WO2022028135A1 - 在线体感斗舞方法、装置、计算机设备及存储介质 - Google Patents
在线体感斗舞方法、装置、计算机设备及存储介质 Download PDFInfo
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Definitions
- the present application relates to the technical field of somatosensory games, and in particular, to an online somatosensory dance dance method, device, computer equipment and storage medium.
- the somatosensory dance game is a new type of video game that is operated by changing body dance movements. In recent years, it has received widespread attention from more and more game lovers.
- the somatosensory dance games discovered by the present inventors mainly have the following shortcomings: (1) Most of the games are played based on large-scale devices such as Android system TV sets or PS4 system home game consoles, which are inconvenient to carry, and players can only play in Fixed places to play games. (2) Songs in dance games can only rely on official production and push updates. The song update speed is relatively slow and cannot keep up with the latest trends; and ordinary players can only play officially released game songs, and it is difficult to participate in the production of game songs themselves. among. (3) Common somatosensory dance games are mostly single-player level modes.
- the purpose of the present application is to provide a somatosensory dance game solution that is not restricted by game equipment, forms good interaction among multiple players, and can flexibly select dance songs, so as to solve the above problems.
- an online somatosensory dance method comprising:
- Output a plurality of standard action images corresponding to the dance video in chronological order; the standard action images are used to represent the position coordinates of different skeletal nodes at the corresponding moment;
- the overall rating and ranking of each said player is counted and output.
- the step of allocating a room to the player in response to a game start request sent by one or more players includes:
- the plurality of standard action images are generated through the following steps:
- the step of determining whether the dance video meets the preset conditions includes:
- the standard action parameters are obtained through the following steps:
- Standard acceleration information, standard velocity information, and standard direction information of the preset skeletal node in the second standard motion image are calculated according to the first position coordinate, the second position coordinate, and the preset frame number difference.
- the step of outputting a plurality of standard action images corresponding to the dance video in chronological order includes:
- the appearance position of the standard action image in the waiting area is determined according to the time difference and the preset moving speed, so that the standard action image enters the evaluation at the playback time according to the preset moving speed Area;
- the standard action image is displayed in the evaluation area.
- the step of receiving a dance action signal sent by each player and scoring each player according to the similarity between the dance action signal and standard action parameters includes:
- the action signal is compared with the pre-calculated standard action parameters, and a score is output to all players in the same room at the corresponding moment of the next video frame according to the comparison result.
- the method further comprises:
- the execution result of the corresponding skill or action is output to all players in the same room at the corresponding moment of the next video frame.
- the method further comprises:
- an online somatosensory dance device comprising:
- a room allocation module adapted to allocate a room to one or more players in response to a request to start a game sent by one or more players; wherein all players in the same room share the same dance video;
- a standard action output module suitable for outputting a plurality of standard action images corresponding to the dance video in chronological order; the standard action images are used to represent the position coordinates of different skeletal nodes at the corresponding moment;
- the dance action scoring module is adapted to receive the dance action signal sent by each player, and score each player according to the similarity between the dance action signal and the standard action parameter; wherein, the standard action parameter is the same as the standard action image.
- the standard action parameter is the same as the standard action image.
- Statistics module suitable for statistics of the overall score and ranking of each player.
- the application also provides an online somatosensory dance system, including:
- the mobile client is used for the player to send a request to start the game, and to obtain the action signal generated when the player holds the mobile client;
- An online somatosensory dance dance device is connected to the mobile client, and is used for receiving a game start request sent by the mobile client, and provides the player with a dance dance game through the above-mentioned online somatosensory dance method.
- the online somatosensory dance dance system proposed in the present application further includes a screen projection device, which is connected to the mobile client and the online somatosensory dance device, and is used to receive and display the game screen in the mobile client.
- the present application also provides a computer device, comprising a memory, a processor, and computer-readable instructions stored in the memory and executable on the processor, and the processor implements the computer-readable instructions when executing the computer-readable instructions.
- a computer device comprising a memory, a processor, and computer-readable instructions stored in the memory and executable on the processor, and the processor implements the computer-readable instructions when executing the computer-readable instructions.
- the overall rating and ranking of each said player is counted and output.
