WO2018214492A1 - Method and apparatus for processing user experience data, electronic device, and computer storage medium - Google Patents

Method and apparatus for processing user experience data, electronic device, and computer storage medium Download PDF

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Publication number
WO2018214492A1
WO2018214492A1 PCT/CN2017/117555 CN2017117555W WO2018214492A1 WO 2018214492 A1 WO2018214492 A1 WO 2018214492A1 CN 2017117555 W CN2017117555 W CN 2017117555W WO 2018214492 A1 WO2018214492 A1 WO 2018214492A1
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Prior art keywords
acceleration data
game
output
value
data
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PCT/CN2017/117555
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French (fr)
Chinese (zh)
Inventor
崔振科
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歌尔科技有限公司
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Publication of WO2018214492A1 publication Critical patent/WO2018214492A1/en

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F17/00Digital computing or data processing equipment or methods, specially adapted for specific functions
    • G06F17/10Complex mathematical operations
    • G06F17/18Complex mathematical operations for evaluating statistical data, e.g. average values, frequency distributions, probability functions, regression analysis
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2203/00Indexing scheme relating to G06F3/00 - G06F3/048
    • G06F2203/01Indexing scheme relating to G06F3/01
    • G06F2203/012Walk-in-place systems for allowing a user to walk in a virtual environment while constraining him to a given position in the physical environment

Definitions

  • the present application relates to the field of virtual reality technologies, and in particular, to a method, an apparatus, an electronic device, and a computer storage medium for processing user experience data.
  • the virtual reality device presents the experience game scene to the user to satisfy the user's panoramic display experience, such as outputting the somatosensory data of the game to the control device of the dynamic seat, and the control device of the dynamic seat controls the motion seat according to the somatosensory data of the game. , to give users a real rotation acceleration experience.
  • the present invention provides a method, an apparatus, an electronic device, and a computer storage medium for processing user experience data, which can improve the immersive experience of the user and reduce the technical complexity and implementation cost of obtaining the immersive experience.
  • the present invention provides a method for processing user experience data, including:
  • the acceleration data output by the game is converted into the acceleration data output by the dynamic seat according to the signal scaling conversion parameter.
  • the method before acquiring the feature value of the acceleration data output by the game, the method further includes:
  • the acceleration data including 3-axis angular acceleration and/or 3-axis linear acceleration
  • calculating a distribution range of the acceleration data after the abnormal value is removed determining a feature value of the acceleration data output by the game, and the feature value of the acceleration data output by the game includes a first feature value, a second feature value, a third feature value, a fourth eigenvalue and a fifth eigenvalue;
  • the first feature value is a minimum value of the statistical game output acceleration data
  • the second feature value is a minimum value of the preset percentage acceleration data in the statistical game output
  • the third feature value is a statistical game output.
  • the fourth characteristic value is the maximum value of the preset percentage acceleration data in the statistical game output
  • the fifth characteristic value is the maximum value of the statistical game output acceleration data.
  • removing the abnormal value in the acceleration data includes:
  • acceleration data that meets a preset abnormal data range is removed.
  • the adjacent three data are averaged. If the intermediate position data of the adjacent three data exceeds the preset mean range, the intermediate position data is removed, the data average is recalculated, and the data is re-calculated. The calculated average value of the data replaces the intermediate position data.
  • the method includes:
  • Statistical processing is performed on the acceleration data after the abnormal value is removed, and the minimum value X min and the maximum value X max in the acceleration data are recorded, and the average value in the 80% acceleration data of the game output is counted.
  • the minimum of the 80% acceleration data of the statistical game output The maximum value of the 80% acceleration data of the statistical game output
  • acquiring the feature values of the acceleration data output by the game includes:
  • the feature value of the acceleration data corresponding to the game is acquired according to the correspondence between the saved game and the feature values of the acceleration data according to the game identifier of the user experience.
  • determining a signal scaling conversion parameter according to the feature value of the acceleration data output by the game and the feature value of the acceleration data of the preset dynamic seat including:
  • the characteristic value of the acceleration data of the preset dynamic seat includes the maximum value of the acceleration data of the dynamic seat analog output, and is pre-configured according to the motor speed of the dynamic seat and the electric cylinder stroke amount.
  • converting the acceleration data output by the game into the acceleration data output by the dynamic seat according to the signal scaling conversion parameter including:
  • the signal conversion ratio formula includes:
  • a is the first parameter
  • e is the second parameter
  • b is the third parameter
  • c is the fourth parameter
  • d is the fifth parameter
  • Xmin is the first eigenvalue.
  • Second characteristic value For the third eigenvalue
  • X max is the fifth characteristic value
  • Y max is the maximum value of the acceleration data of the dynamic seat simulation output
  • x is the acceleration data output by the game
  • y is the acceleration data output by the dynamic seat.
  • the method further includes:
  • the present invention also provides a device for processing user experience data, including:
  • An obtaining module configured to acquire a feature value of the acceleration data output by the game
  • a determining module configured to determine a signal scaling conversion parameter according to a feature value of the acceleration data output by the game and a feature value of the acceleration data of the preset dynamic seat;
  • a conversion module configured to convert the acceleration data output by the game into the acceleration data output by the dynamic seat according to the signal scaling conversion parameter.
  • the device further includes:
  • An acquisition module configured to calculate acceleration data output by the game, the acceleration data including 3-axis angular acceleration and/or 3-axis linear acceleration;
  • An exception processing module configured to remove an abnormal value in the acceleration data
  • a statistical module configured to calculate a distribution range of the acceleration data after the abnormal value is removed, and determine a feature value of the acceleration data output by the game, where the feature value of the acceleration data output by the game includes a first feature value, a second feature value, a third eigenvalue, a fourth eigenvalue, and a fifth eigenvalue;
  • a saving module configured to save a correspondence between the game and the feature value of the acceleration data
  • the first feature value is a minimum value of the statistical game output acceleration data
  • the second feature value is a minimum value of the preset percentage acceleration data in the statistical game output
  • the third feature value is a statistical game output.
  • the fourth characteristic value is the maximum value of the preset percentage acceleration data in the statistical game output
  • the fifth characteristic value is the maximum value of the statistical game output acceleration data.
  • the exception processing module is specifically configured to:
  • acceleration data that meets a preset abnormal data range is removed.
  • the adjacent three data are averaged. If the intermediate position data of the adjacent three data exceeds the preset mean range, the intermediate position data is removed, the data average is recalculated, and the data is re-calculated. The calculated average value of the data replaces the intermediate position data.
  • the determining module is specifically configured to:
  • the characteristic value of the acceleration data of the preset dynamic seat includes the maximum value of the acceleration data of the dynamic seat analog output, and is pre-configured according to the motor speed of the dynamic seat and the electric cylinder stroke amount.
  • the conversion module is specifically configured to:
  • the signal conversion ratio formula includes:
  • a is the first parameter
  • e is the second parameter
  • b is the third parameter
  • c is the fourth parameter
  • d is the fifth parameter
  • Xmin is the first eigenvalue.
  • Second characteristic value For the third eigenvalue
  • X max is the fifth characteristic value
  • Y max is the maximum value of the acceleration data of the dynamic seat simulation output
  • x is the acceleration data output by the game
  • y is the acceleration data output by the dynamic seat.
  • the application also provides an electronic device, including: a processor and a memory;
  • the memory is configured to store a program supporting a processing method of user experience data, the processor being configured to execute a program stored in the memory;
  • the program includes one or more computer instructions, wherein the one or more computer instructions are for execution by the processor.
  • the present application also provides a computer storage medium: computer software instructions for storing a processing method for supporting user experience data, the computer software instructions including a program involved in a method of processing the user experience data.
  • the embodiment of the present invention may perform pre-processing on different game acceleration data to obtain feature values of acceleration data of each game, and then, according to the feature values of the acceleration data of each game, combined with the structural features according to the dynamic seat.
  • the acceleration data feature value determines the parameters required for subsequent signal scaling conversion. Since the above parameters are combined with the acceleration characteristic values of each game and the structural features of the dynamic seat, the dynamic seat converted by the signal reduction ratio is obtained.
  • the acceleration data is the most realistic experience of the game. Therefore, the technical solution of the embodiment of the present invention can greatly improve the immersive experience of the user. At the same time, the technical solution of the embodiment of the present invention is simple to implement, and only needs to be used for each game.
  • the acceleration number is statistically analyzed to extract the corresponding feature value, and the signal scaling output formula is directly used to perform the data output of the dynamic seat, so that the technical complexity and implementation cost of the immersive experience effect can be obtained.
  • FIG. 1 is a schematic flowchart of a method for processing user experience data according to an embodiment of the present invention
  • FIG. 2 is a schematic flow chart of a specific implementation method of step 101 in the embodiment shown in FIG. 1;
  • FIG. 3 is a schematic structural diagram of a device for processing user experience data according to an embodiment of the present invention.
  • FIG. 4 shows a schematic diagram of the internal configuration of the virtual reality helmet device 100 in some embodiments.
  • the inventors found in the process of implementing the invention that the body sense data of the game output for various dynamic seats, such as angular acceleration.
  • the horizontal acceleration is different, and the dynamic seat type equipment is limited by its own design.
  • the acceleration that can be simulated is limited. If the game's somatosensory data is simply output to the dynamic seat type control device (also known as the motor) ), there will be the following problems: 1.
  • the acceleration range and mean value of different games are quite different. For different games, the effect difference cannot be achieved; 2.
  • the acceleration range simulated by the motion seat type control device (also called motor) Limited if the game's somatosensory data is directly output to the dynamic seat type control device (also known as the motor), the best experience effect can not be made for the human body's perceived characteristics, such as the human body's sensing characteristics are sensitive to the acceleration trigger signal, and the peak value The signal is not sensitive, which reduces the user's immersive gaming experience.
  • the present invention provides a method for processing user experience data, which optimizes the acceleration data outputted by the game.
  • the pre-processing is then transmitted to the control device (motor) of the dynamic seat type to improve the user's immersive game experience, and pre-process the dangerous acceleration data output from the game to protect the safety of the dynamic seat.
  • FIG. 1 is a schematic flowchart of a method for processing user experience data according to an embodiment of the present invention. As shown in FIG. 1 , the method includes:
  • the dynamic seat can be differentiated and optimized, and optimized for the sensing characteristics of the human body.
  • the user experience of each game is analyzed, and the feature values of the acceleration data of each game are extracted in advance.
  • FIG. 2 is a schematic flowchart of a specific implementation method of step 101 in the embodiment shown in FIG. 1, as shown in FIG. 2, and the specific implementation includes:
  • the acceleration data includes, but is not limited to, at least one of a 3-axis angular acceleration and a 3-axis linear acceleration.
  • acceleration data that meets a preset abnormal data range is removed, where the setting of the abnormal data range may be specifically set according to a safety factor of each game;
  • an average of each adjacent three data may be averaged. If the intermediate position data of the adjacent three data exceeds a preset mean value range, the intermediate position data is removed, and the calculation is performed. The average value of the data is substituted for the intermediate position data; for example, A, B, and C are adjacent data, and the data is obtained for the adjacent three positions A, B, and C. The average value is D. If the difference between the intermediate position data B and D is greater than the preset mean range (also known as the difference threshold), indicating that B is abnormal data, the abnormal data of B is discarded, and then A and C are recalculated. The average value E of the data is substituted for the recalculated average value E to replace the original intermediate position data B.
  • the preset mean range also known as the difference threshold
  • the above-mentioned abnormal data (hazardous acceleration data) appearing in the acceleration data outputted by the game is eliminated, and the dynamic seat can be protected to a certain degree. Because, generally, the rate of change of acceleration should not be very large. If the abnormal data is not removed, it may cause damage to the dynamic seat.
  • the preset mean range also known as the difference threshold
  • the distribution range of the acceleration data after the abnormal value is removed is determined, and the feature value of the acceleration data output by the game is determined;
  • the feature value of the acceleration data output by the game includes a first feature value, a second feature value, a third feature value, a fourth feature value, and a fifth feature value, wherein the first feature value is a statistical game.
  • the minimum value of the output acceleration data; the second characteristic value is the minimum value of the preset percentage acceleration data in the statistical game output; the third characteristic value is the average value of the preset percentage acceleration data in the statistical game output;
  • the feature value is the maximum value in the preset percentage acceleration data in the game output of the statistics; the fifth feature value is the maximum value in the acceleration data of the statistical game output.
  • the acceleration data feature value database may be established in advance, and the mapping relationship between the identification of each game and the corresponding feature value of the acceleration data is stored in the database.
  • the above-mentioned acceleration data of each game is processed in advance, and the feature values of the acceleration data of each game are extracted and saved, so that when the user starts to experience the game, the game logo can be saved according to the user experience.
  • the correspondence between the feature values of the game and its acceleration data acquires the feature value of the acceleration data corresponding to the game, and is directly used for subsequent signal scaling conversion, which greatly improves the real-time performance and reduces the lag of the user experience.
  • the first parameter and the second parameter may be determined according to the determined first feature value and the second feature value and the feature value of the preset acceleration data of the dynamic seat; and the second feature value determined according to the foregoing Determining, by the three feature values, the fourth feature value, and the feature value of the acceleration data of the preset dynamic seat, determining the third parameter, the fourth parameter, and the fifth parameter;
  • the characteristic value of the acceleration data of the preset dynamic seat includes the maximum value of the acceleration data of the dynamic seat analog output, which is pre-configured according to the motor speed of the dynamic seat and the electric cylinder stroke amount; for example, the dynamic seat
  • the maximum position amount (stroke amount) of the dynamic seat can also confirm that the power speed characteristic (motor running speed) of the motor that controls the movement of the dynamic seat can also be determined, based on the sense
  • the maximum position amount (stroke amount) of the seat and the power speed characteristic of the motor (motor running speed) can be used to configure the characteristic value of the acceleration data of the dynamic seat.
  • the acceleration data output by the game may be converted into the acceleration data output by the dynamic seat according to the signal reduction ratio conversion formula
  • the signal conversion ratio formula includes:
  • a is the first parameter
  • e is the second parameter
  • b is the third parameter
  • c is the fourth parameter
  • d is the fifth parameter
  • Xmin is the first eigenvalue.
  • Second characteristic value For the third eigenvalue
  • X max is the fifth characteristic value
  • Y max is the maximum value of the acceleration data of the dynamic seat simulation output
  • x is the acceleration data output by the game
  • y is the acceleration data output by the dynamic seat.
  • the parameters b, c, and d can be obtained; that is, in the above-mentioned signal scaling conversion formula, the acceleration data x of the game output is set equal to The acceleration data y output by the dynamic seat is Let the acceleration data x output by the game equal The acceleration data y output from the dynamic seat is equal to Let the acceleration data x output by the game equal When the acceleration data y output from the dynamic seat is equal to Y max , the number of parameters b, c, and d can be calculated.
  • the embodiment of the invention provides an optimization method for a dynamic seat game experience, which can be pre-processed for different game acceleration data to obtain feature values of acceleration data of each game, and then according to acceleration data of each game.
