WO2020221103A1 - 显示用户情绪的方法及设备 - Google Patents

显示用户情绪的方法及设备 Download PDF

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Publication number
WO2020221103A1
WO2020221103A1 PCT/CN2020/086504 CN2020086504W WO2020221103A1 WO 2020221103 A1 WO2020221103 A1 WO 2020221103A1 CN 2020086504 W CN2020086504 W CN 2020086504W WO 2020221103 A1 WO2020221103 A1 WO 2020221103A1
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Prior art keywords
user
information
friend
emotional
friend user
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PCT/CN2020/086504
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English (en)
French (fr)
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徐学东
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上海掌门科技有限公司
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Publication of WO2020221103A1 publication Critical patent/WO2020221103A1/zh

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F11/00Error detection; Error correction; Monitoring
    • G06F11/30Monitoring
    • G06F11/34Recording or statistical evaluation of computer activity, e.g. of down time, of input/output operation ; Recording or statistical evaluation of user activity, e.g. usability assessment
    • G06F11/3438Recording or statistical evaluation of computer activity, e.g. of down time, of input/output operation ; Recording or statistical evaluation of user activity, e.g. usability assessment monitoring of user actions
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F40/00Handling natural language data
    • G06F40/20Natural language analysis
    • G06F40/205Parsing
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/01Social networking

Definitions

  • This application relates to the field of information technology, in particular to a method and equipment for establishing social relationships.
  • One purpose of this application is to provide a method and device for displaying user emotions.
  • some embodiments of the present application provide a method for displaying user emotions on a first device side, and the method includes:
  • the emotion information determine the display style information of the corresponding friend user
  • the user information of the friend user is displayed.
  • the embodiment of the present application also provides a method for displaying user emotions on the second device side, and the method includes:
  • the first device determines the display style information of the corresponding friend user according to the emotional information, and displays the user of the friend user according to the display style information information.
  • an embodiment of the present application provides a computing device, which includes a memory for storing computer program instructions and a processor for executing computer program instructions, wherein, when the computer program instructions are executed by the processor, trigger The device executes the method of displaying user emotions.
  • the embodiments of the present application also provide a computer-readable medium on which computer program instructions are stored, and the computer-readable instructions can be executed by a processor to implement the method for displaying user emotions.
  • the second device may collect physical sampling data and/or social content data of the friend user, and determine the friend user’s emotional information based on this, and then send it to the user’s corresponding first device, and
  • the first device may determine the display style information of the corresponding friend user according to the emotion information, and display the user information of the friend user according to the display style information. Since the different emotional information of friend users corresponds to different display style information, the user can directly view the user information of the friend user displayed on the first device through the first device, and can intuitively learn the emotion of each friend user through different display styles, without The user's analysis will not bring processing burden.
  • FIG. 1 is a schematic diagram of the interactive processing of various devices involved in realizing user emotion display in an embodiment of the application
  • FIG. 2 is a schematic diagram of interaction of each device in an embodiment of the application when realizing an active reminder of emotion
  • FIG. 3 is a processing flow for implementing the display of user emotions by adopting the solution provided by the embodiment of the present application
  • FIG. 4 is a schematic structural diagram of a device suitable for implementing solutions of embodiments of this application provided by an embodiment of this application;
  • the terminal and the equipment serving the network all include one or more processors (CPU), input/output interfaces, network interfaces, and memory.
  • processors CPU
  • input/output interfaces network interfaces
  • memory volatile and non-volatile memory
  • the memory may include non-permanent memory in computer readable media, random access memory (RAM) and/or non-volatile memory, such as read-only memory (ROM) or flash memory (flash RAM). Memory is an example of computer readable media.
  • RAM random access memory
  • ROM read-only memory
  • flash RAM flash memory
  • Computer-readable media include permanent and non-permanent, removable and non-removable media, and information storage can be realized by any method or technology.
  • the information can be computer-readable instructions, data structures, program modules, 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, CD-ROM, digital versatile disc (DVD) or other optical storage, magnetic cassette type Magnetic tape, magnetic tape disk storage or other magnetic storage devices or any other non-transmission media can be used to store information that can be accessed by computing devices.
  • PRAM phase change memory
  • SRAM static random access memory
  • DRAM dynamic random access memory
  • RAM random access memory
  • ROM read-only memory
  • EEPROM electrically erasable programmable read-only memory
  • flash memory or other memory technology
  • Some embodiments of the application provide a method for displaying user emotions, which can determine emotional information based on physical sampling data and/or social content data of a friend user, and then determine the display style of the corresponding friend user based on the emotional information Information, and display user information of the friend user according to the display style information. Since the different emotional information of friend users corresponds to different display style information, users can directly view the displayed user information of their friends through the device, and they can intuitively know the emotions of each friend user through different display styles, without the need for users to perform Analysis will not bring processing burden.
  • FIG. 1 shows a schematic diagram of the interaction processing of various devices involved in realizing the display of user emotions in an embodiment of the present application, including a first device 110 and a second device 120, and the interactive processing flow includes the following steps:
  • Step S101 The second device obtains physical sampling data and/or social content data of the friend user of the first device user, and determines the emotional information of the friend user according to the physical sampling data and/or social content data.
  • the first device is a user device running a social application client program, for example, it may include, but is not limited to, computers, mobile phones, tablets, smart watches, and other terminal devices that can run social application client programs.
  • the user of the first device is a user who uses social software running on the first device, and the user of the first device can be identified by identification information such as a social application account and a bound mobile phone number.
  • the friend user is a user who has established a social relationship with the first device user in a social application. Depending on the form of the social relationship, the friend user may adopt different expressions in actual scenarios, for example, the first device user Users in the user's friend list, users favorited or followed by the first device user, users in the address book of the first device user, etc.
  • the second device may be a user device used by a friend user and running a social application client program, or may be a network device running a social application server program, or may be a user device and a network device.
  • the equipment constituted by the integration of the network.
  • the user equipment includes, but is not limited to, various terminal devices such as computers, mobile phones, tablets, and smart watches;
  • the network equipment includes, but is not limited to, a network host, a single network server, a set of multiple network servers, or a cloud computing-based computer Realization of collections and so on.
  • the cloud is composed of a large number of hosts or network servers based on Cloud Computing.
  • Cloud computing is a type of distributed computing, a virtual computer composed of a group of loosely coupled computer sets.
  • the second device may adopt a corresponding implementation form.
  • the second device is a user device used by a friend user and running a social application client program
  • the first device and the second device are both user devices, and if the first device user is user user1, the The friend users of user user1 in the social application are user2, user3, and user4.
  • the first device is user equipment UE1 corresponding to user user1
  • the second device is user equipment UE2, UE3, and UE4 corresponding to users user2, user3, and user4.
  • Each second device UE2, UE3, and UE4 can directly collect the physical sampling data and/or social content data of the users user2, user3, and user4 when using the corresponding second device through the device, and then UE2, UE3, and UE4 respectively collect The physical sampling data and/or social content data are processed to determine the emotional information of friend users user2, user3, and user4, respectively.