- the present application also provides a computer-readable storage medium on which computer-readable instructions are stored, and when the computer-readable instructions are executed by a processor, the following steps are implemented:
- the overall rating and ranking of each said player is counted and output.
- the online somatosensory dance dance method, device, computer equipment and readable storage medium can enable multiple players to play dance competitive games online at the same time.
- This application allows the user to choose any song and record and upload a dance video, and generate a standard action image based on the dance video uploaded by the user, so that the player can make corresponding dance moves according to the standard action image.
- This application supports mobile client, and can use mobile screen projection technology to put game images into TVs, projectors and other equipment, and the usage is flexible and not limited by time and space.
- This application allows online interaction between multiple players. In addition to displaying the dance action score of each player in real time, it can also support personalized interaction between players through props, skills, etc., so as to create a good competitive game experience.
- Embodiment 1 is a flowchart of Embodiment 1 of the online somatosensory dance method of the application;
- FIG. 2 shows a schematic flow chart of performing statistics on the overall data of players according to an embodiment of the present application
- Embodiment 3 is a schematic flowchart of generating a standard action image in Embodiment 1 of the online somatosensory dance method of the present application;
- FIG. 4 shows a schematic flowchart of converting a dance video into a dance fighting game according to Embodiment 1 of the present application
- Embodiment 5 is a schematic flowchart of calculating standard action parameters in Embodiment 1 of the present application.
- FIG. 6 is a structural block diagram of a game interface when outputting a standard action image in Embodiment 1 of the application;
- FIG. 7 is a display diagram of the game interface effect when outputting a standard action image in Embodiment 1 of the present application.
- FIG. 8 is a schematic flowchart of outputting a standard action image in Embodiment 1 of the present application.
- FIG. 9 is a schematic diagram of using skills or props based on frame synchronization in Embodiment 1 of the present application.
- FIG. 10 is a schematic flowchart of using skills or props in Embodiment 1 of the application.
- FIG. 11 is a schematic diagram of a program module of Embodiment 1 of the online somatosensory dance device of the present application;
- FIG. 12 is a schematic diagram of the hardware structure of the first embodiment of the online somatosensory dance device of the present application.
- the present application provides an online somatosensory dance fighting game, which can realize multiple players to perform online dance competitions at the same time.
- This application allows the user to choose any song and record and upload a dance video, and generate a standard action image based on the dance video uploaded by the user, so that the player can make corresponding dance moves according to the standard action image.
- This application supports the mobile client, and can use the mobile screen projection technology to put game images into TVs, projectors and other devices, and the usage is flexible and not limited by time and space.
- This application allows online interaction between multiple players. In addition to displaying the dance action score of each player in real time, it can also support personalized interaction between players through props, skills, etc., so as to create a good competitive game experience.
- the present embodiment proposes an online somatosensory dance method, including the following steps:
- S100 In response to a game start request sent by one or more players, assign a room to the player; wherein all players in the same room share the same dance video.
- the game start request in this embodiment may be initiated by the player on the mobile phone client based on a specific dance video.
- the dance video can be provided by the game developer, or it can be recorded and uploaded by the user himself.
- Initiating a game request based on a specific dance video refers to using the song in the dance video as a background song, and using the dance action in the dance video as an evaluation criterion to evaluate the dance action made by the player.
- the player after the player clicks the button to start the game, the player will enter a display device selection interface for the player to select a corresponding large-screen device, such as a TV, a projector, and the like.
- a display device selection interface for the player to select a corresponding large-screen device, such as a TV, a projector, and the like.
- the display range of the mobile phone screen is relatively small, and the user experience can be improved by projecting the mobile phone screen onto a large-scale display device under suitable conditions.
- the Miracast screen projection protocol can be used to project the screen of the mobile phone. After the screen projection connection is successful, the screen on the mobile phone will be displayed on the large-screen device synchronously, which is convenient for players to perform Somatosensory game.
- the server After the server receives the game request from the player, it first obtains the player's characteristics.
- the player characteristics may include, for example, whether the current song has been played, the player's comprehensive score in other songs, and the number of people in the room set by the player.
- the server allocates rooms according to the above features, for example, matches players with similar comprehensive scores to the same room to play games, or matches players with the same number of people in the set rooms to the same room to play games.
- the number of players in the same room will be set to a default value, such as 10, during initialization, and the minimum and maximum values may also be set by the players themselves.