  • the characteristic value combined with the acceleration data feature value preset according to the structural characteristics of the dynamic seat, determines the parameters required for subsequent signal scaling conversion, since the above parameters are combined with the acceleration characteristic values of each game and the dynamic seat.
  • the structural feature of the dynamic seat of the dynamic seat is the most realistic experience of the game.
  • the technical solution of the embodiment of the present invention can greatly improve the immersive experience of the user, and at the same time, the present invention
  • the technical solution of the embodiment is simple to implement, and only needs to perform statistical analysis on the acceleration number of each game to extract corresponding feature values, and directly use the signal reduction ratio conversion formula to perform data output of the dynamic seat, thereby obtaining an immersive experience effect.
  • Technical complexity and implementation costs are very important.
  • the technical solution of the embodiment of the present invention can specifically perform data processing on a computer device.
  • the game is run on the computer device, the VR helmet is connected to the computer device, and the game screen can be displayed.
  • the motion controller is provided with a motion controller and a motion controller. Connected to a computer device, the motion controller converts the data processed by the computer device into a somatosensory motion to complete the user experience.
  • the user clicks on the game to start the run, and the 3-axis angular acceleration and the 3-axis linear acceleration of the game output are acquired through the UDP port of the game output.
  • the abnormal value in the acceleration data is removed, and each adjacent three data is averaged to determine whether the intermediate position data is normal. If the intermediate position data exceeds a certain range of the mean value (difference threshold), the intermediate position data is discarded. The average value of the data is recalculated, and the abnormal data is replaced by the average value; the removal of the abnormal data (smoothing processing) can protect the motor that controls the movement of the dynamic seat from a sudden change in acceleration.
  • the maximum value, the minimum value, and the intermediate mean value of the game acceleration data obtained before the pre-processing, and the intermediate mean value range are read, and the signal scaling conversion is performed.
  • the segmentation processing and the nonlinear processing may be used to perform signal scaling conversion.
  • the game is input.
  • the acceleration data is processed in 3 stages, and the minimum value to the lower limit of the mean (the minimum value of the middle mean range) is processed according to the linear method, and the lower limit of the mean (the minimum value of the middle mean range) to the upper limit of the mean (the maximum value of the middle mean range) is adopted.
  • the second-order polynomial performs signal conversion, and smoothes the upper limit of the mean (the maximum value of the middle mean range) to the maximum value of the acceleration data. Since the data in this part is small, the user's real experience is not affected.
  • the maximum simulated acceleration Y max of the dynamic seat can be pre-configured according to the structural characteristics of the dynamic seat.
  • the game acceleration data x input in real time is converted into the adaptive motion seat in each operation.
  • the acceleration data y of the chair is output, and the motion controller of the kinematic seat controls the movement of the kinematic seat according to the output acceleration data y, thereby converting the output acceleration data y into a somatosensory motion to complete the user's real experience.
  • FIG. 3 is a schematic structural diagram of a device for processing user experience data according to an embodiment of the present invention. As shown in FIG. 3, the method includes:
  • the obtaining module 31 is configured to acquire a feature value of the acceleration data output by the game
  • a determining module 32 configured to determine a signal scaling conversion parameter according to a feature value of the acceleration data output by the game and a feature value of the acceleration data of the preset dynamic seat;
  • the conversion module 33 is configured to convert the acceleration data output by the game into the acceleration data output by the dynamic seat according to the signal scaling conversion parameter.
  • the apparatus further includes:
  • the acquisition module 34 is configured to calculate acceleration data of the game, where the acceleration data includes 3-axis angular acceleration and/or 3-axis linear acceleration;
  • An exception processing module 35 configured to remove an abnormal value in the acceleration data
  • the statistic module 36 is configured to calculate a distribution range of the acceleration data after the abnormal value is removed, determine a feature value of the acceleration data output by the game, and the feature value of the acceleration data output by the game includes the first feature value and the second feature value. a third eigenvalue, a fourth eigenvalue, and a fifth eigenvalue; wherein the first eigenvalue is a minimum value of the statistical game output acceleration data; the second eigenvalue is a preset percentage of the statistical game output The minimum value in the acceleration data; the third characteristic value is an average value of the preset percentage acceleration data in the statistical game output; the fourth characteristic value is the maximum value in the preset percentage acceleration data in the statistical game output; the fifth characteristic value The maximum value in the acceleration data output for the statistical game;
  • the saving module 37 is configured to save a correspondence between the game and the feature value of the acceleration data, so that the obtaining module 31 acquires the feature value of the acceleration data of the game according to the correspondence stored in the saving module.
  • the exception handling module 35 is specifically configured to:
  • the acceleration data that meets the preset abnormal data range is removed; and/or in the acceleration data, the adjacent three data are averaged, if the intermediate position data of the adjacent three data exceeds The preset mean range is removed, the intermediate position data is removed, the data average is recalculated, and the recalculated average value is substituted for the intermediate position data.
  • the determining module 32 is specifically configured to:
  • the characteristic value of the acceleration data of the preset dynamic seat includes the maximum value of the acceleration data of the dynamic seat analog output, which is pre-configured according to the motor speed of the dynamic seat and the electric cylinder stroke amount.
  • the conversion module 33 is specifically configured to:
  • the signal conversion ratio formula includes:
  • a is the first parameter
  • e is the second parameter
  • b is the third parameter
  • c is the fourth parameter
  • d is the fifth parameter
  • Xmin is the first eigenvalue.
  • Second characteristic value For the third eigenvalue
  • X max is the fifth characteristic value
  • Y max is the maximum value of the acceleration data of the dynamic seat simulation output
  • x is the acceleration data output by the game
  • y is the acceleration data output by the dynamic seat.
  • the apparatus shown in the embodiment of the present invention can perform the methods shown in FIG. 1 and FIG. 2, and the implementation principles and technical effects thereof are not described again.
  • the processing device of the user experience data includes a processor and a memory, where the memory is used to store a processing method for the user experience data in the embodiment shown in FIG. And a processor configured to execute a program stored in the memory.
  • the program includes one or more computer instructions, wherein the one or more computer instructions are for execution by the processor.
  • the embodiment of the present invention further provides a computer storage medium, which is used to store computer software instructions used by a processing device for storing user experience data, where the computer software instruction includes a processing method for executing the user experience data as user experience data.
  • the program involved in the processing device is used to store computer software instructions used by a processing device for storing user experience data, where the computer software instruction includes a processing method for executing the user experience data as user experience data.
  • the electronic device may be a virtual reality helmet device including a processor and a memory; wherein the memory stores a program for processing the user experience data, the processing The device is configured to execute the program stored in the memory, and can perform pre-processing for different game acceleration data to obtain feature values of acceleration data of each game, and further according to the feature value of the acceleration data of each game.
  • the acceleration data characteristic values preset according to the structural features of the dynamic seat determining the parameters required for subsequent signal scaling conversion, since the above parameters are combined with the acceleration characteristic values of each game and the structural features of the dynamic seat Therefore, the acceleration data of the dynamic seat obtained by the signal reduction ratio conversion is the most realistic experience of the game, and therefore, the immersive experience of the user can be greatly improved.
  • FIG. 4 shows a schematic diagram of the internal configuration of the virtual reality helmet device 100 in some embodiments.
  • the display unit 101 may include a display panel disposed on a side surface of the head mounted display device 100 facing the user's face, and may be a one-piece panel or left and right panels respectively corresponding to the left and right eyes of the user.
  • the display panel may be an electroluminescence (EL) element, a liquid crystal display or a microdisplay having a similar structure, or a laser-scanned display in which the retina may be directly displayed or similar.
  • EL electroluminescence
  • the virtual image optical unit 102 photographs the image displayed by the display unit 101 in an enlarged manner, and allows the user to observe the displayed image in the enlarged virtual image.
  • the display image outputted to the display unit 101 it may be an image of a virtual scene supplied from a content reproduction device (a Blu-ray disc or a DVD player) or a streaming server, or an image of a real scene photographed using the external camera 110.
  • virtual image optical unit 102 can include a lens unit, such as a spherical lens, an aspheric lens, a Fresnel lens, and the like.
  • the input operation unit 103 includes at least one operation member for performing an input operation, such as a button, a button, a switch, or other similarly functioned component, receives a user instruction through the operation member, and outputs an instruction to the control unit 107.
  • an input operation such as a button, a button, a switch, or other similarly functioned component
  • the status information acquisition unit 104 is configured to acquire status information of the user wearing the head mounted display device 100.
  • the status information acquisition unit 104 may include various types of sensors for detecting status information by itself, and may acquire status information from an external device such as a smartphone, a wristwatch, and other multi-function terminals worn by the user through the communication unit 105.
  • the status information acquisition unit 104 can acquire location information and/or posture information of the user's head.
  • the status information acquisition unit 104 may include one or more of a gyro sensor, an acceleration sensor, a global positioning system (GPS) sensor, a geomagnetic sensor, a Doppler effect sensor, an infrared sensor, and a radio frequency field intensity sensor.
  • GPS global positioning system
  • the state information acquisition unit 104 acquires state information of the user wearing the head-mounted display device 100, for example, acquires, for example, an operation state of the user (whether the user wears the head-mounted display device 100), an action state of the user (such as standing, walking, running) And the state of movement such as the state of the hand or fingertip, the open or closed state of the eye, the direction of the line of sight, the size of the pupil, the mental state (whether the user is immersed in observing the displayed image, and the like), or even the physiological state.
  • an operation state of the user whether the user wears the head-mounted display device 100
  • an action state of the user such as standing, walking, running
  • the state of movement such as the state of the hand or fingertip, the open or closed state of the eye, the direction of the line of sight, the size of the pupil, the mental state (whether the user is immersed in observing the displayed image, and the like), or even the physiological state.
  • the communication unit 105 performs communication processing, modulation and demodulation processing with an external device, and encoding and decoding processing of the communication signal.
  • the control unit 107 can transmit transmission data from the communication unit 105 to an external device.
  • the communication method may be wired or wireless, such as mobile high-definition link (MHL) or universal serial bus (USB), high-definition multimedia interface (HDMI), wireless fidelity (Wi-Fi), Bluetooth communication, or low-power Bluetooth communication. And the mesh network of the IEEE802.11s standard.
  • communication unit 105 can be a cellular wireless transceiver that operates in accordance with Wideband Code Division Multiple Access (W-CDMA), Long Term Evolution (LTE), and the like.
  • W-CDMA Wideband Code Division Multiple Access
  • LTE Long Term Evolution
  • the head mounted display device 100 can also include a storage unit, which is a mass storage device configured to have a solid state drive (SSD) or the like.
  • storage unit 106 can store applications or various types of data. For example, content viewed by the user using the head mounted display device 100 may be stored in the storage unit 106.
  • the head mounted display device 100 may further include a control unit, and the control unit 107 may include a computer processing unit (CPU) or other device having similar functions.
  • control unit 107 may be used to execute an application stored by storage unit 106, or control unit 107 may also be used to perform the methods, functions, and operations disclosed in some embodiments of the present application.
  • the image processing unit 108 is for performing signal processing such as image quality correction related to the image signal output from the control unit 107, and converting its resolution into a resolution according to the screen of the display unit 101. Then, the display driving unit 109 sequentially selects each line of pixels of the display unit 101, and sequentially scans each line of pixels of the display unit 101 line by line, thereby providing a pixel signal based on the signal-processed image signal.
  • the head mounted display device 100 can also include an external camera.
  • the external camera 110 may be disposed on a front surface of the body of the head mounted display device 100, and the external camera 110 may be one or more.
  • the external camera 110 can acquire three-dimensional information and can also be used as a distance sensor. Additionally, a position sensitive detector (PSD) or other type of distance sensor that detects reflected signals from the object can be used with the external camera 110.
  • PSD position sensitive detector
  • the external camera 110 and the distance sensor can be used to detect the body position, posture, and shape of the user wearing the head mounted display device 100. In addition, under certain conditions, the user can directly view or preview the real scene through the external camera 110.
  • the head mounted display device 100 may further include a sound processing unit 111 that can perform sound quality correction or sound amplification of the sound signal output from the control unit 107, signal processing of the input sound signal, and the like. Then, the sound input/output unit 112 outputs the sound to the outside and the sound from the microphone after the sound processing.
  • a sound processing unit 111 that can perform sound quality correction or sound amplification of the sound signal output from the control unit 107, signal processing of the input sound signal, and the like. Then, the sound input/output unit 112 outputs the sound to the outside and the sound from the microphone after the sound processing.
  • the structure or component shown by the dotted line in FIG. 4 may be independent of the head mounted display device 100, for example, may be disposed in an external processing system (for example, a computer system) for use with the head mounted display device 100; or The structure or component shown by the dashed box may be disposed inside or on the surface of the head mounted display device 100.
  • embodiments of the present invention can be provided as a method, system, or computer program product. Accordingly, the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment, or a combination of software and hardware. Moreover, the invention can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) including computer usable program code.
  • computer-usable storage media including but not limited to disk storage, CD-ROM, optical storage, etc.
  • the computer program instructions can also be stored in a computer readable memory that can direct a computer or other programmable data processing device to operate in a particular manner, such that the instructions stored in the computer readable memory produce an article of manufacture comprising the instruction device.
  • the apparatus implements the functions specified in one or more blocks of a flow or a flow and/or block diagram of the flowchart.
  • These computer program instructions can also be loaded onto a computer or other programmable data processing device such that a series of operational steps are performed on a computer or other programmable device to produce computer-implemented processing for execution on a computer or other programmable device.
  • the instructions provide steps for implementing the functions specified in one or more of the flow or in a block or blocks of a flow diagram.
  • a computing device includes one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
  • processors CPUs
  • input/output interfaces network interfaces
  • memory volatile and non-volatile memory
  • the memory may include non-persistent memory, random access memory (RAM), and/or non-volatile memory in a computer readable medium, such as read only memory (ROM) or flash memory.
  • RAM random access memory
  • ROM read only memory
  • Memory is an example of a computer readable medium.
  • Computer readable media includes both permanent and non-persistent, removable and non-removable media.
  • Information storage can be implemented by any method or technology.
  • the information can be computer readable instructions, data structures, modules of programs, or other data.
  • Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read only memory. (ROM), electrically erasable programmable read only memory (EEPROM), flash memory or other memory technology, compact disk read only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, Magnetic tape cartridges, magnetic tape storage or other magnetic storage devices or any other non-transportable media can be used to store information that can be accessed by a computing device.
  • computer readable media does not include temporary storage of computer readable media, such as modulated data signals and carrier waves.
  • embodiments of the present application can be provided as a method, system, or computer program product.
  • the present application can take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment in combination of software and hardware.
  • the application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) including computer usable program code.

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Abstract

A method and apparatus for processing user experience data, an electronic device, and a computer storage medium. The method comprises: obtaining characteristic values of acceleration data output in a game (101); determining signal scaling conversion parameters according to the characteristic values of the acceleration data output in the game and preset characteristic values of acceleration data of a dynamic seat (102); and converting, according to the signal scaling conversion parameters, the acceleration data output in the game into acceleration data output by the dynamic seat (103). The signal scaling conversion parameters combine acceleration characteristic values of each game and structural characteristics of the dynamic seat, and therefore, the acceleration data of the dynamic seat obtained by means of signal scaling conversion is the most real experience of the game, thereby greatly improving the immersive experience effect of a user.