  • the second device Server does not need to directly collect physical sampling data and/or social content data, but can collect physical sampling data in UE2, UE3, and UE4 And/or social content data, obtain the collected physical sampling data and/or social content data from UE2, UE3, and UE4, and then determine the emotional characteristics of the friend user based on these data.
  • the second device is a device formed by the integration of the user equipment and the network device through the network
  • the user equipment part therein can directly collect physical sampling data and/or social content data, and the data
  • the network equipment is responsible for the processing, or the user equipment and the network equipment can each be responsible for part of the processing according to the requirements of the actual scene.
  • this solution will request the user to obtain and use these private data before performing the corresponding processing. Only after obtaining the user’s authorization will the physical sampling data and social content data of the friend user be collected.
  • the physical sampling data may include, but is not limited to, the pressure of the friend user pressing the touch screen, the sliding speed on the touch screen, the frequency of operating user equipment, etc.
  • the social content data may include but It is not limited to the text, pictures, video, voice and other data published by the friend user in the social application.
  • the text posted by users in different emotional states will have their own different characteristics, such as when the keywords in the text appear happy, happy, happy, gratitude, excitement, excitement, etc.
  • the words in the text indicate that the user is in a positive positive emotional state
  • words with the meaning of sadness, pain, anger, complaining, anxiety, tension, anger, sadness, irritability, disappointment, sadness, depression, etc. appear in the text it means The user is in the negative emotional state of the message.
  • keywords representing positive emotions it can also indicate that the user is currently in a state of positive emotions.
  • Judgment based on the voice issued by the user In one way, text recognition can be performed on the voice, the text corresponding to the voice can be recognized, and then the corresponding emotional information can be recognized based on the text judgment method. In another way, it can be based on the audio characteristics of the voice itself, such as intonation and speech speed. Users in different emotional states will have obvious differences in the intonation and speed of speech when speaking. For example, when an angry person speaks, the speed of speech and intonation will also increase. This can be judged by setting different thresholds. Emotional information corresponding to the voice.
  • machine learning can also be used to train through samples with marked emotional states, and after obtaining the recognition model, the various physical sampling data to be processed And/or the social content data is input into the recognition model for judgment to determine its corresponding emotional information.
  • the more judgment basis the more accurate judgment results can generally be obtained. Therefore, in the embodiments of the present application, as much physical sampling data or social content data as possible can be obtained, and the judgments are determined based on different types of data. After the results, comprehensive processing can be performed, for example, different thresholds are set and weighted processing is used to determine the emotional information after combining each judgment result to obtain a more accurate result.
  • the emotion information can be distinguished in the form of emotion categories, for example, it can be roughly divided into positive positive emotions, negative negative emotions, or more granularly divided into various specific emotions such as happiness, anger, sadness, excitement, etc. .
  • each person’s emotions are often the superposition of multiple emotional states, rather than being in a single emotional state, the emotional information can also be divided more quantitatively in the form of scores, and the more biased Positive emotions can get a higher score, while the more negative emotions can get a lower score, so users in a variety of emotional states can be accurately evaluated by the value of the score.
  • Step S102 The second device sends the emotional information of the friend user to the first device, and the first device obtains the emotional information from the second device.
  • the second device may further confirm the emotional information before sending the emotional information.
  • a camera device can be used to obtain the current facial image of a friend user, and determine the emotional characteristics of the friend user based on the facial image of the friend user, thereby further confirming the emotional information determined based on the physical sampling data and/or social content data .
  • the way of further confirmation is: it can be judged that the emotional information of the friend user matches the emotional characteristics of the friend user. If the emotional information is a happy positive emotion, and the facial image of the friend user shows that the user is crying, it is a negative emotional characteristic. If the emotional information does not match the emotional feature, it indicates that the emotional judgment result is incorrect, and the second device does not send the emotional information of the friend user to the first device. If the emotional information is a happy positive emotion, and the facial image of the friend user shows that the user is smiling, and the emotional feature is also a positive emotional feature, then the emotional information matches the emotional feature, indicating that the emotional judgment result is correct, and the second device will say The emotional information of the friend user is sent to the first device.
  • a machine learning recognition model can be obtained through sample training.
  • image feature values can be color features, texture features, shape features, etc. in the facial image, which can describe the characteristics of the image, thereby distinguishing different facial images.
  • Step S103 The first device determines the display style information of the corresponding friend user according to the emotion information.
  • Step S104 The first device displays the user information of the friend user according to the display style information.
  • the display style information may include, but is not limited to, any one or more of the following: a sorting method of user information, a grouping method of user information, and information for adding to the user information. mark.
  • the user information refers to the user's name, account number, avatar and other information used to identify the user
  • the sorting method refers to the arrangement and presentation manner of the friend user's identities on the first device. If the display style information is a sorting method of user information, when the first device displays the user information of the friend user according to the display style information, it can compare the user information in the user information list according to the sorting method of the friend user’s user information. The friend's user information is sorted, and the sorted user information list is displayed.
  • the display order of the three friend users in the friend list of user1 is user2, user3, user4. If it is determined that the emotion information of user2 and user4 are sad emotions, and the emotion information of user3 is happy emotions, the order can be determined according to the preset order of different emotions. At this time, the three friends in the friend list
  • the display order of users can be user3, user2, and user4.
  • the emotional information is expressed in the form of ratings in this embodiment of the application, the display order of the friend users can be determined according to the order of the ratings.
  • the first device user can quickly and intuitively learn the emotions of each friend user according to the display order of the user information of the friend user.
  • the grouping manner of user information refers to the manner in which the identities of friend users are grouped and displayed on the first device. If the display style information is a grouping method of user information, when the first device displays the user information of the friend user according to the display style information, it can group the user information of the friend user according to the grouping method of the friend user's user information , And display the user information of the friend user according to the group.
  • the emotional information of user2 and user4 are sad emotions, and the emotional information of user3 is happy emotions
  • the mark used to add to the user information refers to various types of text, graphics, etc. that are convenient for intuitive perception.
  • the specific form of the mark can be set according to the needs of the actual scene, for example, it can be added to the user information
  • Color masks, gamified text labels, emoticons, or weather condition icons, etc. respectively use different colors, text, emoticons, or sunny, rainy weather to represent different emotional information.
  • the display style information is a mark used to add to the user information
  • the first device may add a corresponding mark to the user information of the friend user when displaying the user information of the friend user according to the display style information, And display the user information after adding the mark.
  • the emotion information of user2 is sad emotion
  • the emotion information of user3 is happy emotion
  • the emotion information of user4 is angry.
  • Emotions you can add rain, sunny, and thunder weather icons to the avatars of user2, user3, and user4 to express sadness, happiness, and anger respectively.
  • display style information are only examples, other existing or other forms that may appear in the future, if applicable to this application, should also be included in the protection scope of this application, and Included here by reference.
  • specific forms of the above-mentioned display style information can also be combined and used according to requirements without conflict. For example, after grouping friend users, the ordering method of the user information of the friend users contained in each group can be determined to Sort. While grouping and sorting, corresponding marks can be added to the user information of each friend user, so that the user can learn the emotion of the friend user from any display style information displayed by the first device.