- the game server will find a sufficient number of players in the same room for the player to play the game together according to the number of players.
- S200 Output a plurality of standard action images corresponding to the dance video in chronological order; the standard action images are used to represent the position coordinates of different skeletal nodes at the corresponding moment.
- the dance moves in the dance video are used as the evaluation criteria to evaluate the dance moves made by the player.
- this embodiment extracts a plurality of standard movement images from the dance video.
- Each of the standard action images may have the background in the dance video removed, and only retain the position coordinates of different skeleton nodes in the human body for corresponding to a dance action.
- Existing image recognition technology can be used to identify each video frame in the dance video, so as to generate a corresponding standard action image according to each video frame. For example, a specific person in a video frame is first identified, and then the skeleton node coordinates of the specific person are identified. Regarding the specific method for generating the standard action image, this embodiment will be described in detail below.
- S300 Receive a dance action signal sent by each of the players, and rate the player according to the similarity between the dance action signal and the standard action parameter; wherein, the standard action parameter corresponds to the standard action image, and uses Acceleration information, velocity information and direction information for characterizing the preset skeletal nodes in the standard action image.
- the dance action signal in this embodiment may be generated by a sensor built in the player's mobile phone. It can be understood that the existing mobile phones all have their own acceleration sensors, gyroscope sensors, direction sensors, etc. Therefore, in this embodiment, the above-mentioned sensors in the mobile phone are used to monitor the dance movements of the players and perform corresponding scores.
- the mobile phone can monitor the dance movement signals when the player makes dance movements, including but not limited to acceleration data, speed data and direction data, so this embodiment will first acquire and store the standard movement parameters corresponding to each movement, including but not limited to standard movement parameters. Acceleration information, standard velocity information, and standard orientation information.
- the above-mentioned standard acceleration information, standard speed information and standard direction information can be obtained by real-time monitoring by the user during the recording of the video.
- the dancer in the dance video holds the mobile phone with his right hand to complete the whole set of dance movements, and monitors and records based on the preset frequency.
- the standard acceleration information, standard speed information, and standard direction information corresponding to the dancer's right-hand skeleton node are used as the evaluation criteria for players in the later stage of the dance.
- the above-mentioned standard acceleration information, standard speed information and standard direction information can also be calculated according to the standard action image, and the specific calculation method will be described in detail later.
- this step compares the dance action signal of the player with the standard action parameters, so as to give a corresponding score for each action according to the similarity.
- the score can be expressed by a specific percentage system, such as 90 points, 80 points, 95 points, etc., or it can be expressed by grades, such as Perfect (perfect), Super (very good), Good (good), Not bad (average), Miss ( no action), etc.
- the above score may also display different visual effects at the same time, which is not limited in this embodiment.
- S400 Count and output the overall score and ranking of each of the players.
- this embodiment will display the overall score of each player, that is, the overall action score obtained according to the score of each action, and display the ranking of all players in the room in the form of a leaderboard. According to the player's ranking, the top players can also be rewarded with points or experience points.
- a general leaderboard can also be set according to the specific dance video, and the players with the highest scores in the history of the game in this video can be counted and displayed. This mechanism can motivate players to strive for perfection, constantly challenge themselves, improve the completion of actions and master the use of skill items in the game, in order to obtain higher scores and occupy the top position in the overall leaderboard.
- Fig. 2 shows a schematic flow chart of performing statistics on the overall data of a player according to an embodiment of the present application.
- the player selects the screencast and match player to enter the multi-person sensory dance game.
- the leaderboard is settled according to each player's performance, and the user's game data is counted.
- the user game data may specifically include achievement rankings, manuscript rankings, and an interface for inviting friends.
- this embodiment can implement an online dance game for multiple players, providing a good interactive game experience.
- This embodiment is not limited to a specific device, as long as you have a mobile phone, you can play the dance fighting game at any time, which can effectively improve the player's participation.
- FIG. 3 shows a schematic flowchart of generating a standard action image in Embodiment 1 of the online somatosensory dance method according to the present application.
- the steps of generating a standard action image include:
- S310 Perform a conversion condition check on the dance video uploaded by the user to determine whether the number of characters, the character objects, and the proportion of characters in the dance video meet preset conditions.