Description

用户体验数据的处理方法、装置、电子设备和计算机存储介质User experience data processing method, device, electronic device and computer storage medium
交叉引用cross reference
本申请引用于2017年5月24日递交的名称为“用户体验数据的处理方法和装置”的第201710375432.4号中国专利申请,其通过引用被全部并入本申请。The present application is hereby incorporated by reference in its entirety in its entirety in its entirety in the entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire entire all all all all
技术领域Technical field
本申请涉及虚拟现实技术领域,尤其涉及一种用户体验数据的处理方法、装置、电子设备和计算机存储介质。The present application relates to the field of virtual reality technologies, and in particular, to a method, an apparatus, an electronic device, and a computer storage medium for processing user experience data.
背景技术Background technique
虚拟现实设备将体验游戏场景呈现给用户,满足用户的全景显示体验,如将游戏的体感数据输出到动感座椅的控制设备,动感座椅的控制设备根据游戏的体感数据控制动感座椅进行运动,带给用户真实的旋转加速体验。The virtual reality device presents the experience game scene to the user to satisfy the user's panoramic display experience, such as outputting the somatosensory data of the game to the control device of the dynamic seat, and the control device of the dynamic seat controls the motion seat according to the somatosensory data of the game. , to give users a real rotation acceleration experience.
然而现有技术中,不论是游戏还是结合应用的虚拟现实设备的视觉拾取,都是与虚拟现实设备期望达到的效果有很大的差距,并且为了获取沉浸式的体验效果,需要繁杂的技术手段。However, in the prior art, whether the game or the visual pickup of the virtual reality device combined with the application is far from the effect expected by the virtual reality device, and in order to obtain the immersive experience, complicated technical means are needed. .
发明内容Summary of the invention
为了解决上述问题,本发明提供一种用户体验数据的处理方法、装置、电子设备和计算机存储介质,可以提高用户的沉浸式体验效果,同时降低获取沉浸式体验效果的技术复杂度和实现成本。In order to solve the above problems, the present invention provides a method, an apparatus, an electronic device, and a computer storage medium for processing user experience data, which can improve the immersive experience of the user and reduce the technical complexity and implementation cost of obtaining the immersive experience.
本发明提供一种用户体验数据的处理方法,包括:The present invention provides a method for processing user experience data, including:
获取游戏输出的加速度数据的特征值;Obtaining a feature value of the acceleration data output by the game;
根据所述游戏输出的加速度数据的特征值以及预设的动感座椅的加速度数据的特征值,确定信号缩比转换参数;Determining a signal scaling conversion parameter according to a feature value of the acceleration data output by the game and a feature value of the acceleration data of the preset dynamic seat;
根据所述信号缩比转换参数,将游戏输出的加速度数据转换为动感座椅输出的加速度数据。The acceleration data output by the game is converted into the acceleration data output by the dynamic seat according to the signal scaling conversion parameter.
可选地,获取游戏输出的加速度数据的特征值之前还包括:Optionally, before acquiring the feature value of the acceleration data output by the game, the method further includes:
统计游戏输出的加速度数据,所述加速度数据包括3轴角加速度和/或3轴直线加速度;Calculating acceleration data output by the game, the acceleration data including 3-axis angular acceleration and/or 3-axis linear acceleration;
去除所述加速度数据中的异常值;Removing an abnormal value in the acceleration data;
统计异常值去除后的加速度数据的分布范围,确定所述游戏输出的加速度数据的特征值,所述游戏输出的加速度数据的特征值包括第一特征值、第二特征值、第三特征值、第四特征值和第五特征值;And calculating a distribution range of the acceleration data after the abnormal value is removed, determining a feature value of the acceleration data output by the game, and the feature value of the acceleration data output by the game includes a first feature value, a second feature value, a third feature value, a fourth eigenvalue and a fifth eigenvalue;
保存所述游戏与所述加速度数据的特征值之间的对应关系;Saving a correspondence between the game and the feature value of the acceleration data;
其中,所述第一特征值为统计的游戏输出的加速度数据中的最小值;第二特征值为统计的游戏输出中预设百分比加速度数据中的最小值;第三特征值为统计的游戏输出中预设百分比加速度数据的平均值;第四特征值为统计的游戏输出中预设百分比加速度数据中的最大值;第五特征值为统计的游戏输出的加速度数据中的最大值。The first feature value is a minimum value of the statistical game output acceleration data; the second feature value is a minimum value of the preset percentage acceleration data in the statistical game output; and the third feature value is a statistical game output. The average value of the preset percentage acceleration data; the fourth characteristic value is the maximum value of the preset percentage acceleration data in the statistical game output; and the fifth characteristic value is the maximum value of the statistical game output acceleration data.
可选地,去除所述加速度数据中的异常值,包括:Optionally, removing the abnormal value in the acceleration data includes:
在所述加速度数据中,去除符合预设的异常数据范围的加速度数据;和/或In the acceleration data, acceleration data that meets a preset abnormal data range is removed; and/or
在所述加速度数据中,对相邻3个数据取平均值,若相邻3个数据的中间位置数据超过预设的均值范围,去除所述中间位置数据,重新计算数据平均值,并将重新计算得到的数据平均值取代所述中间位置数据。In the acceleration data, the adjacent three data are averaged. If the intermediate position data of the adjacent three data exceeds the preset mean range, the intermediate position data is removed, the data average is recalculated, and the data is re-calculated. The calculated average value of the data replaces the intermediate position data.
可选地,去除所述加速度数据中的异常值之后包括:Optionally, after removing the abnormal value in the acceleration data, the method includes:
对异常值去除后的加速度数据进行统计处理,记录加速度数据中的最小 值X min和最大值X max,统计游戏输出的80%加速度数据中的平均值
Figure PCTCN2017117555-appb-000001
统计游戏输出的80%加速度数据中的最小值
Figure PCTCN2017117555-appb-000002
统计游戏输出的80%加速度数据中的最大值
Figure PCTCN2017117555-appb-000003
Statistical processing is performed on the acceleration data after the abnormal value is removed, and the minimum value X min and the maximum value X max in the acceleration data are recorded, and the average value in the 80% acceleration data of the game output is counted.
Figure PCTCN2017117555-appb-000001
The minimum of the 80% acceleration data of the statistical game output
Figure PCTCN2017117555-appb-000002
The maximum value of the 80% acceleration data of the statistical game output
Figure PCTCN2017117555-appb-000003
可选地,获取游戏输出的加速度数据的特征值包括:Optionally, acquiring the feature values of the acceleration data output by the game includes:
用户在开始体验游戏时,根据用户体验的游戏标识,在所述保存的游戏及其加速度数据的特征值之间的对应关系,获取对应游戏的加速度数据的特征值。When the user starts to experience the game, the feature value of the acceleration data corresponding to the game is acquired according to the correspondence between the saved game and the feature values of the acceleration data according to the game identifier of the user experience.
可选地,根据所述游戏输出的加速度数据的特征值以及预设的动感座椅的加速度数据的特征值,确定信号缩比转换参数,包括:Optionally, determining a signal scaling conversion parameter according to the feature value of the acceleration data output by the game and the feature value of the acceleration data of the preset dynamic seat, including:
根据所述第一特征值和第二特征值以及预设的动感座椅的加速度数据的特征值,确定第一参数和第二参数;Determining the first parameter and the second parameter according to the first feature value and the second feature value and the feature value of the preset acceleration data of the dynamic seat;
根据所述第二特征值、第三特征值、第四特征值以及预设的动感座椅的加速度数据的特征值,确定第三参数、第四参数和第五参数;Determining, according to the second feature value, the third feature value, the fourth feature value, and the feature value of the preset acceleration data of the dynamic seat, the third parameter, the fourth parameter, and the fifth parameter;
其中,预设的动感座椅的加速度数据的特征值包括动感座椅模拟输出的加速度数据的最大值,是根据动感座椅的电机速度、电缸行程量进行预先配置的。The characteristic value of the acceleration data of the preset dynamic seat includes the maximum value of the acceleration data of the dynamic seat analog output, and is pre-configured according to the motor speed of the dynamic seat and the electric cylinder stroke amount.
可选地,根据所述信号缩比转换参数,将游戏输出的加速度数据转换为动感座椅输出的加速度数据,包括:Optionally, converting the acceleration data output by the game into the acceleration data output by the dynamic seat according to the signal scaling conversion parameter, including:
根据信号缩比转换公式将游戏输出的加速度数据转换为动感座椅输出的加速度数据;Converting the acceleration data output by the game into acceleration data output by the dynamic seat according to the signal scaling conversion formula;
其中,信号缩比转换公式包括:
Figure PCTCN2017117555-appb-000004
Among them, the signal conversion ratio formula includes:
Figure PCTCN2017117555-appb-000004
其中,a为第一参数,e为第二参数,b为第三参数,c为第四参数,d为第五参数,X min为第一特征值,
Figure PCTCN2017117555-appb-000005
第二特征值,
Figure PCTCN2017117555-appb-000006
为第三特征值,
Figure PCTCN2017117555-appb-000007
为第 四特征值,X max为第五特征值,Y max为动感座椅模拟输出的加速度数据的最大值,x为游戏输出的加速度数据,y为动感座椅输出的加速度数据。
Where a is the first parameter, e is the second parameter, b is the third parameter, c is the fourth parameter, d is the fifth parameter, and Xmin is the first eigenvalue.
Figure PCTCN2017117555-appb-000005
Second characteristic value,
Figure PCTCN2017117555-appb-000006
For the third eigenvalue,
Figure PCTCN2017117555-appb-000007
For the fourth characteristic value, X max is the fifth characteristic value, Y max is the maximum value of the acceleration data of the dynamic seat simulation output, x is the acceleration data output by the game, and y is the acceleration data output by the dynamic seat.
可选地,所述的方法还包括:Optionally, the method further includes:
在所述信号缩比转换公式中代入(x=X min,y=0)
Figure PCTCN2017117555-appb-000008
求得参数a、e;也就是说,在所述信号缩比转换公式中,设游戏输出的加速度数据x等于X min时,动感座椅输出的加速度数据y为0,设游戏输出的加速度数据x等于
Figure PCTCN2017117555-appb-000009
时,动感座椅输出的加速度数据y等于十分之一的Y max,可以计算得到参数a、e;
Substituting in the signal scaling conversion formula (x=X min , y=0)
Figure PCTCN2017117555-appb-000008
The parameters a, e are obtained; that is, in the signal scaling conversion formula, when the acceleration data x output by the game is equal to X min , the acceleration data y output by the dynamic seat is 0, and the acceleration data output by the game is set. x equals
Figure PCTCN2017117555-appb-000009
When the acceleration data y output by the dynamic seat is equal to one-tenth of Y max , the parameters a and e can be calculated;
在所述信号缩比转换公式中代入
Figure PCTCN2017117555-appb-000010
(
Figure PCTCN2017117555-appb-000011
y=Y max),求得参数b、c、d;也就是说,在所述信号缩比转换公式中,设游戏输出的加速度数据x等于
Figure PCTCN2017117555-appb-000012
时,动感座椅输出的加速度数据y为
Figure PCTCN2017117555-appb-000013
设游戏输出的加速度数据x等于
Figure PCTCN2017117555-appb-000014
时,动感座椅输出的加速度数据y等于
Figure PCTCN2017117555-appb-000015
设游戏输出的加速度数据x等于
Figure PCTCN2017117555-appb-000016
时,动感座椅输出的加速度数据y等于Y max,计算得到参数数b、c、d。
Substituting in the signal scaling conversion formula
Figure PCTCN2017117555-appb-000010
(
Figure PCTCN2017117555-appb-000011
y=Y max ), find the parameters b, c, d; that is, in the signal scaling conversion formula, let the acceleration data x output by the game equal
Figure PCTCN2017117555-appb-000012
The acceleration data y output by the dynamic seat is
Figure PCTCN2017117555-appb-000013
Let the acceleration data x output by the game equal
Figure PCTCN2017117555-appb-000014
The acceleration data y output from the dynamic seat is equal to
Figure PCTCN2017117555-appb-000015
Let the acceleration data x output by the game equal
Figure PCTCN2017117555-appb-000016
At the time, the acceleration data y output from the dynamic seat is equal to Y max , and the number of parameters b, c, and d is calculated.
本发明还提供一种用户体验数据的处理装置,包括:The present invention also provides a device for processing user experience data, including:
获取模块,用于获取游戏输出的加速度数据的特征值;An obtaining module, configured to acquire a feature value of the acceleration data output by the game;
确定模块,用于根据所述游戏输出的加速度数据的特征值以及预设的动感座椅的加速度数据的特征值,确定信号缩比转换参数;a determining module, configured to determine a signal scaling conversion parameter according to a feature value of the acceleration data output by the game and a feature value of the acceleration data of the preset dynamic seat;
转换模块,用于根据所述信号缩比转换参数,将游戏输出的加速度数据转换为动感座椅输出的加速度数据。And a conversion module, configured to convert the acceleration data output by the game into the acceleration data output by the dynamic seat according to the signal scaling conversion parameter.
可选地,所述的装置还包括:Optionally, the device further includes:
采集模块,用于统计游戏输出的加速度数据,所述加速度数据包括3轴角加速度和/或3轴直线加速度;An acquisition module, configured to calculate acceleration data output by the game, the acceleration data including 3-axis angular acceleration and/or 3-axis linear acceleration;
异常处理模块,用于去除所述加速度数据中的异常值;An exception processing module, configured to remove an abnormal value in the acceleration data;
统计模块,用于统计异常值去除后的加速度数据的分布范围,确定所述游戏输出的加速度数据的特征值,所述游戏输出的加速度数据的特征值包括第一特征值、第二特征值、第三特征值、第四特征值和第五特征值;a statistical module, configured to calculate a distribution range of the acceleration data after the abnormal value is removed, and determine a feature value of the acceleration data output by the game, where the feature value of the acceleration data output by the game includes a first feature value, a second feature value, a third eigenvalue, a fourth eigenvalue, and a fifth eigenvalue;
保存模块,用于保存所述游戏与所述加速度数据的特征值之间的对应关系;a saving module, configured to save a correspondence between the game and the feature value of the acceleration data;
其中,所述第一特征值为统计的游戏输出的加速度数据中的最小值;第二特征值为统计的游戏输出中预设百分比加速度数据中的最小值;第三特征值为统计的游戏输出中预设百分比加速度数据的平均值;第四特征值为统计的游戏输出中预设百分比加速度数据中的最大值;第五特征值为统计的游戏输出的加速度数据中的最大值。The first feature value is a minimum value of the statistical game output acceleration data; the second feature value is a minimum value of the preset percentage acceleration data in the statistical game output; and the third feature value is a statistical game output. The average value of the preset percentage acceleration data; the fourth characteristic value is the maximum value of the preset percentage acceleration data in the statistical game output; and the fifth characteristic value is the maximum value of the statistical game output acceleration data.