  • the first device in order to enable the user of the first device to learn about the emotional changes of his friend users in a more timely manner, the first device may also obtain the emotional reminder information about the following user from the second device, and according to The prompt information actively reminds the user.
  • Figure 2 shows the processing flow of the first device and the second device when actively reminding, including the following processing steps:
  • Step S201 The second device obtains the physical sampling data and/or social content data of the friend user of the first device user, and determines the emotional information of the friend user according to the physical sampling data and/or social content data.
  • Step S202 The second device generates emotional prompt information about the following user when the emotional information of the following user meets a preset condition.
  • the following user is determined from among the friend users. For example, for the first device user user1, among the friend users user2, user3, and user4, he pays more attention to user3, and this user3 can be set as the following user.
  • the first device may determine the following users among the friend users according to the selection operation of the first device user in advance, and send the information of the following users to the second device, so that the second device can set Follow the user, and generate and send emotional prompt information when the emotional information of the followed user meets preset conditions.
  • the selection operation may be that user user1 clicks on the avatar of friend user user3 in the social application running on the first device, and then clicks the follow button, thereby confirming the following user user3 among the friend users, and the first device will The information of user3 is sent to the second device, so that the second device obtains information about the followed user.
  • the second device obtains the emotional information of the following user user3
  • it will make a judgment according to a preset condition, and if the emotional information of the following user meets the preset condition, it will generate emotional prompt information about the following user.
  • the preset conditions can be determined according to the needs of the user in the actual scene. For example, if the user wants to know more in time which friends are in a bad mood and need to be comforted, the preset conditions can be set to whether they are in several negative negative emotions; For example, if the user wants to share some happy things with friends in a good mood, he can set the preset condition as whether he is in a happy mood.
  • Step S203 The second device sends the emotional prompt information to the first device, so that the first device can receive the emotional prompt information about the concerned user.
  • the second device determines that a friend user is in a negative emotion, it can automatically search for some humanistic care messages and push them to these friend users for reading to adjust their emotions.
  • Step S204 The first device makes a reminder according to the emotional prompt information.
  • the first device may display a prompt text message on the screen to proactively notify the user of the first device, or may also use other forms such as audio, video, and pictures for notification.
  • Fig. 3 shows the processing flow of using the solution provided by the embodiment of this application to realize the display of user emotions.
  • users interact through social applications running on smart phones, and the cloud server serves as the application server of the social application.
  • the processing flow is as follows, including at least the following steps:
  • step S301 the physical sampling data of the user userA corresponding to the smartphone A on the phone's operating frequency, sliding speed, and pressing pressure on the screen, etc., and at the same time obtain the text, expressions, pictures, videos, and videos posted by the user userA through social applications. Voice and other social content data, and upload these data to the cloud server.
  • user userA is a friend user of user userN.
  • step S302 the cloud server performs identification processing based on the data to identify the emotional information of the user userA.
  • identification processing process please refer to the foregoing content, which will not be repeated here. If the recognition fails, ignore this recognition and end the process. If the recognition is successful, step S303 is executed.
  • step S303 the cloud server notifies the smart phone A to turn on its front camera, take a facial image of the user A, and upload it to the cloud server, and the cloud server recognizes the current emotional characteristics of the user A according to the facial image.
  • step S304 the cloud server judges whether the emotion information of the recognized userA matches with the emotion characteristics. If it does not match, it means that the recognition is wrong, and the processing ends. If it matches, it means that the recognition result is correct, and step S305 is executed.
  • userN since userN’s friend users are not limited to userA, there may be dozens, hundreds, or even thousands of users according to the actual social situation. Therefore, for other friend users of userN, if the equipment and network conditions allow , It can also collect physical sampling data, social content data and facial images of other friend users through the terminal equipment it uses, and upload them to the cloud server for processing, so as to obtain as much emotional information of userN's friend users as possible.
  • the terminal device used by the cloud server, smart phone A, and other friend users is used to implement the corresponding functions of the aforementioned second device, and the smartphone N used by userN is used to implement the aforementioned first device. Corresponding function.
  • step S305 the cloud server is acquiring the emotional information of the friend user of userN, and synchronizes the emotional information to the smart phone N of userN.
  • step S306 after receiving the emotional information, the smart phone N reorders the display order of the user information of each friend in its friend list according to the emotional information.
  • step S307 the smart phone N is determining whether to receive a new synchronization message from the cloud server. Since the synchronization message contains the latest emotional information of the friend user, if the synchronization message is not received, the current friend list will not be updated. If the synchronization message is received, step S308 is executed.
  • step S308 the smart phone N updates the display order of the user information in the friend list according to the emotional information of the latest friend user contained in the synchronization message, and displays the latest friend list.
  • an embodiment of the present application also provides a computing device.
  • the method corresponding to the device is the method for displaying user emotions in the foregoing embodiment, and the principle of solving the problem is similar to the method.
  • the device includes a memory for storing computer program instructions and a processor for executing computer program instructions, wherein, when the computer program instructions are executed by the processor, the device is triggered to execute the aforementioned first device or second device. 2.
  • FIG. 4 shows the structure of a device suitable for implementing the method and/or technical solution in the embodiment of the present application.
  • the device 400 includes a central processing unit (CPU, Central Processing Unit) 401, which can be stored in a read-only The program in the memory (ROM, Read Only Memory) 402 or the program loaded from the storage part 408 to the random access memory (RAM, Random Access Memory) 403 performs various appropriate actions and processing. In RAM 403, various programs and data required for system operation are also stored.
  • the CPU 401, the ROM 402, and the RAM 403 are connected to each other through a bus 404.
  • An input/output (I/O, Input/Output) interface 405 is also connected to the bus 404.
  • Input part 406 including keyboard, mouse, touch screen, microphone, sensor, etc.; including cathode ray tube (CRT, Cathode Ray Tube), liquid crystal display (LCD, Liquid Crystal Display), LED
  • the storage part 408 including one or more computer-readable media such as hard disks, optical disks, magnetic disks, and semiconductor memories; and including such as LAN (Local Area Network) cards, modems
  • the communication section 409 performs communication processing via a network such as the Internet.
  • the methods and/or embodiments in the embodiments of the present application may be implemented as computer software programs.
  • the embodiments of the present disclosure include a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program contains program code for executing the method shown in the flowchart.
  • the computer program is executed by the central processing unit (CPU) 401, the above-mentioned functions defined in the method of the present application are executed.
  • the computer-readable medium described in this application may be a computer-readable signal medium or a computer-readable storage medium or any combination of the two.
  • the computer-readable medium may be, for example, but not limited to, an electric, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the above. More specific examples of computer-readable storage media may include, but are not limited to: electrical connections with one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable Programmable read only memory (EPROM or flash memory), optical fiber, portable compact disk read only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination of the above.
  • the computer-readable medium can be any tangible medium that contains or stores a program, and the program can be used by or in combination with an instruction execution system, apparatus, or device.
  • a computer-readable signal medium may include a data signal propagated in a baseband or as a part of a carrier wave, and a computer-readable program code is carried therein.
  • This propagated data signal can take many forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing.
  • the computer-readable signal medium may also be any computer-readable medium other than the computer-readable storage medium.