- the conversion condition verification is performed to determine whether a standard action image can be generated according to a dance video uploaded by the user. If there are too many people in the dance video, the characters are not fixed, the proportion of the characters is too small, etc., the generated standard action images may not be clear enough or the accuracy is not high, so this situation needs to be excluded.
- the content of the conversion condition verification performed in this embodiment mainly includes the following aspects:
- the number of characters in the screen should not be too many, too many characters will make the screen complicated, and it is easy to interfere with the player in the process of jumping with the player.
- the standard motion image in this embodiment is generated based on the motion of the lead dancer.
- Character object fixation means that the characters in the video appear in the picture from beginning to end, and there is no increase or decrease of characters during the entire dance process. This ensures that the lead dancer appears stably, so that complete and smooth multiple standard action images can be generated.
- the clipped or spliced videos can be filtered out to ensure the originality and integrity of the dance video.
- the lead dancer is located in the middle part of the whole picture and is close to the camera, so that the player can see the movements of the lead dancer more clearly in the game, and it also ensures the overall aesthetics of the picture.
- the height of the lead dancer occupies 50%-90% of a frame is appropriate.
- the proportion of the lead dancer's height in each frame may vary, but as long as the change does not exceed a certain range. Therefore, in this step, the dance video is checked by the average of the proportions of the characters occupying the screen.
- the distance between the head node and the foot node in the skeleton node of the lead dancer is calculated to occupy the first proportion of the entire frame width; secondly, the first proportion in all video frames is averaged to obtain the average proportion. If the average ratio is within the preset ratio range (such as 50%-90%), the dance video passes the verification, otherwise it fails.
- Fig. 4 shows a schematic flowchart of converting a dance video into a dance fighting game according to Embodiment 1 of the present application.
- the UP master (the user who uploaded the video) uploads and submits the self-recorded dance video, that is, enters the manuscript review process.
- the purpose of the manuscript review process is to ensure that the videos uploaded by users meet the requirements of laws and regulations, such as whether they conform to naval values, whether they conform to the relevant provisions of the Copyright Law, etc.
- the UP master can also choose whether to convert the video songs into games.
- this step can use any existing skeletal node identification algorithm to identify the skeletal node corresponding to the target dancer in each video frame, for example, using a 15-skeletal node model, 18-skeletal A node model or any of the 25-skeletal node models to identify skeletal nodes.
- the target dancers in this embodiment may include one or more. When one target dancer is included, a dancer at a specific position (for example, the front side or the left side) can be used as the target dancer, or one dancer designated by the user can be used as the target dancer.
- each dancer in the dance video may be used as the target dancer, or dancers at several specific positions may be used as the target dancer, which is not limited in this application.
- the numbers 15, 18, and 25 above represent the number of skeleton nodes, respectively. The more the number of skeleton nodes, the higher the recognition accuracy and the more computing resources that need to be occupied.
- different skeleton node models can be flexibly selected according to the number of dance videos to be processed and the configuration of the server.
- S330 Perform cluster analysis on all skeleton node images corresponding to each target dancer, and use the obtained skeleton node images corresponding to the cluster centers of each cluster set as the standard action images.
- cluster analysis in this step is to divide all skeleton node images into multiple similar sets according to the positional relationship of different skeleton nodes, so that the cluster center of each set can represent a standard action image.
- Clustering analysis can be performed by any existing clustering algorithm, such as K-Means clustering algorithm, mean-shift clustering algorithm, density-based clustering algorithm, Gaussian mixture model clustering algorithm, agglomerative hierarchical clustering algorithm, etc. The embodiment does not limit this.
- this embodiment preferably outputs a standard action image in an average of 1.5 seconds, which is a more suitable extraction frequency. That is, a video frame is extracted every 1.5 seconds, and a standard action image is generated according to the extracted video frame.
- the above-mentioned extraction frequency of 1.5 seconds is only used as an example, and is not intended to be a limitation of the present application. Usually, depending on the rhythm of the song, a decimation frequency between 0.5 seconds and 3 seconds is allowed.
- FIG. 5 shows a schematic flowchart of calculating standard action parameters in Embodiment 1 of the present application. As shown in Figure 5, the steps of calculating standard action parameters include:
- S510 Acquire a first standard motion image and a second standard motion image with a preset frame number difference.