可选地,所述异常处理模块具体用于:Optionally, the exception processing module is specifically configured to:
在所述加速度数据中,去除符合预设的异常数据范围的加速度数据;和/或In the acceleration data, acceleration data that meets a preset abnormal data range is removed; and/or
在所述加速度数据中,对相邻3个数据取平均值,若相邻3个数据的中间位置数据超过预设的均值范围,去除所述中间位置数据,重新计算数据平均值,并将重新计算得到的数据平均值取代所述中间位置数据。In the acceleration data, the adjacent three data are averaged. If the intermediate position data of the adjacent three data exceeds the preset mean range, the intermediate position data is removed, the data average is recalculated, and the data is re-calculated. The calculated average value of the data replaces the intermediate position data.
可选地,所述确定模块具体用于:Optionally, the determining module is specifically configured to:
根据所述第一特征值和第二特征值以及预设的动感座椅的加速度数据的特征值,确定第一参数和第二参数;Determining the first parameter and the second parameter according to the first feature value and the second feature value and the feature value of the preset acceleration data of the dynamic seat;
根据所述第二特征值、第三特征值、第四特征值以及预设的动感座椅的加速度数据的特征值,确定第三参数、第四参数和第五参数;Determining, according to the second feature value, the third feature value, the fourth feature value, and the feature value of the preset acceleration data of the dynamic seat, the third parameter, the fourth parameter, and the fifth parameter;
其中,预设的动感座椅的加速度数据的特征值包括动感座椅模拟输出的加速度数据的最大值,是根据动感座椅的电机速度、电缸行程量进行预先配置的。The characteristic value of the acceleration data of the preset dynamic seat includes the maximum value of the acceleration data of the dynamic seat analog output, and is pre-configured according to the motor speed of the dynamic seat and the electric cylinder stroke amount.
可选地,所述转换模块具体用于:Optionally, the conversion module is specifically configured to:
根据信号缩比转换公式将游戏输出的加速度数据转换为动感座椅输出的加速度数据;Converting the acceleration data output by the game into acceleration data output by the dynamic seat according to the signal scaling conversion formula;
其中,信号缩比转换公式包括:
Figure PCTCN2017117555-appb-000017
Among them, the signal conversion ratio formula includes:
Figure PCTCN2017117555-appb-000017
其中,a为第一参数,e为第二参数,b为第三参数,c为第四参数,d为第五参数,X min为第一特征值,
Figure PCTCN2017117555-appb-000018
第二特征值,
Figure PCTCN2017117555-appb-000019
为第三特征值,
Figure PCTCN2017117555-appb-000020
为第四特征值,X max为第五特征值,Y max为动感座椅模拟输出的加速度数据的最大值,x为游戏输出的加速度数据,y为动感座椅输出的加速度数据。
Where a is the first parameter, e is the second parameter, b is the third parameter, c is the fourth parameter, d is the fifth parameter, and Xmin is the first eigenvalue.
Figure PCTCN2017117555-appb-000018
Second characteristic value,
Figure PCTCN2017117555-appb-000019
For the third eigenvalue,
Figure PCTCN2017117555-appb-000020
For the fourth characteristic value, X max is the fifth characteristic value, Y max is the maximum value of the acceleration data of the dynamic seat simulation output, x is the acceleration data output by the game, and y is the acceleration data output by the dynamic seat.
本申请还提供一种电子设备,包括:处理器和存储器;The application also provides an electronic device, including: a processor and a memory;
所述存储器用于存储支持用户体验数据的处理方法的程序,所述处理器被配置为用于执行所述存储器中存储的程序;The memory is configured to store a program supporting a processing method of user experience data, the processor being configured to execute a program stored in the memory;
所述程序包括一条或多条计算机指令,其中,所述一条或多条计算机指令供所述处理器调用执行。The program includes one or more computer instructions, wherein the one or more computer instructions are for execution by the processor.
本申请还提供一种计算机存储介质:用于储存支持用户体验数据的处理方法所用的计算机软件指令,所述计算机软件指令包含了用于执行所述用户体验数据的处理方法所涉及的程序。The present application also provides a computer storage medium: computer software instructions for storing a processing method for supporting user experience data, the computer software instructions including a program involved in a method of processing the user experience data.
本发明实施例可以针对不同游戏加速度数据进行预先处理,得到每一种游戏的加速度数据的特征值,进而根据每一种游戏的加速度数据的特征值,结合根据动感座椅的结构特征预设的加速度数据特征值,确定后续进行信号缩比转换需要用到的参数,由于上述参数是结合每一种游戏的加速度特征值和动感座椅的结构特征,因此通过信号缩比转换得到的动感座椅的加速度数据是该游戏的最真实体验感,因此,本发明实施例的技术方案可以大大提高用户的沉浸式体验效果,同时,本发明实施例的技术方案实现简单,只需要对每一种游戏的加速度数进行统计分析提取对应的特征值,直接利用信号缩比转换公式进行动感座椅的数据输出,因此可以获取沉浸式体验效果的技术复杂度和实现成本。The embodiment of the present invention may perform pre-processing on different game acceleration data to obtain feature values of acceleration data of each game, and then, according to the feature values of the acceleration data of each game, combined with the structural features according to the dynamic seat. The acceleration data feature value determines the parameters required for subsequent signal scaling conversion. Since the above parameters are combined with the acceleration characteristic values of each game and the structural features of the dynamic seat, the dynamic seat converted by the signal reduction ratio is obtained. The acceleration data is the most realistic experience of the game. Therefore, the technical solution of the embodiment of the present invention can greatly improve the immersive experience of the user. At the same time, the technical solution of the embodiment of the present invention is simple to implement, and only needs to be used for each game. The acceleration number is statistically analyzed to extract the corresponding feature value, and the signal scaling output formula is directly used to perform the data output of the dynamic seat, so that the technical complexity and implementation cost of the immersive experience effect can be obtained.
附图说明DRAWINGS
为了更清楚地说明本发明实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作一简单地介绍,显而易见地,下面描述中的附图是本发明的一些实施例,对于本领域普通技术人员来讲在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, a brief description of the drawings used in the embodiments or the prior art description will be briefly described below. Obviously, the drawings in the following description It is a certain embodiment of the present invention, and other drawings can be obtained from those skilled in the art without any creative work.
图1为本发明一实施例提供的用户体验数据的处理方法流程示意图;FIG. 1 is a schematic flowchart of a method for processing user experience data according to an embodiment of the present invention;
图2为图1所示实施例中步骤101的具体实现方法流程示意图;2 is a schematic flow chart of a specific implementation method of step 101 in the embodiment shown in FIG. 1;
图3为本发明一实施例提供的用户体验数据的处理装置结构示意图;FIG. 3 is a schematic structural diagram of a device for processing user experience data according to an embodiment of the present invention;
图4示出了一些实施例中虚拟现实头盔设备100的内部配置结构示意图。FIG. 4 shows a schematic diagram of the internal configuration of the virtual reality helmet device 100 in some embodiments.
具体实施方式detailed description
为使本申请的目的、技术方案和优点更加清楚,下面将结合本申请具体实施例及相应的附图对本申请技术方案进行清楚、完整地描述。显然,所描述的实施例仅是本申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。The technical solutions of the present application will be clearly and completely described in the following with reference to the specific embodiments of the present application and the corresponding drawings. It is apparent that the described embodiments are only a part of the embodiments of the present application, and not all of them. All other embodiments obtained by a person of ordinary skill in the art based on the embodiments of the present application without departing from the inventive scope are the scope of the present application.
虽然动感座椅类体验设备与虚拟现实相结合可以带给用户前所未有的真实体验,然而发明人在实现本发明的过程中发现:对于各种动感座椅类输出的游戏的体感数据,如角加速度及水平加速度是不同的,而动感座椅类设备受本身设计限制,其能模拟出的加速度是有限的,如果简单的将游戏的体感数据输出到动感座椅类的控制设备(又称为电机),会存在如下问题:1.不同游戏的加速度范围及均值差别较大,针对不同的游戏,无法做到体验效果区分;2.动感座椅类控制设备(又称为电机)模拟的加速度范围有限,若游戏的体感数据直接输出到动感座椅类控制设备(又称为电机),无法针对人体的感知特性做出最好的体验效果,如人体的感知特性 对加速度触发信号敏感,对峰值信号不敏感,从而降低了用户沉浸式的游戏体验效果。Although the combination of dynamic seat-like experience equipment and virtual reality can bring unprecedented real experience to the user, the inventors found in the process of implementing the invention that the body sense data of the game output for various dynamic seats, such as angular acceleration. The horizontal acceleration is different, and the dynamic seat type equipment is limited by its own design. The acceleration that can be simulated is limited. If the game's somatosensory data is simply output to the dynamic seat type control device (also known as the motor) ), there will be the following problems: 1. The acceleration range and mean value of different games are quite different. For different games, the effect difference cannot be achieved; 2. The acceleration range simulated by the motion seat type control device (also called motor) Limited, if the game's somatosensory data is directly output to the dynamic seat type control device (also known as the motor), the best experience effect can not be made for the human body's perceived characteristics, such as the human body's sensing characteristics are sensitive to the acceleration trigger signal, and the peak value The signal is not sensitive, which reduces the user's immersive gaming experience.
因此,为提高用户沉浸式的游戏体验效果,需要针对各种游戏输出的加速度数据进行处理,以此提高用户沉浸式的游戏体验效果。Therefore, in order to improve the user's immersive game experience, it is necessary to process the acceleration data outputted by various games, thereby improving the user's immersive game experience.
针对上述提出的不同游戏体验无法做到差别化优化处理,以及做不到针对人体的感知特性的优化处理的问题,本发明提供一种用户体验数据的处理方法,对游戏输出的加速度数据进行优化预处理,之后传输到动感座椅类的控制设备(电机),提高用户沉浸式的游戏体验效果,同时针对游戏输出的危险加速度数据进行预处理,保护动感座椅的安全性。In view of the problem that the different game experiences proposed above cannot be differentiated and optimized, and the optimization processing for the sensing characteristics of the human body cannot be achieved, the present invention provides a method for processing user experience data, which optimizes the acceleration data outputted by the game. The pre-processing is then transmitted to the control device (motor) of the dynamic seat type to improve the user's immersive game experience, and pre-process the dangerous acceleration data output from the game to protect the safety of the dynamic seat.
图1为本发明一实施例提供的用户体验数据的处理方法流程示意图,如图1所示,包括:FIG. 1 is a schematic flowchart of a method for processing user experience data according to an embodiment of the present invention. As shown in FIG. 1 , the method includes:
101、获取游戏输出的加速度数据的特征值;101. Acquire a feature value of the acceleration data output by the game;
由于每一种类游戏的用户体验是不同的,为了针对不同游戏的用户体验,动感座椅能够做到差别化优化处理,以及针对人体的感知特性进行优化处理。本发明实施例中,对每一种游戏的用户体验进行分析,预先提取每一种游戏的加速度数据的特征值。Since the user experience of each type of game is different, in order to target the user experience of different games, the dynamic seat can be differentiated and optimized, and optimized for the sensing characteristics of the human body. In the embodiment of the present invention, the user experience of each game is analyzed, and the feature values of the acceleration data of each game are extracted in advance.
图2为图1所示实施例中步骤101的具体实现方法流程示意图,如图2所示,具体实现时包括:2 is a schematic flowchart of a specific implementation method of step 101 in the embodiment shown in FIG. 1, as shown in FIG. 2, and the specific implementation includes:
201、采集每一种游戏输出的加速度数据;201. Acquire acceleration data outputted by each game;
其中,所述加速度数据包括但不限于3轴角加速度、3轴直线加速度中的至少一项数据。The acceleration data includes, but is not limited to, at least one of a 3-axis angular acceleration and a 3-axis linear acceleration.
202、去除上述采集的加速度数据的异常值;202. The abnormal value of the acceleration data collected above is removed.
可选地,在所述加速度数据中,去除符合预设的异常数据范围的加速度数据,这里的异常数据范围的设置可以根据每一种游戏的安全系数进行具体的设置;Optionally, in the acceleration data, acceleration data that meets a preset abnormal data range is removed, where the setting of the abnormal data range may be specifically set according to a safety factor of each game;
可选地,还可以在所述加速度数据中,对每相邻3个数据取平均值,若相邻3个数据的中间位置数据超过预设的均值范围,去除所述中间位置数据, 重新计算数据平均值,并将重新计算得到的数据平均值取代所述中间位置数据;例如,A、B、C是相邻的3个数据,对相邻三个位置A、B、C数据求取的平均值为D,若中间位置数据B与D的差值大于预设的均值范围(又称为差值阈值),说明B是异常数据,则丢弃B这个异常数据,然后重新计算A、C两个数据的平均值E,将重新计算得到的平均值E取代原来的中间位置数据B。Optionally, in the acceleration data, an average of each adjacent three data may be averaged. If the intermediate position data of the adjacent three data exceeds a preset mean value range, the intermediate position data is removed, and the calculation is performed. The average value of the data is substituted for the intermediate position data; for example, A, B, and C are adjacent data, and the data is obtained for the adjacent three positions A, B, and C. The average value is D. If the difference between the intermediate position data B and D is greater than the preset mean range (also known as the difference threshold), indicating that B is abnormal data, the abnormal data of B is discarded, and then A and C are recalculated. The average value E of the data is substituted for the recalculated average value E to replace the original intermediate position data B.
上述针对游戏输出的加速度数据中出现的异常数据(危险加速度数据)进行剔除处理,对动感座椅可以起到一定的安全保护作用。因为,通常来说加速度变化率不应该很大,如果不去除异常数据,有可能会对动感座椅造成破坏。上述预设的均值范围(又称为差值阈值)可以根据实际测试每个游戏的数据输出特征值来进行自适应的设置。The above-mentioned abnormal data (hazardous acceleration data) appearing in the acceleration data outputted by the game is eliminated, and the dynamic seat can be protected to a certain degree. Because, generally, the rate of change of acceleration should not be very large. If the abnormal data is not removed, it may cause damage to the dynamic seat. The preset mean range (also known as the difference threshold) can be adaptively set according to the actual test data output characteristic value of each game.
203、统计异常值去除后的加速度数据的分布范围,确定所述游戏输出的加速度数据的特征值;203. The distribution range of the acceleration data after the abnormal value is removed is determined, and the feature value of the acceleration data output by the game is determined;
可选地,所述游戏输出的加速度数据的特征值包括第一特征值、第二特征值、第三特征值、第四特征值和第五特征值,其中,第一特征值为统计的游戏输出的加速度数据中的最小值;第二特征值为统计的游戏输出中预设百分比加速度数据中的最小值;第三特征值为统计的游戏输出中预设百分比加速度数据的平均值;第四特征值为统计的游戏输出中预设百分比加速度数据中的最大值;第五特征值为统计的游戏输出的加速度数据中的最大值。Optionally, the feature value of the acceleration data output by the game includes a first feature value, a second feature value, a third feature value, a fourth feature value, and a fifth feature value, wherein the first feature value is a statistical game. The minimum value of the output acceleration data; the second characteristic value is the minimum value of the preset percentage acceleration data in the statistical game output; the third characteristic value is the average value of the preset percentage acceleration data in the statistical game output; The feature value is the maximum value in the preset percentage acceleration data in the game output of the statistics; the fifth feature value is the maximum value in the acceleration data of the statistical game output.