  • the computer-readable medium may send, propagate, or transmit the program for use by or in combination with the instruction execution system, apparatus, or device .
  • the program code contained on the computer-readable medium can be transmitted by any suitable medium, including but not limited to: wireless, wire, optical cable, RF, etc., or any suitable combination of the above.
  • the computer program code used to perform the operations of this application can be written in one or more programming languages or a combination thereof.
  • the programming languages include object-oriented programming languages—such as Java, Smalltalk, C++, and also conventional Procedural programming language-such as "C" language or similar programming language.
  • the program code can be executed entirely on the user's computer, partly on the user's computer, as an independent software package, partly on the user's computer and partly on a remote computer, or entirely on the remote computer or server.
  • the remote computer can be connected to the user’s computer through any kind of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computer (for example, using an Internet service provider to pass Internet connection).
  • LAN local area network
  • WAN wide area network
  • Internet service provider for example, using an Internet service provider to pass Internet connection.
  • each block in the flowchart or block diagram can represent a module, program segment, or part of code, and the module, program segment, or part of code contains one or more for realizing the specified logical function Executable instructions.
  • the functions marked in the block may also occur in a different order from the order marked in the drawings. For example, two blocks shown in succession can actually be executed substantially in parallel, or they can sometimes be executed in the reverse order, depending on the functions involved.
  • each block in the block diagram and/or flowchart, and the combination of the blocks in the block diagram and/or flowchart can be implemented by a dedicated hardware-oriented system that performs the specified functions or operations. Or it can be realized by a combination of dedicated hardware and computer instructions.
  • the present application also provides a computer-readable medium, which may be included in the device described in the above-mentioned embodiments; or it may exist alone without being assembled into the device.
  • the aforementioned computer-readable medium carries one or more computer-readable instructions, which can be executed by a processor to implement the aforementioned methods and/or technical solutions of the multiple embodiments of the present application.
  • the text input by the user can be determined in response to the text input operation of the user, the text is displayed on the display interface, and then keywords are determined according to the text.
  • a picture matching the keyword is acquired, and the graphic content including the text and the picture is generated and displayed on the display interface.
  • the whole process does not require the user to manually search for and select pictures.
  • the input text can automatically find pictures that match the text content, and then generate graphic content containing pictures and text, which can improve user experience and enable users to effectively Express emotions in the social process without adding a lot of tedious operations to users.
  • this application can be implemented in software and/or a combination of software and hardware. For example, it can be implemented using an application specific integrated circuit (ASIC), a general purpose computer or any other similar hardware devices.