- each standard action image is generated according to the corresponding video frame, so the frame number difference between the standard action images is also the frame number difference of the corresponding video frame. Therefore, when the frame rate is known, the time difference between any two standard action images can be determined by multiplying the frame rate and the difference in the number of frames.
- S520 Determine the first position coordinates of the preset skeleton node in the first standard motion image, and the second position coordinates of the preset skeleton node in the first standard motion image.
- the position coordinates of the lead dancer's right wrist bone node in the first standard action image are the first position coordinates (x1, y1), and the lead dancer's right wrist bone node is in the second standard.
- the position coordinates in the action image are the second position coordinates (x2, y2).
- S530 Calculate the standard acceleration information, standard velocity information and standard direction of the preset skeletal node in the second standard action image according to the first position coordinate, the second position coordinate and the preset frame number difference information.
- the distance d between the second position coordinates (x2, y2) and the first position coordinates (x1, y1) can be calculated by the following formula:
- connection direction between the first position coordinate and the second position coordinate may also be used as the standard direction of the right wrist skeleton node at the corresponding moment of the second standard motion image.
- standard acceleration can also be calculated from the speed changes calculated from two different standard motion images.
- the background of the game screen in this embodiment is a playing dance video, and based on the dance video, a plurality of standard action images corresponding to the dance video are output in chronological order.
- FIG. 6 and FIG. 7 respectively show a structural block diagram and an effect display diagram of the game interface when the standard action image is output in this embodiment. Please refer to Figure 6 and Figure 7 respectively, it can be seen that the current player's nickname, avatar and other information are displayed on the left side of the game interface, the background of the game interface is a dance video, and the middle of the right side of the game interface is the display area of the standard action image .
- the display area includes a rectangular bar-shaped waiting area and a circular evaluation area located on the left side of the waiting area.
- FIG. 8 shows a schematic flowchart of outputting a standard action image in Embodiment 1 of the present application. As shown in Figure 8, it includes the following steps:
- S810 Acquire the preset moving speed of the standard action image, the playback time, and the time difference between the standard action image and the previous frame of the standard action image.
- the preset moving speed in this embodiment can be set according to the player's reaction time, so as to remind the player to prepare for the next standard action.
- each standard action image is generated based on the corresponding video frame, so the playing time of the standard image is the playing time of the corresponding video frame.
- the time difference between the current standard action image and the previous frame of the standard action image can be calculated according to the frame number difference described above.
- S820 Determine the appearance position of the standard action image in the waiting area according to the time difference and the preset moving speed, so that the standard action image enters the desired location at the playback moment according to the preset moving speed the evaluation area.
- the evaluation area currently consists of a standard action image (displayed with a small TV character image) and the corresponding score (OK), and at the same time, a standard action image (in the small TV) is also displayed in the adjacent part of the waiting area. character display).
- the standard action image on the right will move to the left at a preset speed, so that at the corresponding playback time, the standard action image on the right will just enter the evaluation area, so that the server can score according to the received dance action signal of the player.
- S830 Display the standard action image in the evaluation area.
- the standard action image can be displayed in the evaluation area for a certain period of time to wait for the evaluation result.
- this embodiment can prompt the player of the standard action image of the next action and the standard action image of the current action in time, thereby reducing the difficulty of the game and improving the user experience.
- the player may also be allowed to set actions with salient features, such as jumping, raising a hand, etc., as triggering conditions for skills and props in the game.
- players can randomly obtain game props and skills assigned by the system.
- a player uses a skill or item, it can affect itself or other players in the same room, such as: adding or subtracting points for the player, doubling the player's own score for a period of time, deducting a prop from another player, etc.
- the server in this embodiment uses frames as time units (usually 50ms, adjustable) to collect all the events triggered on the client, such as skills, props, players making dance moves, etc. After the end, the events on all clients are encapsulated and packaged and forwarded to all clients in the room. The specific steps are shown in Figure 9:
- the skill action signal means that the player triggers the corresponding skill by making a specific action, which can be determined by monitoring the position change of a specific skeletal node. For example, the player presets to wave his arms left and right as an "attack" skill during the dance action. Then, when the position coordinates of the player's wrist node or elbow node are detected to reciprocate from side to side, it is determined that the player is using the "attack” skill.