例如,对异常值去除后的加速度数据进行统计处理,可以记录加速度数据中的最小值X min和最大值X max,统计游戏输出的80%加速度数据中的平均值
Figure PCTCN2017117555-appb-000021
统计游戏输出的80%加速度数据中的最小值
Figure PCTCN2017117555-appb-000022
统计游戏输出的80%加速度数据中的最大值
Figure PCTCN2017117555-appb-000023
For example, statistical processing is performed on the acceleration data after the abnormal value is removed, and the minimum value X min and the maximum value X max in the acceleration data can be recorded, and the average value in the 80% acceleration data of the game output is counted.
Figure PCTCN2017117555-appb-000021
The minimum of the 80% acceleration data of the statistical game output
Figure PCTCN2017117555-appb-000022
The maximum value of the 80% acceleration data of the statistical game output
Figure PCTCN2017117555-appb-000023
204、保存每一种游戏以及该种游戏的加速度数据的特征值之间的对应关系;204. Save a correspondence between each game and the feature values of the acceleration data of the game;
例如,可以预先建立加速度数据特征值数据库,在数据库中保存每一种 游戏的标识及其对应的加速度数据的特征值之间的映射关系。For example, the acceleration data feature value database may be established in advance, and the mapping relationship between the identification of each game and the corresponding feature value of the acceleration data is stored in the database.
205、根据上述保存的游戏及其加速度数据的特征值之间的对应关系,获取游戏的加速度数据的特征值。205. Acquire a feature value of the acceleration data of the game according to the correspondence between the feature values of the saved game and the acceleration data thereof.
上述对每一种游戏的加速度数据进行提前处理,提取每一种游戏的加速度数据的特征值并进行保存,以便用户在开始体验游戏时,即可根据用户体验的游戏标识,在所述保存的游戏及其加速度数据的特征值之间的对应关系,获取对应游戏的加速度数据的特征值,直接用于后续的信号缩比转换,实时性大大提高,减小用户体验感的滞后性。The above-mentioned acceleration data of each game is processed in advance, and the feature values of the acceleration data of each game are extracted and saved, so that when the user starts to experience the game, the game logo can be saved according to the user experience. The correspondence between the feature values of the game and its acceleration data acquires the feature value of the acceleration data corresponding to the game, and is directly used for subsequent signal scaling conversion, which greatly improves the real-time performance and reduces the lag of the user experience.
102、根据所述游戏输出的加速度数据的特征值以及预设的动感座椅的加速度数据的特征值,确定信号缩比转换参数;102. Determine a signal scaling conversion parameter according to the feature value of the acceleration data output by the game and the feature value of the preset acceleration data of the dynamic seat.
具体地,可以根据上述确定的第一特征值和第二特征值以及预设的动感座椅的加速度数据的特征值,确定第一参数和第二参数;根据上述确定的第二特征值、第三特征值、第四特征值以及预设的动感座椅的加速度数据的特征值,确定第三参数、第四参数和第五参数;Specifically, the first parameter and the second parameter may be determined according to the determined first feature value and the second feature value and the feature value of the preset acceleration data of the dynamic seat; and the second feature value determined according to the foregoing Determining, by the three feature values, the fourth feature value, and the feature value of the acceleration data of the preset dynamic seat, determining the third parameter, the fourth parameter, and the fifth parameter;
其中,预设的动感座椅的加速度数据的特征值包括动感座椅模拟输出的加速度数据的最大值,是根据动感座椅的电机速度、电缸行程量进行预先配置的;例如,动感座椅的结构特征确定后,以水平加速度为例,动感座椅的最大位置量(行程量)也可确认,控制动感座椅的移动的电机的功率速度特性(电机运行速度)也可确定,基于感座椅的最大位置量(行程量)及电机的功率速度特性(电机运行速度),即可配置动感座椅的加速度数据的特征值。103、根据所述信号缩比转换参数,将游戏输出的加速度数据转换为动感座椅输出的加速度数据。Wherein, the characteristic value of the acceleration data of the preset dynamic seat includes the maximum value of the acceleration data of the dynamic seat analog output, which is pre-configured according to the motor speed of the dynamic seat and the electric cylinder stroke amount; for example, the dynamic seat After the structural characteristics are determined, taking the horizontal acceleration as an example, the maximum position amount (stroke amount) of the dynamic seat can also confirm that the power speed characteristic (motor running speed) of the motor that controls the movement of the dynamic seat can also be determined, based on the sense The maximum position amount (stroke amount) of the seat and the power speed characteristic of the motor (motor running speed) can be used to configure the characteristic value of the acceleration data of the dynamic seat. 103. Convert the acceleration data output by the game into the acceleration data output by the dynamic seat according to the signal scaling conversion parameter.
具体可以根据信号缩比转换公式将游戏输出的加速度数据转换为动感座椅输出的加速度数据;Specifically, the acceleration data output by the game may be converted into the acceleration data output by the dynamic seat according to the signal reduction ratio conversion formula;
其中,信号缩比转换公式包括:
Figure PCTCN2017117555-appb-000024
Among them, the signal conversion ratio formula includes:
Figure PCTCN2017117555-appb-000024
其中,a为第一参数,e为第二参数,b为第三参数,c为第四参数,d为第五参数,X min为第一特征值,
Figure PCTCN2017117555-appb-000025
第二特征值,
Figure PCTCN2017117555-appb-000026
为第三特征值,
Figure PCTCN2017117555-appb-000027
为第四特征值,X max为第五特征值,Y max为动感座椅模拟输出的加速度数据的最大值,x为游戏输出的加速度数据,y为动感座椅输出的加速度数据。
Where a is the first parameter, e is the second parameter, b is the third parameter, c is the fourth parameter, d is the fifth parameter, and Xmin is the first eigenvalue.
Figure PCTCN2017117555-appb-000025
Second characteristic value,
Figure PCTCN2017117555-appb-000026
For the third eigenvalue,
Figure PCTCN2017117555-appb-000027
For the fourth characteristic value, X max is the fifth characteristic value, Y max is the maximum value of the acceleration data of the dynamic seat simulation output, x is the acceleration data output by the game, and y is the acceleration data output by the dynamic seat.
具体地,在上述信号缩比转换公式中代入(x=X min,y=0)
Figure PCTCN2017117555-appb-000028
Figure PCTCN2017117555-appb-000029
可以求得参数a、e;也就是说,在上述信号缩比转换公式中,设游戏输出的加速度数据x等于X min时,动感座椅输出的加速度数据y为0,设游戏输出的加速度数据x等于
Figure PCTCN2017117555-appb-000030
时,动感座椅输出的加速度数据y等于十分之一的Y max,可以计算得到参数a、e;
Specifically, it is substituted in the above-mentioned signal scaling conversion formula (x=X min , y=0)
Figure PCTCN2017117555-appb-000028
Figure PCTCN2017117555-appb-000029
The parameters a and e can be obtained; that is, in the above-mentioned signal scaling conversion formula, when the acceleration data x output by the game is equal to X min , the acceleration data y output by the dynamic seat is 0, and the acceleration data output by the game is set. x equals
Figure PCTCN2017117555-appb-000030
When the acceleration data y output by the dynamic seat is equal to one-tenth of Y max , the parameters a and e can be calculated;
在上述信号缩比转换公式中代入
Figure PCTCN2017117555-appb-000031
(
Figure PCTCN2017117555-appb-000032
y=Y max),可以求得参数b、c、d;也就是说,在上述信号缩比转换公式中,设游戏输出的加速度数据x等于
Figure PCTCN2017117555-appb-000033
时,动感座椅输出的加速度数据y为
Figure PCTCN2017117555-appb-000034
设游戏输出的加速度数据x等于
Figure PCTCN2017117555-appb-000035
时,动感座椅输出的加速度数据y等于
Figure PCTCN2017117555-appb-000036
设游戏输出的加速度数据x等于
Figure PCTCN2017117555-appb-000037
时,动感座椅输出的加速度数据y等于Y max,可以计算得到参数数b、c、d。
Substituting in the above signal scaling conversion formula
Figure PCTCN2017117555-appb-000031
(
Figure PCTCN2017117555-appb-000032
y=Y max ), the parameters b, c, and d can be obtained; that is, in the above-mentioned signal scaling conversion formula, the acceleration data x of the game output is set equal to
Figure PCTCN2017117555-appb-000033
The acceleration data y output by the dynamic seat is
Figure PCTCN2017117555-appb-000034
Let the acceleration data x output by the game equal
Figure PCTCN2017117555-appb-000035
The acceleration data y output from the dynamic seat is equal to
Figure PCTCN2017117555-appb-000036
Let the acceleration data x output by the game equal
Figure PCTCN2017117555-appb-000037
When the acceleration data y output from the dynamic seat is equal to Y max , the number of parameters b, c, and d can be calculated.
本发明实施例提供了一种针对动感座椅类游戏体验的优化方法,可以针对不同游戏加速度数据进行预先处理,得到每一种游戏的加速度数据的特征值,进而根据每一种游戏的加速度数据的特征值,结合根据动感座椅的结构特征预设的加速度数据特征值,确定后续进行信号缩比转换需要用到的参数,由于上述参数是结合每一种游戏的加速度特征值和动感座椅的结构特征,因此通过信号缩比转换得到的动感座椅的加速度数据是该游戏的最真实体验 感,因此,本发明实施例的技术方案可以大大提高用户的沉浸式体验效果,同时,本发明实施例的技术方案实现简单,只需要对每一种游戏的加速度数进行统计分析提取对应的特征值,直接利用信号缩比转换公式进行动感座椅的数据输出,因此可以获取沉浸式体验效果的技术复杂度和实现成本。The embodiment of the invention provides an optimization method for a dynamic seat game experience, which can be pre-processed for different game acceleration data to obtain feature values of acceleration data of each game, and then according to acceleration data of each game. The characteristic value, combined with the acceleration data feature value preset according to the structural characteristics of the dynamic seat, determines the parameters required for subsequent signal scaling conversion, since the above parameters are combined with the acceleration characteristic values of each game and the dynamic seat The structural feature of the dynamic seat of the dynamic seat is the most realistic experience of the game. Therefore, the technical solution of the embodiment of the present invention can greatly improve the immersive experience of the user, and at the same time, the present invention The technical solution of the embodiment is simple to implement, and only needs to perform statistical analysis on the acceleration number of each game to extract corresponding feature values, and directly use the signal reduction ratio conversion formula to perform data output of the dynamic seat, thereby obtaining an immersive experience effect. Technical complexity and implementation costs.
本发明实施例的技术方案具体可以在电脑设备上进行数据处理,其中,电脑设备上运行游戏,VR头盔连接到电脑设备,可以显示游戏画面,运动座椅上设置有运动控制器,运动控制器连接到电脑设备,运动控制器将电脑设备处理过的数据转换为体感运动,从而完成用户体验。The technical solution of the embodiment of the present invention can specifically perform data processing on a computer device. wherein the game is run on the computer device, the VR helmet is connected to the computer device, and the game screen can be displayed. The motion controller is provided with a motion controller and a motion controller. Connected to a computer device, the motion controller converts the data processed by the computer device into a somatosensory motion to complete the user experience.
下面对本发明实施例的技术方案的具体实现进行详细描述:The specific implementation of the technical solution of the embodiment of the present invention is described in detail below:
1、采集游戏输出的加速度数据,包括3轴角加速度、3轴直线加速度;1. Acquire acceleration data output by the game, including 3-axis angular acceleration and 3-axis linear acceleration;
例如,用户点击游戏启动运行,通过游戏输出的UDP端口获取到游戏输出的3轴角加速度、3轴直线加速度。For example, the user clicks on the game to start the run, and the 3-axis angular acceleration and the 3-axis linear acceleration of the game output are acquired through the UDP port of the game output.
2、对游戏的加速度数据进行预处理;2. Pre-processing the acceleration data of the game;
首先,去除加速度数据中的异常值,将每相邻3个数据取平均值,来确定中间位置数据是否正常,若中间位置数据超过均值一定范围(差值阈值),舍弃掉该中间位置数据,重新计算数据平均值,用此平均值取代异常数据;通过对异常数据的去除处理(平滑处理)可以保护控制动感座椅移动的电机运转不会出现突变很大的加速度。First, the abnormal value in the acceleration data is removed, and each adjacent three data is averaged to determine whether the intermediate position data is normal. If the intermediate position data exceeds a certain range of the mean value (difference threshold), the intermediate position data is discarded. The average value of the data is recalculated, and the abnormal data is replaced by the average value; the removal of the abnormal data (smoothing processing) can protect the motor that controls the movement of the dynamic seat from a sudden change in acceleration.
之后,对异常处理后的加速度数据进行统计处理,记录加速度最小值X min、加速度最X max,统计落在均值位置内80%的数据,记录此80%数据的最小值
Figure PCTCN2017117555-appb-000038
最大值
Figure PCTCN2017117555-appb-000039
均值
Figure PCTCN2017117555-appb-000040
After that, statistical processing is performed on the acceleration data after the abnormal processing, and the acceleration minimum value X min and the acceleration maximum X max are recorded, and the data falling within 80% of the average position is recorded, and the minimum value of the 80% data is recorded.
Figure PCTCN2017117555-appb-000038
Maximum
Figure PCTCN2017117555-appb-000039
Mean
Figure PCTCN2017117555-appb-000040
之后,保存游戏名称以及上述统计得到的加速度数据的最大值、最小值和中间均值,以及中间均值范围。Thereafter, the game name and the maximum, minimum, and intermediate mean values of the acceleration data obtained by the above statistics, and the intermediate mean range are saved.
3、实时信号缩比转换;3. Real-time signal scaling conversion;
当用户点击游戏体验开始后,根据上述2中存储的数据,读取之前预处理后得到的游戏加速度数据的最大值、最小值和中间均值,以及中间均 值范围,进行信号缩比转换。After the user clicks on the game experience, according to the data stored in the above 2, the maximum value, the minimum value, and the intermediate mean value of the game acceleration data obtained before the pre-processing, and the intermediate mean value range are read, and the signal scaling conversion is performed.