  • ASIC application specific integrated circuit
  • the software program of the present application may be executed by a processor to realize the above steps or functions.
  • the software program (including related data structure) of the present application can be stored in a computer-readable recording medium, such as RAM memory, magnetic or optical drive or floppy disk and similar devices.
  • some steps or functions of the present application may be implemented by hardware, for example, as a circuit that cooperates with a processor to execute each step or function.

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Abstract

一种显示用户情绪的方法及设备,第二设备可以采集好友用户的物理采样数据和/或社交内容数据,并以此确定好友用户的情绪信息,然后发送给用户对应的第一设备,而第一设备可以根据情绪信息确定对应的好友用户的显示样式信息,并根据显示样式信息显示好友用户的用户信息。由于好友用户的不同情绪信息会对应不同的显示样式信息,因此,用户直接通过第一设备查看其显示的好友用户的用户信息,即可直观地通过不同的显示样式获知各个好友用户的情绪,无需用户进行分析,不会带来处理上的负担。

Description

显示用户情绪的方法及设备 技术领域
本申请涉及信息技术领域,尤其涉及一种建立社交关系的方法及设备。
背景技术
随着互联网技术的不断发展,互联网公司提供各种各样的社交应用产品,用户通过所述社交应用产品可以与其它用户沟通,以实现各类社交需求。在社交的过程中,交互双方的情绪往往会对用户之间的沟通、交互产生影响,例如当对方的情绪不佳时,则不适合在交互过程中给对方造成更多的负面情绪。
在目前的社交方案中,用户了解交互对象情绪的方式往往需要主动查看对方发布的文字、语音、图片、视频、表情等社交内容数据,然后通过这些社交内容数据判断对方当时的情绪。但是这种方式需要用户主动查看并分析相应的社交内容数据,对用户而言处理负担较高且不够直观,往往容易判断错误或者忽略对方的情绪变化,从而对后续的交互造成影响。
申请内容
本申请的一个目的是提供一种显示用户情绪的方法及设备。
为实现上述目的,本申请的一些实施例提供了一种在第一设备端的显示用户情绪的方法,该方法包括:
从第二设备获取好友用户的情绪信息,其中,所述好友用户的情绪信息由所述第二设备根据所述好友用户的物理采样数据和/或社交内容数据确定;
根据所述情绪信息,确定对应的好友用户的显示样式信息;
根据所述显示样式信息,显示所述好友用户的用户信息。
本申请实施例还提供了一种在第二设备端的显示用户情绪的方法,该方法包括:
获取第一设备用户的好友用户的物理采样数据和/或社交内容数据,并 根据所述物理采样数据和/或社交内容数据确定所述好友用户的情绪信息;
将所述好友用户的情绪信息发送至第一设备,以使所述第一设备根据所述情绪信息确定对应的好友用户的显示样式信息,并根据所述显示样式信息显示所述好友用户的用户信息。
此外,本申请实施例提供了一种计算设备,该设备包括用于存储计算机程序指令的存储器和用于执行计算机程序指令的处理器,其中,当该计算机程序指令被该处理器执行时,触发所述设备执行所述显示用户情绪的方法。
本申请实施例还提供了一种计算机可读介质,其上存储有计算机程序指令,所述计算机可读指令可被处理器执行以实现所述显示用户情绪的方法。
本申请的一些实施例提供的方案中,第二设备可以采集好友用户的物理采样数据和/或社交内容数据,并以此确定好友用户的情绪信息,然后发送给用户对应的第一设备,而第一设备可以根据所述情绪信息确定对应的好友用户的显示样式信息,并根据所述显示样式信息显示所述好友用户的用户信息。由于好友用户的不同情绪信息会对应不同的显示样式信息,因此,用户直接通过第一设备查看其显示的好友用户的用户信息,即可直观地通过不同的显示样式获知各个好友用户的情绪,无需用户进行分析不会带来处理上的负担。
附图说明
通过阅读参照以下附图所作的对非限制性实施例所作的详细描述,本申请的其它特征、目的和优点将会变得更明显:
图1为本申请实施例中实现用户情绪显示时所涉及的各个设备交互处理的示意图;
图2为本申请实施例中各个设备在实现情绪主动提醒时的交互示意图;
图3为采用本申请实施例提供的方案实现用户情绪显示的处理流程;
图4为本申请实施例提供的一种适用于实现本申请实施例方案的一种设备的结构示意图;
附图中相同或相似的附图标记代表相同或相似的部件。
具体实施方式
为使本申请实施例的目的、技术方案和优点更加清楚,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本申请一部分实施例,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作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。
在本申请一个典型的配置中,终端、服务网络的设备均包括一个或多个处理器(CPU)、输入/输出接口、网络接口和内存。
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。
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(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。
本申请的一些实施例提供了一种显示用户情绪的方法,该方法可以根据好友用户的物理采样数据和/或社交内容数据确定情绪信息,然后根据所述情绪信息确定对应的好友用户的显示样式信息,并根据所述显示样式信息显示所述好友用户的用户信息。由于好友用户的不同情绪信息会对应不同的显示样式信息,因此,用户直接通过设备查看其显示的好友用户的用户信息,即可直观地通过不同的显示样式获知各个好友用户的情绪,无需用户进行分析不会带来处理上的负担。
图1示出了本申请实施例中实现用户情绪显示时所涉及的各个设备交互处理的示意图,包括第一设备110和第二设备120,其交互处理的流程包括以下步骤:
步骤S101,第二设备获取第一设备用户的好友用户的物理采样数据和/或社交内容数据,并根据所述物理采样数据和/或社交内容数据确定所述好友用户的情绪信息。
其中,所述第一设备为运行有社交应用客户端程序的用户设备,例如可以包括但不限于计算机、手机、平板电脑、智能手表等各类可以运行社交应用客户端程序的终端设备。所述第一设备用户为使用运行于第一设备的社交软件的用户,可以通过社交应用帐号、绑定的手机号等标识信息识别所述第一设备用户。所述好友用户为在社交应用中与该第一设备用户建立有社交关系的用户,根据社交关系的形式不同,所述好友用户在实际场景中可以采用不同的表现形式,例如可以是第一设备用户的好友列表中的用户、第一设备用户收藏或关注的用户、第一设备用户的通讯录中的用户等。
所述第二设备可以是好友用户所使用的、运行有社交应用客户端程序的用户设备,或者可以是运行有社交应用服务端程序的网络设备,此外也可以是由所述用户设备和网络设备通过网络相集成所构成的设备。所述用户设备包括但不限于计算机、手机、平板电脑、智能手表等各类终端设备;所述网络设备包括但不限于如网络主机、单个网络服务器、多个网络服务器集或基于云计算的计算机集合等实现。在此,云由基于云计算(Cloud Computing)的大量主机或网络服务器构成,其中,云计算是分布式计算的一种,由一群松散耦合的计算机集组成的一个虚拟计算机。