- the prop action signal means that the player triggers the corresponding prop by making a specific action, and it can also be determined by monitoring the position change of a specific skeleton node.
- the player presets to swing his head left and right during the dance action as a "medicine" prop, then when the position coordinates of the player's head node are detected to change left and right reciprocatingly, it is determined that the player is using the "medicine" prop.
- a player uses a skill or item, all other players in the same room are used as the implementation object.
- the player can also designate one or several other players in the same room as the implementation object, which is not limited in this embodiment.
- the skill action signal and/or the prop action signal includes action information and release opponent information.
- S920 According to the skill action signal and/or the prop action signal, output the execution result of the corresponding skill or action to all players in the same room at the corresponding moment of the next video frame.
- FIG. 10 shows a schematic diagram of displaying skills or props based on frame synchronization according to Embodiment 1 of the present application.
- character A uses the skill "A to attack B” to character B at the corresponding moment of the Nth frame
- character B uses the prop “B to take medicine”
- the skill "A attacks B” and the item “B takes medicine” will be sent to the client of character A and character B at the corresponding moment of frame N+1.
- character A uses the skill "A to attack B” to character B and sends it to the server at the same time.
- the network delay character B uses the prop “B to take medicine” to arrive at the server at the corresponding moment of frame N+2.
- the server will send the skill "A attack B” to both character A and character B at the corresponding moment of frame N+2, and send the item "B stammering medicine” at the corresponding moment of frame N+3 at the same time Give character A and character B.
- this embodiment can respond to the skill action or prop action of each player in time, avoid the situation that all players are affected by the poor network of one player, and ensure the smoothness of the game experience.
- the application also provides an online somatosensory fighting dance system, including:
- the mobile client is used for the player to send a request to start the game, and to obtain the action signal generated when the player holds the mobile client.
- the mobile client may be a smart phone, and the action signal may be a speed signal, an acceleration signal, a direction signal, etc. received by a sensor built in the mobile client.
- An online somatosensory dance dance device is connected to the mobile client, and is used for receiving a game start request sent by the mobile client, and provides the player with a dance dance game through the above-mentioned online somatosensory dance method.
- a screen projection device is connected to the mobile client and the online somatosensory dance device, and is used for receiving and displaying the game screen in the mobile client.
- the screen projection device may be a projector or a television.
- the online somatosensory dance device 110 may include or be divided into one or more program modules, and one or more program modules are stored stored in the storage medium and executed by one or more processors to complete the present application and implement the above-mentioned online somatosensory dance method.
- the program module referred to in this application refers to a series of computer-readable instruction segments capable of performing specific functions, and is more suitable for describing the execution process of the online somatosensory dance device 110 in the storage medium than the program itself. The following description will specifically introduce the functions of each program module in this embodiment:
- the room allocation module 111 is adapted to respond to a game start request sent by one or more players, and allocate a room to the player; wherein all players in the same room share the same dance video;
- the standard action output module 112 is adapted to output a plurality of standard action images corresponding to the dance video in chronological order; the standard action images are used to represent the position coordinates of different skeletal nodes at the corresponding moment;
- the dance action scoring module 113 is adapted to receive the dance action signal sent by each player, and score each player according to the similarity between the dance action signal and the standard action parameter; wherein, the standard action parameter and the standard action image Correspondingly, the acceleration information, speed information and direction information used to represent the preset skeletal nodes in the standard action image;
- the statistics module 114 is suitable for statistics of the overall score and ranking of each player.
- This embodiment also provides a computer device, such as a smart phone, a tablet computer, a notebook computer, a desktop computer, a rack server, a blade server, a tower server or a cabinet server (including independent servers, or A server cluster composed of multiple servers), etc.
- the computer device 120 in this embodiment at least includes but is not limited to: a memory 121 and a processor 122 that can be communicatively connected to each other through a system bus, as shown in FIG. 12 .
- FIG. 12 only shows the computer device 120 having components 121-122, but it should be understood that implementation of all of the illustrated components is not required, and more or less components may be implemented instead.
- the memory 121 (ie, a readable storage medium) includes a flash memory, a hard disk, a multimedia card, a card-type memory (eg, SD or DX memory, etc.), random access memory (RAM), static random access memory (SRAM), Read Only Memory (ROM), Electrically Erasable Programmable Read Only Memory (EEPROM), Programmable Read Only Memory (PROM), Magnetic Memory, Magnetic Disk, Optical Disk, etc.