具体可以采用分段处理及非线性处理两种方法进行信号缩比转换,例如根据以上获取的游戏加速度数据的最小值、加速度数据的中间均值及其范围、加速度数据的最大值,将游戏输入的加速度数据分3段处理,在最小值到均值下限(中间均值范围的最小值)按照线性方法进行处理,在均值下限(中间均值范围的最小值)到均值上限(中间均值范围的最大值)采用2次多项式进行信号转换,在均值上限(中间均值范围的最大值)到加速度数据的最大值进行平滑处理,由于此部分的数据很少,基本不影响用户真实体验感。同时,还可以根据动感座椅的结构特性,预先配置动感座椅的最大模拟加速度Y maxSpecifically, the segmentation processing and the nonlinear processing may be used to perform signal scaling conversion. For example, according to the minimum value of the game acceleration data obtained above, the intermediate mean value of the acceleration data and the range thereof, and the maximum value of the acceleration data, the game is input. The acceleration data is processed in 3 stages, and the minimum value to the lower limit of the mean (the minimum value of the middle mean range) is processed according to the linear method, and the lower limit of the mean (the minimum value of the middle mean range) to the upper limit of the mean (the maximum value of the middle mean range) is adopted. The second-order polynomial performs signal conversion, and smoothes the upper limit of the mean (the maximum value of the middle mean range) to the maximum value of the acceleration data. Since the data in this part is small, the user's real experience is not affected. At the same time, the maximum simulated acceleration Y max of the dynamic seat can be pre-configured according to the structural characteristics of the dynamic seat.
下面是动感座椅的输出数据y与游戏的输入数据x的关系:The following is the relationship between the output data y of the dynamic seat and the input data x of the game:
Figure PCTCN2017117555-appb-000041
Figure PCTCN2017117555-appb-000041
采用上述计算完成后的第一参数a、第二参数e、第三参数b、第四参数c和第五参数d,在每次运行中将实时输入的游戏加速度数据x转换为适配动感座椅的加速度数据y进行输出,动感座椅的运动控制器根据输出的加速度数据y控制动感座椅的进行运动,从而将输出的加速度数据y转换为体感运动,完成用户的真实体验感。Using the first parameter a, the second parameter e, the third parameter b, the fourth parameter c, and the fifth parameter d after the above calculation is completed, the game acceleration data x input in real time is converted into the adaptive motion seat in each operation. The acceleration data y of the chair is output, and the motion controller of the kinematic seat controls the movement of the kinematic seat according to the output acceleration data y, thereby converting the output acceleration data y into a somatosensory motion to complete the user's real experience.
图3为本发明一实施例提供的用户体验数据的处理装置结构示意图,如图3所示,包括:FIG. 3 is a schematic structural diagram of a device for processing user experience data according to an embodiment of the present invention. As shown in FIG. 3, the method includes:
获取模块31,用于获取游戏输出的加速度数据的特征值;The obtaining module 31 is configured to acquire a feature value of the acceleration data output by the game;
确定模块32,用于根据所述游戏输出的加速度数据的特征值以及预设的动感座椅的加速度数据的特征值,确定信号缩比转换参数;a determining module 32, configured to determine a signal scaling conversion parameter according to a feature value of the acceleration data output by the game and a feature value of the acceleration data of the preset dynamic seat;
转换模块33,用于根据所述信号缩比转换参数,将游戏输出的加速度数据转换为动感座椅输出的加速度数据。The conversion module 33 is configured to convert the acceleration data output by the game into the acceleration data output by the dynamic seat according to the signal scaling conversion parameter.
一些实施例中,所述的装置还包括:In some embodiments, the apparatus further includes:
采集模块34,用于统计游戏的加速度数据,所述加速度数据包括3轴角加速度和/或3轴直线加速度;The acquisition module 34 is configured to calculate acceleration data of the game, where the acceleration data includes 3-axis angular acceleration and/or 3-axis linear acceleration;
异常处理模块35,用于去除所述加速度数据中的异常值;An exception processing module 35, configured to remove an abnormal value in the acceleration data;
统计模块36,用于统计异常值去除后的加速度数据的分布范围,确定所述游戏输出的加速度数据的特征值,所述游戏输出的加速度数据的特征值包括第一特征值、第二特征值、第三特征值、第四特征值和第五特征值;其中,所述第一特征值为统计的游戏输出的加速度数据中的最小值;第二特征值为统计的游戏输出中预设百分比加速度数据中的最小值;第三特征值为统计的游戏输出中预设百分比加速度数据的平均值;第四特征值为统计的游戏输出中预设百分比加速度数据中的最大值;第五特征值为统计的游戏输出的加速度数据中的最大值;The statistic module 36 is configured to calculate a distribution range of the acceleration data after the abnormal value is removed, determine a feature value of the acceleration data output by the game, and the feature value of the acceleration data output by the game includes the first feature value and the second feature value. a third eigenvalue, a fourth eigenvalue, and a fifth eigenvalue; wherein the first eigenvalue is a minimum value of the statistical game output acceleration data; the second eigenvalue is a preset percentage of the statistical game output The minimum value in the acceleration data; the third characteristic value is an average value of the preset percentage acceleration data in the statistical game output; the fourth characteristic value is the maximum value in the preset percentage acceleration data in the statistical game output; the fifth characteristic value The maximum value in the acceleration data output for the statistical game;
保存模块37,用于保存所述游戏与所述加速度数据的特征值之间的对应关系,以便获取模块31根据保存模块中存储的对应关系获取游戏的加速度数据的特征值。The saving module 37 is configured to save a correspondence between the game and the feature value of the acceleration data, so that the obtaining module 31 acquires the feature value of the acceleration data of the game according to the correspondence stored in the saving module.
一些实施例中,所述异常处理模块35具体用于:In some embodiments, the exception handling module 35 is specifically configured to:
在所述加速度数据中,去除符合预设的异常数据范围的加速度数据;和/或在所述加速度数据中,对相邻3个数据取平均值,若相邻3个数据的中间位置数据超过预设的均值范围,去除所述中间位置数据,重新计算数据平均值,并将重新计算得到的数据平均值取代所述中间位置数据。In the acceleration data, the acceleration data that meets the preset abnormal data range is removed; and/or in the acceleration data, the adjacent three data are averaged, if the intermediate position data of the adjacent three data exceeds The preset mean range is removed, the intermediate position data is removed, the data average is recalculated, and the recalculated average value is substituted for the intermediate position data.
一些实施例中,所述确定模块32具体用于:In some embodiments, the determining module 32 is specifically configured to:
根据所述第一特征值和第二特征值以及预设的动感座椅的加速度数据的特征值,确定第一参数和第二参数;Determining the first parameter and the second parameter according to the first feature value and the second feature value and the feature value of the preset acceleration data of the dynamic seat;
根据所述第二特征值、第三特征值、第四特征值以及预设的动感座椅的加速度数据的特征值,确定第三参数、第四参数和第五参数;Determining, according to the second feature value, the third feature value, the fourth feature value, and the feature value of the preset acceleration data of the dynamic seat, the third parameter, the fourth parameter, and the fifth parameter;
其中,预设的动感座椅的加速度数据的特征值包括动感座椅模拟输出的加速度数据的最大值,是根据动感座椅的电机速度、电缸行程量进行预先配 置的。The characteristic value of the acceleration data of the preset dynamic seat includes the maximum value of the acceleration data of the dynamic seat analog output, which is pre-configured according to the motor speed of the dynamic seat and the electric cylinder stroke amount.
一些实施例中,所述转换模块33具体用于:In some embodiments, the conversion module 33 is specifically configured to:
根据信号缩比转换公式将游戏输出的加速度数据转换为动感座椅输出的加速度数据;Converting the acceleration data output by the game into acceleration data output by the dynamic seat according to the signal scaling conversion formula;
其中,信号缩比转换公式包括:
Figure PCTCN2017117555-appb-000042
Among them, the signal conversion ratio formula includes:
Figure PCTCN2017117555-appb-000042
其中,a为第一参数,e为第二参数,b为第三参数,c为第四参数,d为第五参数,X min为第一特征值,
Figure PCTCN2017117555-appb-000043
第二特征值,
Figure PCTCN2017117555-appb-000044
为第三特征值,
Figure PCTCN2017117555-appb-000045
为第四特征值,X max为第五特征值,Y max为动感座椅模拟输出的加速度数据的最大值,x为游戏输出的加速度数据,y为动感座椅输出的加速度数据。
Where a is the first parameter, e is the second parameter, b is the third parameter, c is the fourth parameter, d is the fifth parameter, and Xmin is the first eigenvalue.
Figure PCTCN2017117555-appb-000043
Second characteristic value,
Figure PCTCN2017117555-appb-000044
For the third eigenvalue,
Figure PCTCN2017117555-appb-000045
For the fourth characteristic value, X max is the fifth characteristic value, Y max is the maximum value of the acceleration data of the dynamic seat simulation output, x is the acceleration data output by the game, and y is the acceleration data output by the dynamic seat.
本发明实施例所述的装置可以执行图1和图2所示的方法,其实现原理和技术效果不再赘述。The apparatus shown in the embodiment of the present invention can perform the methods shown in FIG. 1 and FIG. 2, and the implementation principles and technical effects thereof are not described again.
本发明实施例中,上述用户体验数据的处理装置的结构中包括处理器和存储器,所述存储器用于存储支持用户体验数据的处理装置执行上述图1所示实施例中用户体验数据的处理方法的程序,所述处理器被配置为用于执行所述存储器中存储的程序。In the embodiment of the present invention, the processing device of the user experience data includes a processor and a memory, where the memory is used to store a processing method for the user experience data in the embodiment shown in FIG. And a processor configured to execute a program stored in the memory.
所述程序包括一条或多条计算机指令,其中,所述一条或多条计算机指令供所述处理器调用执行。The program includes one or more computer instructions, wherein the one or more computer instructions are for execution by the processor.
本发明实施例还提供了一种计算机存储介质,用于储存用户体验数据的处理装置所用的计算机软件指令,所述计算机软件指令包含了用于执行上述用户体验数据的处理方法为用户体验数据的处理装置所涉及的程序。The embodiment of the present invention further provides a computer storage medium, which is used to store computer software instructions used by a processing device for storing user experience data, where the computer software instruction includes a processing method for executing the user experience data as user experience data. The program involved in the processing device.
本发明一些实施例提供的电子设备可以为虚拟现实头盔设备,该虚拟现实头盔设备中包括处理器和存储器;其中,所述存储器中存储有上述支持用户体验数据的处理方法的程序,所述处理器被配置为用于执行所述存储器中存储的程序,可以实现针对不同游戏加速度数据进行预先处理,得到每一种游戏的加速度数据的特征值,进而根据每一种游戏的加速度数据的特 征值,结合根据动感座椅的结构特征预设的加速度数据特征值,确定后续进行信号缩比转换需要用到的参数,由于上述参数是结合每一种游戏的加速度特征值和动感座椅的结构特征,因此通过信号缩比转换得到的动感座椅的加速度数据是该游戏的最真实体验感,因此,可以大大提高用户的沉浸式体验效果。The electronic device provided by some embodiments of the present invention may be a virtual reality helmet device including a processor and a memory; wherein the memory stores a program for processing the user experience data, the processing The device is configured to execute the program stored in the memory, and can perform pre-processing for different game acceleration data to obtain feature values of acceleration data of each game, and further according to the feature value of the acceleration data of each game. Combining the acceleration data characteristic values preset according to the structural features of the dynamic seat, determining the parameters required for subsequent signal scaling conversion, since the above parameters are combined with the acceleration characteristic values of each game and the structural features of the dynamic seat Therefore, the acceleration data of the dynamic seat obtained by the signal reduction ratio conversion is the most realistic experience of the game, and therefore, the immersive experience of the user can be greatly improved.
图4示出了一些实施例中虚拟现实头盔设备100的内部配置结构示意图。FIG. 4 shows a schematic diagram of the internal configuration of the virtual reality helmet device 100 in some embodiments.
显示单元101可以包括显示面板,显示面板设置在头戴显示设备100上面向用户面部的侧表面,可以为一整块面板、或者为分别对应用户左眼和右眼的左面板和右面板。显示面板可以为电致发光(EL)元件、液晶显示器或具有类似结构的微型显示器、或者视网膜可直接显示或类似的激光扫描式显示器。The display unit 101 may include a display panel disposed on a side surface of the head mounted display device 100 facing the user's face, and may be a one-piece panel or left and right panels respectively corresponding to the left and right eyes of the user. The display panel may be an electroluminescence (EL) element, a liquid crystal display or a microdisplay having a similar structure, or a laser-scanned display in which the retina may be directly displayed or similar.
虚拟图像光学单元102以放大方式拍摄显示单元101所显示的图像,并允许用户按放大的虚拟图像观察所显示的图像。作为输出到显示单元101上的显示图像,可以是从内容再现设备(蓝光光碟或DVD播放器)或流媒体服务器提供的虚拟场景的图像、或者使用外部相机110拍摄的现实场景的图像。一些实施例中,虚拟图像光学单元102可以包括透镜单元,例如球面透镜、非球面透镜、菲涅尔透镜等。The virtual image optical unit 102 photographs the image displayed by the display unit 101 in an enlarged manner, and allows the user to observe the displayed image in the enlarged virtual image. As the display image outputted to the display unit 101, it may be an image of a virtual scene supplied from a content reproduction device (a Blu-ray disc or a DVD player) or a streaming server, or an image of a real scene photographed using the external camera 110. In some embodiments, virtual image optical unit 102 can include a lens unit, such as a spherical lens, an aspheric lens, a Fresnel lens, and the like.
输入操作单元103包括至少一个用来执行输入操作的操作部件,例如按键、按钮、开关或者其他具有类似功能的部件,通过操作部件接收用户指令,并且向控制单元107输出指令。The input operation unit 103 includes at least one operation member for performing an input operation, such as a button, a button, a switch, or other similarly functioned component, receives a user instruction through the operation member, and outputs an instruction to the control unit 107.
状态信息获取单元104用于获取穿戴头戴显示设备100的用户的状态信息。状态信息获取单元104可以包括各种类型的传感器,用于自身检测状态信息,并可以通过通信单元105从外部设备(例如智能手机、腕表和用户穿戴的其它多功能终端)获取状态信息。状态信息获取单元104可以获取用户的头部的位置信息和/或姿态信息。状态信息获取单元104可以包括陀螺仪传感器、加速度传感器、全球定位系统(GPS)传感器、地磁传感器、多普勒效应传感器、红外传感器、射频场强度传感器中的一个或者多个。此外,状态信息获取单元104获取穿戴头戴显示设备100的用户的状态信息,例如获取例如用户的 操作状态(用户是否穿戴头戴显示设备100)、用户的动作状态(诸如静止、行走、跑动和诸如此类的移动状态,手或指尖的姿势、眼睛的开或闭状态、视线方向、瞳孔尺寸)、精神状态(用户是否沉浸在观察所显示的图像以及诸如此类的),甚至生理状态。The status information acquisition unit 104 is configured to acquire status information of the user wearing the head mounted display device 100. The status information acquisition unit 104 may include various types of sensors for detecting status information by itself, and may acquire status information from an external device such as a smartphone, a wristwatch, and other multi-function terminals worn by the user through the communication unit 105. The status information acquisition unit 104 can acquire location information and/or posture information of the user's head. The status information acquisition unit 104 may include one or more of a gyro sensor, an acceleration sensor, a global positioning system (GPS) sensor, a geomagnetic sensor, a Doppler effect sensor, an infrared sensor, and a radio frequency field intensity sensor. Further, the state information acquisition unit 104 acquires state information of the user wearing the head-mounted display device 100, for example, acquires, for example, an operation state of the user (whether the user wears the head-mounted display device 100), an action state of the user (such as standing, walking, running) And the state of movement such as the state of the hand or fingertip, the open or closed state of the eye, the direction of the line of sight, the size of the pupil, the mental state (whether the user is immersed in observing the displayed image, and the like), or even the physiological state.
