明白,以下结合附图及实施例,对本发明进行进一步详细说明。应当理解,此处所描述的具体实施例仅仅用以解释本发明,并不用于限定本发明。
图 1 是发明实施例提供的 一种进行游戏时的提醒方法 的流程示意图,为了便于说明,只示出了与本发明实施例相关的部分。
在步骤 S101 中,记录用户预设的外围警示阈值半径以及内部阈值半径 。
在本实施例中 ,如 :在虚拟头盔上设置外围警示半径为 2 米,同时设置一个内部半径 0.5 米,在用户预设时需要注意,预设的半径要和实际地点相匹配。如:半径 2 米的房间,用户设置了个 2.5 米的外围警示半径,这样实际地点的半径就小于外围警示半径。
在步骤 S102 中, 以头戴虚拟设备为圆心,探测所述外围阈值半径内是否有人或物体接近所述圆心;
可以在虚拟头盔上安装上超声波探测仪来实现。如:用户在设置好探测半径为 1.5 米的警示半径后,带上虚拟头盔开始游戏时,超声波探测仪以头盔为圆心开始探测半径 1.5 米的范围是否有人或物体接近玩家。
若否,进入步骤 S103 ,则 保持不变 ;若是,进入步骤 S104 , 则判断所述外围阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径。
当人或物体靠近到外围警示范围 2 米时,进行判断当前人或物体与玩家的距离是否小于 0.5 的内部半径。 该处需要注意的是:有人可能会恶作剧,在你探测的范围走来走去,或是其他家庭成员路过你的探测范围,这样就会对探测形成干扰。所以这里设计的探测的距离是由进入外围警示范围后距离逐渐变小到内部半径时,才提醒玩家有人或物体接近。而不是一有人或物体经过探测范围就提醒。
若否,则进入步骤 S105 , 保持不变 ;若是,则进入步骤 S106 , 通过头戴虚拟设备的屏幕作出提示。
该发明能够在玩家打游戏的同时, 头戴虚拟设备 能够人性化的探测到外界接近的人或物体,这样就能及时的向正在玩游戏的用户做出提醒。
图 2 是本发明实施例提供的 一种 头戴虚拟设备 的结构示意图,该 头戴虚拟设备 包括 :
记录单元 21 ,用于记录用户预设的外围警示阈值半径以及内部阈值半径;
探测单元 22 ,用于以头戴虚拟设备为圆心,探测所述外围阈值半径内是否有人或物体接近所述圆心;
判断单元 23 ,其输入端分别与所述记录单元的输出端以及所述探测单元的输出端连接,用于判断所述外围阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径 ;
提示单元 24 , 其输入端与所述判断单元的输出端连接,用于外围阈值半径内的人或物体与所述圆心的距离小于内部阈值半径,通过头戴虚拟设备的屏幕作出提示。
其工作原理是: 记录单元 21 记录用户预设的外围警示阈值半径以及内部阈值半径 。在用户佩戴上虚拟设备正常游戏时,探测单元 22 以头戴虚拟设备为圆心,探测所述外围阈值半径内是否有人或物体接近所述圆心 。当有人进入到外围阈值半径时, 判断单元 23 判断所述外围阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径。 提醒单元 24 外围阈值半径内的人或物体与所述圆心的距离小于内部阈值半径,通过头戴虚拟设备的屏幕作出提示。 保证了用户在玩游戏时有人或物体接近时,可以人性化的提醒用户。
该发明能够在玩家打游戏的同时, 头戴虚拟设备 能够人性化的探测到外界接近的人或物体,这样就能及时的向正在玩游戏的用户做出提醒。
以上仅为本发明的较佳实施例而已,并不用以限制本发明,凡在本发明的精神和原则之内所作的任何修改、等同替换和改进等,均应包含在本发明的保护范围之内。

Claims (2)

  1. 一种进行游戏时的提醒方法 , 其特征在于,所述 方法 包括如下步骤:
    记录用户预设的外围警示阈值半径以及内部阈值半径;
    以头戴虚拟设备为圆心,探测所述外围阈值半径内是否有人或物体接近所述圆心;
    若否,则保持不变;
    若是,则判断所述外围阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径;
    若否,则保持不变;
    若是,则通过头戴虚拟设备的屏幕作出提示。
  2. 一种 头戴虚拟设备 ,其特征在于,所述 头戴虚拟设备 包括:
    记录单元,用于记录用户预设的外围警示阈值半径以及内部阈值半径;
    探测单元,用于以头戴虚拟设备为圆心,探测所述外围阈值半径内是否有人或物体接近所述圆心;
    判断单元,其输入端分别与所述记录单元的输出端以及所述探测单元的输出端连接,用于判断所述外围阈值半径内的人或物体与所述圆心的距离是否小于内部阈值半径 ;
    提示单元, 其输入端与所述判断单元的输出端连接,用于外围阈值半径内的人或物体与所述圆心的距离小于内部阈值半径时,通过头戴虚拟设备的屏幕作出提示。
PCT/CN2016/071078 2016-01-15 2016-01-15 进行游戏时的提醒方法和头戴虚拟设备 WO2017120907A1 (zh)

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