根据不同的应用场景,所述第二设备可以采用相应的实现形式。例如,当所述第二设备为好友用户所使用的、运行有社交应用客户端程序的用户设备,所述第一设备和第二设备均为用户设备,若第一设备用户为用户user1,该用户user1在社交应用中的好友用户为用户user2、user3和user4。此时,第一设备为用户user1对应的用户设备UE1,第二设备为用户user2、user3和user4对应的用户设备UE2、UE3和UE4。各个第二设备UE2、 UE3和UE4可以直接通过设备采集用户user2、user3和user4在使用对应的第二设备时的物理采样数据和/或社交内容数据,然后UE2、UE3和UE4分别对各自采集到的物理采样数据和/或社交内容数据进行处理,分别确定好友用户user2、user3和user4的情绪信息。
当所述第二设备为运行有社交应用服务端程序的网络设备时,第二设备Server无需直接采集物理采样数据和/或社交内容数据,而是可以在UE2、UE3和UE4采集到物理采样数据和/或社交内容数据后,从UE2、UE3和UE4获取采集到的物理采样数据和/或社交内容数据,进而根据这些数据确定好友用户的情绪特征。
此外,当所述第二设备是由所述用户设备和网络设备通过网络相集成所构成的设备时,可以由其中的用户设备部分直接采集物理采样数据和/或社交内容数据,而对数据的处理由网络设备负责或者可以根据实际场景的需求由用户设备和网络设备各负责一部分的处理。在实际场景中,由于第二设备所获取并使用的物理采样数据或社交内容数据中可能会包含用户的隐私信息,因此在本方案在执行相应的处理之前会向用户请求获取并使用这些隐私数据的权限,在获得用户授权之后才会采集好友用户的物理采样数据以及社交内容数据。
在本申请的一些实施例中,所述物理采样数据可以包括但不限于好友用户按压触摸屏的压力、在触摸屏上的滑动速度、操作的用户设备的频率等,而所述社交内容数据可以包括但不限于好友用户在社交应用中所发布的文本、图片、视频、语音等数据。第二设备在根据所述物理采样数据和/或社交内容数据确定所述好友用户的情绪信息时,可以基于以下的判断逻辑:
1、根据按压触摸屏的压力判断:一般愤怒的人在按压触摸屏时压力会大于偏大,而情绪正常的人按压触摸屏时的压力会相对小一些,因此可以设定一个压力阈值以此判断设备的用户是否处于愤怒的情绪状态中。
2、根据在触摸屏上的滑动速度判断:处于烦躁、焦虑、愤怒等负面情绪状态的人在触摸屏上滑动时,其滑动速度会偏大,而情绪正常的人滑动速度会相对小一些,由此可以设定一个滑动速度阈值判断此类情绪;
3、根据操作的用户设备的频率判断:当处于烦躁、焦虑、愤怒等负面情绪状态的人在操作用户设备时,其操作的频率往往会较快,而情绪正常的人的操作频率则会相对较慢,由此可以设定一个操作频率阈值判断此类情绪。
4、根据用户发布的文本判断:处于不同情绪状态中的用户其发布的文字会具有各自不同的特征,例如当文本中的关键词出现高兴、愉快、幸福、欣慰、感激、兴奋、激动等含义的词语时,则表示用户处于积极的正面情绪状态中,而当文本中出现悲伤、痛苦、愤怒、抱怨、焦虑、紧张、生气、难过、烦躁、失望、伤心、沮丧等含义的词语时,表示用户处于消息的负面情绪状态中。另外,当表示正面情绪的关键词明显多于表示负面情绪的关键词时,也可以说明用户当前处于正面情绪状态中。
5、根据用户发布的语音判断:在一种方式中,可以对语音进行文本识别,识别出所述语音所对应的文本,然后基于文本的判断方式识别其对应的情绪信息。而在另一种方式中,可以基于语音本身的音频特征,例如语调、语速等。处于不同情绪状态的用户在说话时的语调和语速会具有明显的区别,例如对于愤怒的人在说话时语速会加快,语调也会升高,由此可以通过设定不同的阈值来判断语音所对应的情绪信息。
6、根据用户发布的图片、视频判断:难过、悲伤等负面情绪状态的人发布的图片会更加可能偏向于冷色调、色彩单一,而处于高兴、幸福等正面情绪状态的人发布的图片会更加可能偏向于暖色调、色彩丰富。由此,可以根据色调的偏向、色彩的丰富程度来确定图片、视频所对应的情绪信息。
此外,除了上述基于各类参数的阈值来判断用户情绪信息之外,也可以采用机器学习的方式,通过标记过情绪状态的样本进行训练,获得识别模型后,将待处理的各类物理采样数据和/或社交内容数据输入识别模型进行判断,以确定其所对应的情绪信息。
在实际场景中,越多的判断依据一般可以获得更加准确的判断结果,因此在本申请实施例中,可以尽可能多的获取物理采样数据或者社交内容数据,在根据不同种类的数据分别确定判断结果之后,可以进行综合处理, 例如设定不同的阈值采用加权处理的方式确定综合各个判断结果后的情绪信息,以获得更加准确的结果。
其中,所述情绪信息可以采用情绪类别的形式进行区分,例如可以粗略地划分为积极的正面情绪、消极的负面情绪,或者更加细粒度地划分为高兴、愤怒、悲伤、兴奋等各种具体情绪。此外,由于在实际场景中,每个人的情绪往往会是多种情绪状态的叠加,而非处于一种单独的情绪状态中,因此也可以采用分值等形式更加定量地划分情绪信息,越偏向正面的情绪可以获得较高的评分,而越偏向负面的情绪则会获得较低的评分,由此可以通过分值的高低对处于多种情绪状态中的用户进行准确的评价。
步骤S102,第二设备将所述好友用户的情绪信息发送至第一设备,而第一设备则从所述第二设备获取所述情绪信息。
在本申请的一些实施例中,第二设备在发送情绪信息之前,可以对情绪信息进行进一步的确认。例如,可以利用摄像装置获取好友用户当前的面部图像,根据所述好友用户的面部图像确定好友用户的情绪特征,从而对根据物理采样数据和/或社交内容数据所确定的情绪信息进行进一步的确认。
进一步确认的方式为:可以判断好友用户的情绪信息与所述好友用户的情绪特征匹配,若情绪信息为高兴的正面情绪,而好友用户的面部图像则显示用户正在哭泣,属于负面的情绪特征,则情绪信息与情绪特征不匹配,说明情绪判断结果有误,第二设备不将所述好友用户的情绪信息发送至第一设备。若情绪信息为高兴的正面情绪,而好友用户的面部图像则显示用户正在微笑,情绪特征也属于正面的情绪特征,则情绪信息与情绪特征匹配,说明情绪判断结果正确,第二设备将所述好友用户的情绪信息发送至第一设备。
为了提高情绪特征识别的准确度,还可以通过机器学习的方式对用户面部图像进行识别,从而获取好友用户的情绪特征。首先可以通过样本训练的方式获得机器学习的识别模型,在识别情绪特征时,可以先对面部图像进行图像特征提取,以图像特征值作为识别模型的输入值,情绪特征作为识别模型的输出值。例如,图像特征值可以是面部图像中的色彩特征、 纹理特征、形状特征等,这些特征能够描述图像的特点,从而区别不同的面部图像。
步骤S103,第一设备根据所述情绪信息,确定对应的好友用户的显示样式信息。
步骤S104,第一设备根据所述显示样式信息,显示所述好友用户的用户信息。
在本申请的一些实施例中,所述显示样式信息可以包括但不限于以下的任意一种或多种:用户信息的排序方式、用户信息的分组方式、用于添加至所述用户信息上的标记。
其中,所述用户信息是指用户的名称、帐号、头像等用于标识用户的信息,其排序方式是指好友用户的标识在第一设备上的排列呈现方式。若显示样式信息为用户信息的排序方式,第一设备在根据所述显示样式信息,显示所述好友用户的用户信息时,可以根据好友用户的用户信息的排序方式,对用户信息列表中所述好友的用户信息进行排序,并显示排序后的用户信息列表。
以前述第一设备用户user1的好友用户user2、user3和user4为例,若正常的排序方式为按照名称的顺序进行排序,则在user1的好友列表中这三个好友用户的显示顺序依次为user2、user3、user4。若此时确定user2和user4的情绪信息为悲伤的情绪,而user3的情绪信息为高兴的情绪,则可以按照预先设定的各个不同情绪的排列顺序确定排序,此时好友列表中这三个好友用户的显示顺序可以依次为user3、user2、user4。此外,若本申请实施例中是以评分的形式表示情绪信息,则可以按照评分的高低顺序确定好友用户的显示顺序。由此,第一设备用户根据好友用户的用户信息的显示顺序,可以快速直观地获知各个好友用户的情绪。
用户信息的分组方式是指好友用户的标识在第一设备上分组显示的方式。若显示样式信息为用户信息的分组方式,第一设备根据所述显示样式信息,显示所述好友用户的用户信息时,可以根据好友用户的用户信息的分组方式,对好友用户的用户信息进行分组,并按照所述分组显示好友用户的用户信息。
例如,对于第一设备用户user1的好友用户user2、user3和user4,其中user2和user4的情绪信息为悲伤的情绪,而user3的情绪信息为高兴的情绪,则可以将user2和user4设置为一个分组显示,而user3作为另一个分组显示,由此若用户根据分组情况,可以快速直观地获知各个好友用户的情绪。若需要找特定情绪的好友聊天时,可以打开相应的分组,从其中选取好友用户。