- the memory 121 may be an internal storage unit of the computer device 120 , such as a hard disk or a memory of the computer device 120 .
- the memory 121 may also be an external storage device of the computer device 120, such as a plug-in hard disk, a smart memory card (Smart Media Card, SMC), a secure digital (Secure Digital, SD) card, flash memory card (Flash Card), etc.
- the memory 121 may also include both an internal storage unit of the computer device 120 and an external storage device thereof.
- the memory 121 is generally used to store the operating system and various application software installed on the computer device 120 , such as the program code of the online somatosensory dance device 110 in the first embodiment.
- the memory 121 may also be used to temporarily store various types of data that have been output or will be output.
- the processor 122 may be a central processing unit (Central Processing Unit, CPU), a controller, a microcontroller, a microprocessor, or other data processing chips.
- the processor 122 is typically used to control the overall operation of the computer device 120 .
- the processor 122 is configured to run the program code or process data stored in the memory 121 , for example, run the online somatosensory dance device 110 to implement the online somatosensory dance method of the first embodiment.
- This embodiment also provides a computer-readable storage medium, such as a flash memory, a hard disk, a multimedia card, a card-type memory (for example, SD or DX memory, etc.), random access memory (RAM), static random access memory (SRAM), only Read-Only Memory (ROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), Programmable Read-Only Memory (PROM), Magnetic Memory, Magnetic Disk, Optical Disc, Server, App Store, etc., on which computer readable memory is stored Instructions, which implement corresponding functions when the program is executed by the processor.
- the computer-readable storage medium of this embodiment is used to store the online somatosensory dance device 10, and when executed by the processor, implements the following steps:
- the overall rating and ranking of each said player is counted and output.
- any description of a process or method in the flowcharts or otherwise described herein may be understood to represent a module, segment or portion of code comprising one or more executable instructions for implementing a specified logical function or step of the process , and the scope of the preferred embodiments of the present application includes alternative implementations in which the functions may be performed out of the order shown or discussed, including performing the functions substantially concurrently or in the reverse order depending upon the functions involved, which should It is understood by those skilled in the art to which the embodiments of the present application belong.