通信单元105执行与外部装置的通信处理、调制和解调处理、以及通信信号的编码和解码处理。另外,控制单元107可以从通信单元105向外部装置发送传输数据。通信方式可以是有线或者无线形式,例如移动高清链接(MHL)或通用串行总线(USB)、高清多媒体接口(HDMI)、无线保真(Wi-Fi)、蓝牙通信或低功耗蓝牙通信,以及IEEE802.11s标准的网状网络等。另外,通信单元105可以是根据宽带码分多址(W-CDMA)、长期演进(LTE)和类似标准操作的蜂窝无线收发器。The communication unit 105 performs communication processing, modulation and demodulation processing with an external device, and encoding and decoding processing of the communication signal. In addition, the control unit 107 can transmit transmission data from the communication unit 105 to an external device. The communication method may be wired or wireless, such as mobile high-definition link (MHL) or universal serial bus (USB), high-definition multimedia interface (HDMI), wireless fidelity (Wi-Fi), Bluetooth communication, or low-power Bluetooth communication. And the mesh network of the IEEE802.11s standard. Additionally, communication unit 105 can be a cellular wireless transceiver that operates in accordance with Wideband Code Division Multiple Access (W-CDMA), Long Term Evolution (LTE), and the like.
一些实施例中,头戴显示设备100还可以包括存储单元,存储单元106是配置为具有固态驱动器(SSD)等的大容量存储设备。一些实施例中,存储单元106可以存储应用程序或各种类型的数据。例如,用户使用头戴显示设备100观看的内容可以存储在存储单元106中。In some embodiments, the head mounted display device 100 can also include a storage unit, which is a mass storage device configured to have a solid state drive (SSD) or the like. In some embodiments, storage unit 106 can store applications or various types of data. For example, content viewed by the user using the head mounted display device 100 may be stored in the storage unit 106.
一些实施例中,头戴显示设备100还可以包括控制单元,控制单元107可以包括计算机处理单元(CPU)或者其他具有类似功能的设备。一些实施例中,控制单元107可以用于执行存储单元106存储的应用程序,或者控制单元107还可以用于执行本申请一些实施例公开的方法、功能和操作的电路。In some embodiments, the head mounted display device 100 may further include a control unit, and the control unit 107 may include a computer processing unit (CPU) or other device having similar functions. In some embodiments, control unit 107 may be used to execute an application stored by storage unit 106, or control unit 107 may also be used to perform the methods, functions, and operations disclosed in some embodiments of the present application.
图像处理单元108用于执行信号处理,比如与从控制单元107输出的图像信号相关的图像质量校正,以及将其分辨率转换为根据显示单元101的屏幕的分辨率。然后,显示驱动单元109依次选择显示单元101的每行像素,并逐行依次扫描显示单元101的每行像素,因而提供基于经信号处理的图像信号的像素信号。The image processing unit 108 is for performing signal processing such as image quality correction related to the image signal output from the control unit 107, and converting its resolution into a resolution according to the screen of the display unit 101. Then, the display driving unit 109 sequentially selects each line of pixels of the display unit 101, and sequentially scans each line of pixels of the display unit 101 line by line, thereby providing a pixel signal based on the signal-processed image signal.
一些实施例中,头戴显示设备100还可以包括外部相机。外部相机110可以设置在头戴显示设备100主体前表面,外部相机110可以为一个或者多个。外部相机110可以获取三维信息,并且也可以用作距离传感器。另外, 探测来自物体的反射信号的位置灵敏探测器(PSD)或者其他类型的距离传感器可以与外部相机110一起使用。外部相机110和距离传感器可以用于检测穿戴头戴显示设备100的用户的身体位置、姿态和形状。另外,一定条件下用户可以通过外部相机110直接观看或者预览现实场景。In some embodiments, the head mounted display device 100 can also include an external camera. The external camera 110 may be disposed on a front surface of the body of the head mounted display device 100, and the external camera 110 may be one or more. The external camera 110 can acquire three-dimensional information and can also be used as a distance sensor. Additionally, a position sensitive detector (PSD) or other type of distance sensor that detects reflected signals from the object can be used with the external camera 110. The external camera 110 and the distance sensor can be used to detect the body position, posture, and shape of the user wearing the head mounted display device 100. In addition, under certain conditions, the user can directly view or preview the real scene through the external camera 110.
一些实施例中,头戴显示设备100还可以包括声音处理单元,声音处理单元111可以执行从控制单元107输出的声音信号的声音质量校正或声音放大,以及输入声音信号的信号处理等。然后,声音输入/输出单元112在声音处理后向外部输出声音以及输入来自麦克风的声音。In some embodiments, the head mounted display device 100 may further include a sound processing unit 111 that can perform sound quality correction or sound amplification of the sound signal output from the control unit 107, signal processing of the input sound signal, and the like. Then, the sound input/output unit 112 outputs the sound to the outside and the sound from the microphone after the sound processing.
需要说明的是,图4中虚线框示出的结构或部件可以独立于头戴显示设备100之外,例如可以设置在外部处理系统(例如计算机系统)中与头戴显示设备100配合使用;或者,虚线框示出的结构或部件可以设置在头戴显示设备100内部或者表面上。It should be noted that the structure or component shown by the dotted line in FIG. 4 may be independent of the head mounted display device 100, for example, may be disposed in an external processing system (for example, a computer system) for use with the head mounted display device 100; or The structure or component shown by the dashed box may be disposed inside or on the surface of the head mounted display device 100.
本领域内的技术人员应明白,本发明的实施例可提供为方法、系统、或计算机程序产品。因此,本发明可采用完全硬件实施例、完全软件实施例、或结合软件和硬件方面的实施例的形式。而且,本发明可采用在一个或多个其中包含有计算机可用程序代码的计算机可用存储介质(包括但不限于磁盘存储器、CD-ROM、光学存储器等)上实施的计算机程序产品的形式。Those skilled in the art will appreciate that embodiments of the present invention can be provided as a method, system, or computer program product. Accordingly, the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment, or a combination of software and hardware. Moreover, the invention can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) including computer usable program code.
本发明是参照根据本发明实施例的方法、设备(系统)、和计算机程序产品的流程图和/或方框图来描述的。应理解可由计算机程序指令实现流程图和/或方框图中的每一流程和/或方框、以及流程图和/或方框图中的流程和/或方框的结合。可提供这些计算机程序指令到通用计算机、专用计算机、嵌入式处理机或其他可编程数据处理设备的处理器以产生一个机器,使得通过计算机或其他可编程数据处理设备的处理器执行的指令产生用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的装置。The present invention has been described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (system), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flowchart illustrations and/or FIG. These computer program instructions can be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing device to produce a machine for the execution of instructions for execution by a processor of a computer or other programmable data processing device. Means for implementing the functions specified in one or more of the flow or in a block or blocks of the flow chart.
这些计算机程序指令也可存储在能引导计算机或其他可编程数据处理设备以特定方式工作的计算机可读存储器中,使得存储在该计算机可读存储器 中的指令产生包括指令装置的制造品,该指令装置实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能。The computer program instructions can also be stored in a computer readable memory that can direct a computer or other programmable data processing device to operate in a particular manner, such that the instructions stored in the computer readable memory produce an article of manufacture comprising the instruction device. The apparatus implements the functions specified in one or more blocks of a flow or a flow and/or block diagram of the flowchart.
这些计算机程序指令也可装载到计算机或其他可编程数据处理设备上,使得在计算机或其他可编程设备上执行一系列操作步骤以产生计算机实现的处理,从而在计算机或其他可编程设备上执行的指令提供用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的步骤。These computer program instructions can also be loaded onto a computer or other programmable data processing device such that a series of operational steps are performed on a computer or other programmable device to produce computer-implemented processing for execution on a computer or other programmable device. The instructions provide steps for implementing the functions specified in one or more of the flow or in a block or blocks of a flow diagram.
在一个典型的配置中,计算设备包括一个或多个处理器(CPU)、输入/输出接口、网络接口和内存。In a typical configuration, a computing device includes one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
内存可能包括计算机可读介质中的非永久性存储器,随机存取存储器(RAM)和/或非易失性内存等形式,如只读存储器(ROM)或闪存(flash RAM)。内存是计算机可读介质的示例。The memory may include non-persistent memory, random access memory (RAM), and/or non-volatile memory in a computer readable medium, such as read only memory (ROM) or flash memory. Memory is an example of a computer readable medium.
计算机可读介质包括永久性和非永久性、可移动和非可移动媒体可以由任何方法或技术来实现信息存储。信息可以是计算机可读指令、数据结构、程序的模块或其他数据。计算机的存储介质的例子包括,但不限于相变内存(PRAM)、静态随机存取存储器(SRAM)、动态随机存取存储器(DRAM)、其他类型的随机存取存储器(RAM)、只读存储器(ROM)、电可擦除可编程只读存储器(EEPROM)、快闪记忆体或其他内存技术、只读光盘只读存储器(CD-ROM)、数字多功能光盘(DVD)或其他光学存储、磁盒式磁带,磁带磁磁盘存储或其他磁性存储设备或任何其他非传输介质,可用于存储可以被计算设备访问的信息。按照本文中的界定,计算机可读介质不包括暂存电脑可读媒体(transitory media),如调制的数据信号和载波。Computer readable media includes both permanent and non-persistent, removable and non-removable media. Information storage can be implemented by any method or technology. The information can be computer readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read only memory. (ROM), electrically erasable programmable read only memory (EEPROM), flash memory or other memory technology, compact disk read only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, Magnetic tape cartridges, magnetic tape storage or other magnetic storage devices or any other non-transportable media can be used to store information that can be accessed by a computing device. As defined herein, computer readable media does not include temporary storage of computer readable media, such as modulated data signals and carrier waves.
还需要说明的是,术语“包括”、“包含”或者其任何其他变体意在涵盖非排他性的包含,从而使得包括一系列要素的过程、方法、商品或者设备不仅包括那些要素,而且还包括没有明确列出的其他要素,或者是还包括为这种过程、方法、商品或者设备所固有的要素。在没有更多限制的情况下,由语句“包括一个……”限定的要素,并不排除在包括所述要素的过程、方法、 商品或者设备中还存在另外的相同要素。It is also to be understood that the terms "comprises" or "comprising" or "comprising" or any other variations are intended to encompass a non-exclusive inclusion, such that a process, method, article, Other elements not explicitly listed, or elements that are inherent to such a process, method, commodity, or equipment. An element defined by the phrase "comprising a ...", without further limitation, does not exclude the presence of additional equivalent elements in the process, method, item, or device that comprises the element.
本领域技术人员应明白,本申请的实施例可提供为方法、系统或计算机程序产品。因此,本申请可采用完全硬件实施例、完全软件实施例或结合软件和硬件方面的实施例的形式。而且,本申请可采用在一个或多个其中包含有计算机可用程序代码的计算机可用存储介质(包括但不限于磁盘存储器、CD-ROM、光学存储器等)上实施的计算机程序产品的形式。Those skilled in the art will appreciate that embodiments of the present application can be provided as a method, system, or computer program product. Thus, the present application can take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment in combination of software and hardware. Moreover, the application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) including computer usable program code.
以上所述仅为本申请的实施例而已,并不用于限制本申请。对于本领域技术人员来说,本申请可以有各种更改和变化。凡在本申请的精神和原理之内所作的任何修改、等同替换、改进等,均应包含在本申请的权利要求范围之内。The above description is only an embodiment of the present application and is not intended to limit the application. Various changes and modifications can be made to the present application by those skilled in the art. Any modifications, equivalents, improvements, etc. made within the spirit and scope of the present application are intended to be included within the scope of the appended claims.

Claims (15)

  1. 一种用户体验数据的处理方法,其特征在于,包括:A method for processing user experience data, comprising:
    获取游戏输出的加速度数据的特征值;Obtaining a feature value of the acceleration data output by the game;
    根据所述游戏输出的加速度数据的特征值以及预设的动感座椅的加速度数据的特征值,确定信号缩比转换参数;Determining a signal scaling conversion parameter according to a feature value of the acceleration data output by the game and a feature value of the acceleration data of the preset dynamic seat;
    根据所述信号缩比转换参数,将游戏输出的加速度数据转换为动感座椅输出的加速度数据。The acceleration data output by the game is converted into the acceleration data output by the dynamic seat according to the signal scaling conversion parameter.
  2. 根据权利要求1所述的方法,其特征在于,获取游戏输出的加速度数据的特征值之前还包括:The method according to claim 1, wherein before acquiring the feature value of the acceleration data output by the game, the method further comprises:
    统计游戏输出的加速度数据,所述加速度数据包括3轴角加速度和/或3轴直线加速度;Calculating acceleration data output by the game, the acceleration data including 3-axis angular acceleration and/or 3-axis linear acceleration;
    去除所述加速度数据中的异常值;Removing an abnormal value in the acceleration data;
    统计异常值去除后的加速度数据的分布范围,确定所述游戏输出的加速度数据的特征值,所述游戏输出的加速度数据的特征值包括第一特征值、第二特征值、第三特征值、第四特征值和第五特征值;And calculating a distribution range of the acceleration data after the abnormal value is removed, determining a feature value of the acceleration data output by the game, and the feature value of the acceleration data output by the game includes a first feature value, a second feature value, a third feature value, a fourth eigenvalue and a fifth eigenvalue;
    保存所述游戏与所述加速度数据的特征值之间的对应关系;Saving a correspondence between the game and the feature value of the acceleration data;
    其中,所述第一特征值为统计的游戏输出的加速度数据中的最小值;第二特征值为统计的游戏输出中预设百分比加速度数据中的最小值;第三特征值为统计的游戏输出中预设百分比加速度数据的平均值;第四特征值为统计的游戏输出中预设百分比加速度数据中的最大值;第五特征值为统计的游戏输出的加速度数据中的最大值。The first feature value is a minimum value of the statistical game output acceleration data; the second feature value is a minimum value of the preset percentage acceleration data in the statistical game output; and the third feature value is a statistical game output. The average value of the preset percentage acceleration data; the fourth characteristic value is the maximum value of the preset percentage acceleration data in the statistical game output; and the fifth characteristic value is the maximum value of the statistical game output acceleration data.