用于添加至所述用户信息上的标记是指便于直观感知的各类文字、图形等形式的标记,其标记的具体形式可以根据实际场景的需求设定,例如可以是在用户信息上添加的彩色蒙层、游戏化的文本标记、表情图片或者是天气情况图标等,分别以不同的颜色、文本、表情或者晴、雨等天气来表示不同的情绪信息。若显示样式信息为用于添加至所述用户信息上的标记,第一设备根据所述显示样式信息,显示所述好友用户的用户信息时,可以在好友用户的用户信息中添加对应的标记,并显示添加标记后的用户信息。
以天气情况图标作为标记为例,对于第一设备用户user1的好友用户user2、user3和user4,其中user2的情绪信息为悲伤的情绪、user3的情绪信息为高兴的情绪、user4的情绪信息为愤怒的情绪,则可以分别在user2、user3和user4的头像上添加降雨、晴天和打雷的天气情况图标,以分别表示悲伤、高兴和愤怒的情绪。
在此,本领域技术人员应当理解上述关于显示样式信息的具体形式仅为举例,其他现有的或今后可能出现的其它形式如可适用于本申请,也应包含在本申请保护范围以内,并在此以引用方式包含于此。并且,上述显示样式信息的具体形式在没有冲突的情况下亦可以根据需求进行组合使用,例如可以对好友用户进行分组之后,确定每个分组中所包含的好友用户的用户信息的排序方式,以进行排序。而在进行分组和排序的同时,也可以为各个好友用户的用户信息添加上对应的标记,从而使得用户可以从第一设备所显示的任意一种显示样式信息中获知好友用户的情绪。
在本申请的一些实施例中,为了使得第一设备用户能够更加及时的获知其好友用户的情绪变化情况,所述第一设备还可以从第二设备获取关于 关注用户的情绪提示信息,并根据所述提示信息向用户主动进行提醒。图2示出了主动提醒时第一设备和第二设备的处理流程,包括以下处理步骤:
步骤S201,第二设备获取第一设备用户的好友用户的物理采样数据和/或社交内容数据,并根据所述物理采样数据和/或社交内容数据确定所述好友用户的情绪信息。
步骤S202,第二设备在关注用户的情绪信息符合预设条件时生成关于关注用户的情绪提示信息。其中,所述关注用户从所述好友用户中确定,例如对于第一设备用户user1,其在好友用户user2、user3和user4中,更加关注user3,此时可以将该user3设定为关注用户。
在实际场景中,第一设备可以预先根据第一设备用户的选择操作,在好友用户中确定关注用户,将所述关注用户的信息发送至第二设备,以使所述第二设备可以设定关注用户,并在关注用户的情绪信息符合预设条件时生成并发送情绪提示信息。
例如,所述选择操作可以是用户user1在第一设备运行的社交应用中点击好友用户user3的头像,然后点击关注按钮,由此在好友用户中确定了关注用户user3,此时第一设备会将user3的信息发送给第二设备,使得第二设备获得关于关注用户的信息。当第二设备获得关注用户user3的情绪信息时,会根据预设条件进行判断,若关注用户的情绪信息符合预设条件,则会生成关于关注用户的情绪提示信息。
所述预设条件可以根据实际场景中用户的需求确定,例如用户希望更加及时地知道哪些好友情绪不佳需要安抚,则可以将预设条件设定为是否处于几种消极的负面情绪中;还如,若用户希望能够与心情不错的朋友分享一些开心的事,则可以将预设条件设定为处于是否处于高兴情绪中。
步骤S203,第二设备将所述情绪提示信息发送至第一设备,使得所述第一设备能够接收到关于关注用户的情绪提示信息。在本申请的一些实施例中,当第二设备确定某一好友用户处于消极的负面情绪中时,可以自动搜索一些人文关怀类的消息推送给这些好友用户,供这些好友用户阅读来调节情绪。
步骤S204,第一设备根据所述情绪提示信息进行提醒。例如,第一设 备可以在屏幕上显示提示文字消息主动通知第一设备用户,或者也可以采用如音频、视频、图片等其它的形式来进行通知。
图3示出了采用本申请实施例提供的方案实现用户情绪显示的处理流程,本实施例中用户之间通过智能手机上运行的社交应用进行交互,云端服务器作为该社交应用的应用服务器,提供服务端的相应功能。所述的处理流程如下,至少包括以下步骤:
步骤S301,智能手机A手机其对应的用户userA在对手机的操作频率、滑动速度以及对屏幕的按压压力等物理采样数据,同时获取用户userA通过社交应用所发布的文本、表情、图片、视频以及语音等社交内容数据,并将这些数据上传至云端服务器。其中,用户userA为用户userN的好友用户。
步骤S302,云端服务器根据这些数据进行识别处理,识别出用户userA的情绪信息,具体的识别处理过程可以参考前述内容,此处不再赘述。若识别失败,则忽略本次识别,结束处理。若识别成功,执行步骤S303。
步骤S303,云端服务器通知智能手机A打开其前置摄像头,拍摄用户userA的面部图像,并上传云端服务器,由云端服务器根据面部图像识别userA当前的情绪特征。
步骤S304,云端服务器判断识别到的userA的情绪信息与其情绪特征是否匹配,若不匹配,则表示识别有误,结束处理,若匹配,则表示识别结果正确,执行步骤S305。
在实际场景中,由于userN的好友用户并非仅限于userA,根据实际的社交情况可能是数十、上百甚至上千个,因此对于userN的其它好友用户,在设备、网络等条件允许的情况下,也可以通过其使用的终端设备采集其它好友用户的物理采样数据、社交内容数据以及面部图像,并上传至云端服务器进行处理,从而尽可能多的获得userN的好友用户的情绪信息。在本实施例中,云端服务器、智能手机A以及其它好友用户所使用的终端设备即用于实现前述第二设备的相应功能,而userN所使用的智能手机N则用于实现前述第一设备的相应功能。
步骤S305,云端服务器在获取userN的好友用户的情绪信息,将这些 情绪信息同步给userN的智能手机N。
步骤S306,智能手机N在收到情绪信息之后,根据情绪信息对其好友列表中各个好友的用户信息显示顺序进行重新排序。
步骤S307,智能手机N在判断是否收到新的来自云端服务器的同步消息。由于同步消息中包含了最新的好友用户的情绪信息,若未收到同步消息,继续保持目前的好友列表不作更新。若收到了同步消息,则执行步骤S308。
步骤S308,智能手机N根据同步消息中包含的最新的好友用户的情绪信息,对好友列表中用户信息的显示顺序进行更新,显示最新好友列表。
基于同一发明构思,本申请实施例中还提供了一种计算设备,所述设备对应的方法是前述实施例中的显示用户情绪的方法,并且其解决问题的原理与该方法相似。该设备包括用于存储计算机程序指令的存储器和用于执行计算机程序指令的处理器,其中,当该计算机程序指令被该处理器执行时,触发所述设备执行前述的在第一设备端或者第二设备端的显示用户情绪的方法。
图4示出了适用于实现本申请实施例中的方法和/或技术方案的一种设备的结构,该设备400包括中央处理单元(CPU,Central Processing Unit)401,其可以根据存储在只读存储器(ROM,Read Only Memory)402中的程序或者从存储部分408加载到随机访问存储器(RAM,Random Access Memory)403中的程序而执行各种适当的动作和处理。在RAM 403中,还存储有系统操作所需的各种程序和数据。CPU 401、ROM 402以及RAM403通过总线404彼此相连。输入/输出(I/O,Input/Output)接口405也连接至总线404。
以下部件连接至I/O接口405:包括键盘、鼠标、触摸屏、麦克风、传感器等的输入部分406;包括诸如阴极射线管(CRT,Cathode Ray Tube)、液晶显示器(LCD,Liquid Crystal Display)、LED显示器、OLED显示器等以及扬声器等的输出部分407;包括硬盘、光盘、磁盘、半导体存储器等一个或多个计算机可读介质的存储部分408;以及包括诸如LAN(局域网,Local Area Network)卡、调制解调器等的网络接口卡的通信部分409。 通信部分409经由诸如因特网的网络执行通信处理。
特别地,本申请实施例中的方法和/或实施例可以被实现为计算机软件程序。例如,本公开的实施例包括一种计算机程序产品,其包括承载在计算机可读介质上的计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在该计算机程序被中央处理单元(CPU)401执行时,执行本申请的方法中限定的上述功能。
需要说明的是,本申请所述的计算机可读介质可以是计算机可读信号介质或者计算机可读存储介质或者是上述两者的任意组合。计算机可读介质例如可以是——但不限于——电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合。计算机可读存储介质的更具体的例子可以包括但不限于:具有一个或多个导线的电连接、便携式计算机磁盘、硬盘、随机访问存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM或闪存)、光纤、便携式紧凑磁盘只读存储器(CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。在本申请中,计算机可读介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。
而在本申请中,计算机可读的信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了计算机可读的程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。计算机可读的信号介质还可以是计算机可读存储介质以外的任何计算机可读介质,该计算机可读介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。计算机可读介质上包含的程序代码可以用任何适当的介质传输,包括但不限于:无线、电线、光缆、RF等等,或者上述的任意合适的组合。
可以以一种或多种程序设计语言或其组合来编写用于执行本申请的操作的计算机程序代码,所述程序设计语言包括面向对象的程序设计语言—诸如Java、Smalltalk、C++,还包括常规的过程式程序设计语言—诸如“C”语言或类似的程序设计语言。程序代码可以完全地在用户计算机上执行、部分地在用户计算机上执行、作为一个独立的软件包执行、部分在 用户计算机上部分在远程计算机上执行、或者完全在远程计算机或服务器上执行。在涉及远程计算机的情形中,远程计算机可以通过任意种类的网络——包括局域网(LAN)或广域网(WAN)—连接到用户计算机,或者,可以连接到外部计算机(例如利用因特网服务提供商来通过因特网连接)。
附图中的流程图或框图示出了按照本申请各种实施例的设备、方法和计算机程序产品的可能实现的体系架构、功能和操作。在这点上,流程图或框图中的每个方框可以代表一个模块、程序段、或代码的一部分,该模块、程序段、或代码的一部分包含一个或多个用于实现规定的逻辑功能的可执行指令。也应当注意,在有些作为替换的实现中,方框中所标注的功能也可以以不同于附图中所标注的顺序发生。例如,两个接连地表示的方框实际上可以基本并行地执行,它们有时也可以按相反的顺序执行,这依所涉及的功能而定。也要注意的是,框图和/或流程图中的每个方框、以及框图和/或流程图中的方框的组合,可以用执行规定的功能或操作的专用的针对硬件的系统来实现,或者可以用专用硬件与计算机指令的组合来实现。
作为另一方面,本申请还提供了一种计算机可读介质,该计算机可读介质可以是上述实施例中描述的设备中所包含的;也可以是单独存在,而未装配入该设备中。上述计算机可读介质承载有一个或者多个计算机可读指令,所述计算机可读指令可被处理器执行以实现前述本申请的多个实施例的方法和/或技术方案。
综上所述,本申请的一些实施例提供的方案中,能够响应于用户的本文输入操作,确定用户输入的本文,并在显示界面中显示所述文本,然后根据所述文本确定关键字,获取与所述关键字匹配的图片,生成并在所述显示界面中显示包含所述文本和所述图片的图文内容。整个过程无需用户手动查找、选择配图,可以直接由输入的文本自动找到与文本内容相匹配的图片,然后生成包含图片和文字的图文内容,由此能够提升用户体验,使得用户能够有效地在社交过程中表达情感,同时不需要增加用户大量繁琐的操作。
需要注意的是,本申请可在软件和/或软件与硬件的组合体中被实施,例如,可采用专用集成电路(ASIC)、通用目的计算机或任何其他类似硬 件设备来实现。在一些实施例中,本申请的软件程序可以通过处理器执行以实现上文步骤或功能。同样地,本申请的软件程序(包括相关的数据结构)可以被存储到计算机可读记录介质中,例如,RAM存储器,磁或光驱动器或软磁盘及类似设备。另外,本申请的一些步骤或功能可采用硬件来实现,例如,作为与处理器配合从而执行各个步骤或功能的电路。
对于本领域技术人员而言,显然本申请不限于上述示范性实施例的细节,而且在不背离本申请的精神或基本特征的情况下,能够以其他的具体形式实现本申请。因此,无论从哪一点来看,均应将实施例看作是示范性的,而且是非限制性的,本申请的范围由所附权利要求而不是上述说明限定,因此旨在将落在权利要求的等同要件的含义和范围内的所有变化涵括在本申请内。不应将权利要求中的任何附图标记视为限制所涉及的权利要求。此外,显然“包括”一词不排除其他单元或步骤,单数不排除复数。装置权利要求中陈述的多个单元或装置也可以由一个单元或装置通过软件或者硬件来实现。第一,第二等词语用来表示名称,而并不表示任何特定的顺序。

Claims (12)

  1. 一种在第一设备端的显示用户情绪的方法,其中,该方法包括:
    从第二设备获取好友用户的情绪信息,其中,所述好友用户的情绪信息由所述第二设备根据所述好友用户的物理采样数据和/或社交内容数据确定;
    根据所述情绪信息,确定对应的好友用户的显示样式信息;
    根据所述显示样式信息,显示所述好友用户的用户信息。
  2. 根据权利要求1所述的方法,其中,所述显示样式信息包括但不限于以下任意一种或多种:
    用户信息的排序方式;
    用户信息的分组方式;
    用于添加至所述用户信息上的标记。
  3. 根据权利要求2所述的方法,其中,根据所述显示样式信息,显示所述好友用户的用户信息,包括:
    根据好友用户的用户信息的排序方式,对用户信息列表中所述好友的用户信息进行排序,并显示排序后的用户信息列表。
  4. 根据权利要求2所述的方法,其中,根据所述显示样式信息,显示所述好友用户的用户信息,包括:
    根据好友用户的用户信息的分组方式,对好友用户的用户信息进行分组,并按照所述分组显示好友用户的用户信息。
  5. 根据权利要求2所述的方法,其中,根据所述显示样式信息,显示所述好友用户的用户信息,包括:
    在好友用户的用户信息中添加对应的标记,并显示添加标记后的用户信息。
  6. 根据权利要求1所述的方法,其中,该方法还包括:
    从第二设备获取关于关注用户的情绪提示信息,其中,所述关注用户从所述好友用户中确定,所述情绪提示信息由所述第二设备在关注用户的情绪信息符合预设条件时生成;
    根据所述情绪提示信息进行提醒。
  7. 根据权利要求6所述的方法,其中,从第二设备获取关于关注用户 的情绪提示信息之前,还包括:
    根据第一设备用户的选择操作,在好友用户中确定关注用户;
    将所述关注用户的信息发送至第二设备,以使所述第二设备在关注用户的情绪信息符合预设条件时生成并发送情绪提示信息。
  8. 一种在第二设备端的显示用户情绪的方法,其中,该方法包括:
    获取第一设备用户的好友用户的物理采样数据和/或社交内容数据,并根据所述物理采样数据和/或社交内容数据确定所述好友用户的情绪信息;
    将所述好友用户的情绪信息发送至第一设备,以使所述第一设备根据所述情绪信息确定对应的好友用户的显示样式信息,并根据所述显示样式信息显示所述好友用户的用户信息。
  9. 根据权利要求8所述的方法,其中,将所述好友用户的情绪信息发送至第一设备,包括:
    获取所述好友用户的面部图像;
    根据所述好友用户面部图像,确定好友用户的情绪特征;
    判断好友用户的情绪信息与所述好友用户的情绪特征匹配,若匹配,则将所述好友用户的情绪信息发送至第一设备。
  10. 根据权利要求8所述的方法,其中,该方法还包括:
    在关注用户的情绪信息符合预设条件时生成关于关注用户的情绪提示信息,其中,所述关注用户从所述好友用户中确定;
    将所述情绪提示信息发送至第一设备。
  11. 一种计算设备,该设备包括用于存储计算机程序指令的存储器和用于执行计算机程序指令的处理器,其中,当该计算机程序指令被该处理器执行时,触发所述设备执行权利要求1至10中任一项所述的方法。
  12. 一种计算机可读介质,其上存储有计算机程序指令,所述计算机可读指令可被处理器执行以实现如权利要求1至10中任一项所述的方法。
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