  3. 根据权利要求2所述的方法,其特征在于,去除所述加速度数据中的异常值,包括:The method according to claim 2, wherein removing the abnormal value in the acceleration data comprises:
    在所述加速度数据中,去除符合预设的异常数据范围的加速度数据;和/或In the acceleration data, acceleration data that meets a preset abnormal data range is removed; and/or
    在所述加速度数据中,对相邻3个数据取平均值,若相邻3个数据的中 间位置数据超过预设的均值范围,去除所述中间位置数据,重新计算数据平均值,并将重新计算得到的数据平均值取代所述中间位置数据。In the acceleration data, the adjacent three data are averaged. If the intermediate position data of the adjacent three data exceeds the preset mean range, the intermediate position data is removed, the data average is recalculated, and the data is re-calculated. The calculated average value of the data replaces the intermediate position data.
  4. 根据权利要求3所述的方法,其特征在于,去除所述加速度数据中的异常值之后包括:The method according to claim 3, wherein after removing the abnormal value in the acceleration data, the method comprises:
    对异常值去除后的加速度数据进行统计处理,记录加速度数据中的最小值X min和最大值X max,统计游戏输出的80%加速度数据中的平均值
    Figure PCTCN2017117555-appb-100001
    统计游戏输出的80%加速度数据中的最小值
    Figure PCTCN2017117555-appb-100002
    统计游戏输出的80%加速度数据中的最大值
    Figure PCTCN2017117555-appb-100003
    Statistical processing is performed on the acceleration data after the abnormal value is removed, and the minimum value X min and the maximum value X max in the acceleration data are recorded, and the average value in the 80% acceleration data of the game output is counted.
    Figure PCTCN2017117555-appb-100001
    The minimum of the 80% acceleration data of the statistical game output
    Figure PCTCN2017117555-appb-100002
    The maximum value of the 80% acceleration data of the statistical game output
    Figure PCTCN2017117555-appb-100003
  5. 根据权利要求2所述的方法,其特征在于,获取游戏输出的加速度数据的特征值包括:The method according to claim 2, wherein acquiring the feature values of the acceleration data output by the game comprises:
    用户在开始体验游戏时,根据用户体验的游戏标识,在所述保存的游戏及其加速度数据的特征值之间的对应关系,获取对应游戏的加速度数据的特征值。When the user starts to experience the game, the feature value of the acceleration data corresponding to the game is acquired according to the correspondence between the saved game and the feature values of the acceleration data according to the game identifier of the user experience.
  6. 根据权利要求2-5中任一项所述的方法,其特征在于,根据所述游戏输出的加速度数据的特征值以及预设的动感座椅的加速度数据的特征值,确定信号缩比转换参数,包括:The method according to any one of claims 2 to 5, wherein the signal scaling conversion parameter is determined according to the characteristic value of the acceleration data output by the game and the characteristic value of the acceleration data of the preset dynamic seat ,include:
    根据所述第一特征值和第二特征值以及预设的动感座椅的加速度数据的特征值,确定第一参数和第二参数;Determining the first parameter and the second parameter according to the first feature value and the second feature value and the feature value of the preset acceleration data of the dynamic seat;
    根据所述第二特征值、第三特征值、第四特征值以及预设的动感座椅的加速度数据的特征值,确定第三参数、第四参数和第五参数;Determining, according to the second feature value, the third feature value, the fourth feature value, and the feature value of the preset acceleration data of the dynamic seat, the third parameter, the fourth parameter, and the fifth parameter;
    其中,预设的动感座椅的加速度数据的特征值包括动感座椅模拟输出的加速度数据的最大值,是根据动感座椅的电机速度、电缸行程量进行预先配置的。The characteristic value of the acceleration data of the preset dynamic seat includes the maximum value of the acceleration data of the dynamic seat analog output, and is pre-configured according to the motor speed of the dynamic seat and the electric cylinder stroke amount.
  7. 根据权利要求6所述的方法,其特征在于,根据所述信号缩比转换参数,将游戏输出的加速度数据转换为动感座椅输出的加速度数据,包括:The method according to claim 6, wherein converting the acceleration data output by the game into the acceleration data output by the dynamic seat according to the signal scaling conversion parameter comprises:
    根据信号缩比转换公式将游戏输出的加速度数据转换为动感座椅输出的 加速度数据;Converting the acceleration data output by the game into acceleration data output by the dynamic seat according to the signal scaling conversion formula;
    其中,信号缩比转换公式包括:
    Figure PCTCN2017117555-appb-100004
    Among them, the signal conversion ratio formula includes:
    Figure PCTCN2017117555-appb-100004
    其中,a为第一参数,e为第二参数,b为第三参数,c为第四参数,d为第五参数,X min为第一特征值,
    Figure PCTCN2017117555-appb-100005
    第二特征值,
    Figure PCTCN2017117555-appb-100006
    为第三特征值,
    Figure PCTCN2017117555-appb-100007
    为第四特征值,X max为第五特征值,Y max为动感座椅模拟输出的加速度数据的最大值,x为游戏输出的加速度数据,y为动感座椅输出的加速度数据。
    Where a is the first parameter, e is the second parameter, b is the third parameter, c is the fourth parameter, d is the fifth parameter, and Xmin is the first eigenvalue.
    Figure PCTCN2017117555-appb-100005
    Second characteristic value,
    Figure PCTCN2017117555-appb-100006
    For the third eigenvalue,
    Figure PCTCN2017117555-appb-100007
    For the fourth characteristic value, X max is the fifth characteristic value, Y max is the maximum value of the acceleration data of the dynamic seat simulation output, x is the acceleration data output by the game, and y is the acceleration data output by the dynamic seat.
  8. 根据权利要求7所述的方法,其特征在于,还包括:The method of claim 7 further comprising:
    在所述信号缩比转换公式中代入
    Figure PCTCN2017117555-appb-100008
    求得参数a、e;也就是说,在所述信号缩比转换公式中,设游戏输出的加速度数据x等于X min时,动感座椅输出的加速度数据y为0,设游戏输出的加速度数据x等于
    Figure PCTCN2017117555-appb-100009
    时,动感座椅输出的加速度数据y等于十分之一的Y max,可以计算得到参数a、e;
    Substituting in the signal scaling conversion formula
    Figure PCTCN2017117555-appb-100008
    The parameters a, e are obtained; that is, in the signal scaling conversion formula, when the acceleration data x output by the game is equal to X min , the acceleration data y output by the dynamic seat is 0, and the acceleration data output by the game is set. x equals
    Figure PCTCN2017117555-appb-100009
    When the acceleration data y output by the dynamic seat is equal to one-tenth of Y max , the parameters a and e can be calculated;
    在所述信号缩比转换公式中代入
    Figure PCTCN2017117555-appb-100010
    Figure PCTCN2017117555-appb-100011
    求得参数b、c、d;也就是说,在所述信号缩比转换公式中,设游戏输出的加速度数据x等于
    Figure PCTCN2017117555-appb-100012
    时,动感座椅输出的加速度数据y为
    Figure PCTCN2017117555-appb-100013
    设游戏输出的加速度数据x等于
    Figure PCTCN2017117555-appb-100014
    时,动感座椅输出的加速度数据y等于
    Figure PCTCN2017117555-appb-100015
    设游戏输出的加速度数据x等于
    Figure PCTCN2017117555-appb-100016
    时,动感座椅输出的加速度数据y等于Y max,计算得到参数数b、c、d。
    Substituting in the signal scaling conversion formula
    Figure PCTCN2017117555-appb-100010
    Figure PCTCN2017117555-appb-100011
    Find the parameters b, c, d; that is, in the signal scaling conversion formula, let the acceleration data x output by the game equal
    Figure PCTCN2017117555-appb-100012
    The acceleration data y output by the dynamic seat is
    Figure PCTCN2017117555-appb-100013
    Let the acceleration data x output by the game equal
    Figure PCTCN2017117555-appb-100014
    The acceleration data y output from the dynamic seat is equal to
    Figure PCTCN2017117555-appb-100015
    Let the acceleration data x output by the game equal
    Figure PCTCN2017117555-appb-100016
    At the time, the acceleration data y output from the dynamic seat is equal to Y max , and the number of parameters b, c, and d is calculated.
  9. 一种用户体验数据的处理装置,其特征在于,包括:A device for processing user experience data, comprising:
    获取模块,用于获取游戏输出的加速度数据的特征值;An obtaining module, configured to acquire a feature value of the acceleration data output by the game;
    确定模块,用于根据所述游戏输出的加速度数据的特征值以及预设的动 感座椅的加速度数据的特征值,确定信号缩比转换参数;a determining module, configured to determine a signal scaling conversion parameter according to a feature value of the acceleration data output by the game and a feature value of the acceleration data of the preset motion seat;
    转换模块,用于根据所述信号缩比转换参数,将游戏输出的加速度数据转换为动感座椅输出的加速度数据。And a conversion module, configured to convert the acceleration data output by the game into the acceleration data output by the dynamic seat according to the signal scaling conversion parameter.
  10. 根据权利要求9所述的装置,其特征在于,还包括:The device according to claim 9, further comprising:
    采集模块,用于统计游戏输出的加速度数据,所述加速度数据包括3轴角加速度和/或3轴直线加速度;An acquisition module, configured to calculate acceleration data output by the game, the acceleration data including 3-axis angular acceleration and/or 3-axis linear acceleration;
    异常处理模块,用于去除所述加速度数据中的异常值;An exception processing module, configured to remove an abnormal value in the acceleration data;
    统计模块,用于统计异常值去除后的加速度数据的分布范围,确定所述游戏输出的加速度数据的特征值,所述游戏输出的加速度数据的特征值包括第一特征值、第二特征值、第三特征值、第四特征值和第五特征值;a statistical module, configured to calculate a distribution range of the acceleration data after the abnormal value is removed, and determine a feature value of the acceleration data output by the game, where the feature value of the acceleration data output by the game includes a first feature value, a second feature value, a third eigenvalue, a fourth eigenvalue, and a fifth eigenvalue;
    保存模块,用于保存所述游戏与所述加速度数据的特征值之间的对应关系;a saving module, configured to save a correspondence between the game and the feature value of the acceleration data;
    其中,所述第一特征值为统计的游戏输出的加速度数据中的最小值;第二特征值为统计的游戏输出中预设百分比加速度数据中的最小值;第三特征值为统计的游戏输出中预设百分比加速度数据的平均值;第四特征值为统计的游戏输出中预设百分比加速度数据中的最大值;第五特征值为统计的游戏输出的加速度数据中的最大值。The first feature value is a minimum value of the statistical game output acceleration data; the second feature value is a minimum value of the preset percentage acceleration data in the statistical game output; and the third feature value is a statistical game output. The average value of the preset percentage acceleration data; the fourth characteristic value is the maximum value of the preset percentage acceleration data in the statistical game output; and the fifth characteristic value is the maximum value of the statistical game output acceleration data.
  11. 根据权利要求10所述的装置,其特征在于,所述异常处理模块具体用于:The device according to claim 10, wherein the exception processing module is specifically configured to:
    在所述加速度数据中,去除符合预设的异常数据范围的加速度数据;和/或In the acceleration data, acceleration data that meets a preset abnormal data range is removed; and/or
    在所述加速度数据中,对相邻3个数据取平均值,若相邻3个数据的中间位置数据超过预设的均值范围,去除所述中间位置数据,重新计算数据平均值,并将重新计算得到的数据平均值取代所述中间位置数据。In the acceleration data, the adjacent three data are averaged. If the intermediate position data of the adjacent three data exceeds the preset mean range, the intermediate position data is removed, the data average is recalculated, and the data is re-calculated. The calculated average value of the data replaces the intermediate position data.
  12. 根据权利要求10或11所述的装置,其特征在于,所述确定模块具体用于:The device according to claim 10 or 11, wherein the determining module is specifically configured to:
    根据所述第一特征值和第二特征值以及预设的动感座椅的加速度数据的 特征值,确定第一参数和第二参数;Determining the first parameter and the second parameter according to the first feature value and the second feature value and the feature value of the preset acceleration data of the dynamic seat;
    根据所述第二特征值、第三特征值、第四特征值以及预设的动感座椅的加速度数据的特征值,确定第三参数、第四参数和第五参数;Determining, according to the second feature value, the third feature value, the fourth feature value, and the feature value of the preset acceleration data of the dynamic seat, the third parameter, the fourth parameter, and the fifth parameter;
    其中,预设的动感座椅的加速度数据的特征值包括动感座椅模拟输出的加速度数据的最大值,是根据动感座椅的电机速度、电缸行程量进行预先配置的。The characteristic value of the acceleration data of the preset dynamic seat includes the maximum value of the acceleration data of the dynamic seat analog output, and is pre-configured according to the motor speed of the dynamic seat and the electric cylinder stroke amount.
  13. 根据权利要求12所述的装置,其特征在于,所述转换模块具体用于:The device according to claim 12, wherein the conversion module is specifically configured to:
    根据信号缩比转换公式将游戏输出的加速度数据转换为动感座椅输出的加速度数据;Converting the acceleration data output by the game into acceleration data output by the dynamic seat according to the signal scaling conversion formula;
    其中,信号缩比转换公式包括:
    Figure PCTCN2017117555-appb-100017
    Among them, the signal conversion ratio formula includes:
    Figure PCTCN2017117555-appb-100017
    其中,a为第一参数,e为第二参数,b为第三参数,c为第四参数,d为第五参数,X min为第一特征值,
    Figure PCTCN2017117555-appb-100018
    第二特征值,
    Figure PCTCN2017117555-appb-100019
    为第三特征值,
    Figure PCTCN2017117555-appb-100020
    为第四特征值,X max为第五特征值,Y max为动感座椅模拟输出的加速度数据的最大值,x为游戏输出的加速度数据,y为动感座椅输出的加速度数据。
    Where a is the first parameter, e is the second parameter, b is the third parameter, c is the fourth parameter, d is the fifth parameter, and Xmin is the first eigenvalue.
    Figure PCTCN2017117555-appb-100018
    Second characteristic value,
    Figure PCTCN2017117555-appb-100019
    For the third eigenvalue,
    Figure PCTCN2017117555-appb-100020
    For the fourth characteristic value, X max is the fifth characteristic value, Y max is the maximum value of the acceleration data of the dynamic seat simulation output, x is the acceleration data output by the game, and y is the acceleration data output by the dynamic seat.
  14. 一种电子设备,其特征在于,包括:处理器和存储器;An electronic device, comprising: a processor and a memory;
    所述存储器用于存储支持如权利要求1至8中任一项所述的用户体验数据的处理方法的程序,所述处理器被配置为用于执行所述存储器中存储的程序;The memory is configured to store a program supporting a processing method of user experience data according to any one of claims 1 to 8, the processor being configured to execute a program stored in the memory;
    所述程序包括一条或多条计算机指令,其中,所述一条或多条计算机指令供所述处理器调用执行。The program includes one or more computer instructions, wherein the one or more computer instructions are for execution by the processor.
  15. 一种计算机存储介质,其特征在于:用于储存支持如权利要求1至8中任一项所述的用户体验数据的处理方法所用的计算机软件指令,所述计算机软件指令包含了用于执行所述用户体验数据的处理方法所涉及的程序。A computer storage medium for storing computer software instructions for use in a processing method for supporting user experience data according to any one of claims 1 to 8, the computer software instructions comprising A program related to a method of processing user experience data.
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