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Abstract
一种在线体感斗舞方法、装置、计算机设备和可读存储介质,包括:响应一个或多个玩家发送的开始游戏请求,为玩家分配房间;其中位于同一房间内的所有玩家共享同一个舞蹈视频;按时间顺序输出与舞蹈视频对应的多个标准动作图像;标准动作图像用于表征在对应时刻下不同骨骼节点的位置坐标;接收每个玩家发出的舞蹈动作信号,根据舞蹈动作信号与标准动作参数的相似度为玩家评分;其中,标准动作参数与标准动作图像相对应;统计并输出每个玩家的整体评分和排名。
Description
本申请申明2020年8月6日递交的申请号为202010784706.7、名称为“在线体感斗舞方法、装置、计算机设备及存储介质”的中国专利申请的优先权,该中国专利申请的整体内容以参考的方式结合在本申请中。
本申请涉及体感游戏技术领域,特别涉及一种在线体感斗舞方法、装置、计算机设备及存储介质。
体感类舞蹈游戏是通过肢体舞蹈动作变化来进行操作的新型电子游戏,近年来受到了越来越多游戏爱好者的广泛关注。本发明人解到的体感类舞蹈游戏中主要存在以下缺点:(1)游戏大多是基于安卓系统电视机或者PS4系统家用游戏机等大型设备进行的,这类设备不方便携带,玩家只能在固定场所进行游戏。(2)舞蹈类游戏中的歌曲只能依赖官方制作和推送更新,歌曲更新速度较为缓慢,无法紧跟最新潮流;且普通玩家只能玩官方推出的游戏歌曲,难以参与到游戏歌曲本身的制作当中。(3)常见的体感舞蹈类游戏多为单人游玩关卡模式,即使采用多人匹配机制,也只是多个玩家同时开始一首游戏歌曲,再根据玩家对歌曲中动作的完成度分别打分。使得玩家之间缺少互动,难以营造出多人竞技比拼的紧迫感。
发明内容
本申请的目的是提供一种不受游戏设备制约、在多个玩家之间形成良好互动、并且可以灵活选择舞蹈歌曲的体感类舞蹈游戏方案,以解决上述问题。
为实现上述目的,本申请提供一种在线体感斗舞方法,包括:
响应一个或多个玩家发送的开始游戏请求,为所述玩家分配房间;其中位于同一房间内的所有玩家共享同一个舞蹈视频;
按时间顺序输出与所述舞蹈视频对应的多个标准动作图像;所述标准动作图像用于表征在对应时刻下不同骨骼节点的位置坐标;
接收每个所述玩家发出的舞蹈动作信号,根据所述舞蹈动作信号与标准动作参数的相似度为所述玩家评分;其中,所述标准动作参数与所述标准动作图像相对应;
统计并输出每个所述玩家的整体评分和排名。
根据本申请提出的在线体感斗舞方法,所述响应一个或多个玩家发送的开始游戏请求,为所述玩家分配房间的步骤包括:
获取与所述玩家对应的特征数据;
将特征数据相同或相近的玩家分配到同一个房间。
根据本申请提出的在线体感斗舞方法,其中,所述多个标准动作图像通过以下步骤生成:
对用户上传的所述舞蹈视频进行转制条件校验,以确定所述舞蹈视频是否符合预设条 件;
对于通过所述转制条件校验的舞蹈视频,基于骨骼节点模型提取每个视频帧对应的骨骼节点图像;
对所有骨骼节点图像进行聚类分析,将得到的每个聚类集合的聚类中心对应的骨骼节点图像作为所述标准动作图像。
根据本申请提出的在线体感斗舞方法,其中,所述确定所述舞蹈视频是否符合预设条件的步骤包括:
校验所述舞蹈视频中的人物数量是否在预设数量范围之内;
校验所述舞蹈视频中的人物对象是否固定;
校验所述舞蹈视频中的人物比例是否在预设比例范围之内。
根据本申请提出的在线体感斗舞方法,其中,所述标准动作参数通过以下步骤得到:
获取具有预设帧数差的第一标准动作图像和第二标准动作图像;
确定所述预设骨骼节点在所述第一标准动作图像中的第一位置坐标,以及所述预设骨骼节点在所述第一标准动作图像中的第二位置坐标;
根据所述第一位置坐标和所述第二位置坐标以及所述预设帧数差计算所述第二标准动作图像中所述预设骨骼节点的标准加速度信息、标准速度信息和标准方向信息。
根据本申请提出的在线体感斗舞方法,其中,所述按时间顺序输出与所述舞蹈视频对应的多个标准动作图像的步骤包括:
获取所述标准动作图像的预设移动速度、播放时刻以及所述标准动作图像与上一帧标准动作图像之间的时间差;
根据所述时间差和所述预设移动速度确定所述标准动作图像在所述等候区中的出现位置,以使所述标准动作图像按照所述预设移动速度在所述播放时刻进入所述评价区;
在所述评价区显示所述标准动作图像。
根据本申请提出的在线体感斗舞方法,其中,所述接收每个玩家发出的舞蹈动作信号,根据所述舞蹈动作信号与标准动作参数的相似度为每个玩家评分的步骤包括:
在当前视频帧的对应时刻接收所述玩家发送的舞蹈动作信号,所述舞蹈动作信号包括加速度信息、速度信息和方向信息;
将所述动作信号与预先计算的所述标准动作参数进行对比,根据对比结果在下一视频帧的对应时刻向同一房间内的所有玩家输出评分。
根据本申请提出的在线体感斗舞方法,其中,所述方法还包括:
在当前视频帧的对应时刻接收所述玩家发送的技能动作信号和/或道具动作信号;
根据所述技能动作信号和/或道具动作信号,在下一视频帧的对应时刻向同一房间内的所有玩家输出对应技能或动作的执行结果。
根据本申请提出的在线体感斗舞方法,其中,所述方法还包括:
相应所述玩家发送的投屏请求,将所有输出内容投放到目标设备上。
为实现上述目的,本申请还提供一种在线体感斗舞装置,包括:
房间分配模块,适用于响应一个或多个玩家发送的开始游戏请求,为所述玩家分配房间;其中位于同一房间内的所有玩家共享同一个舞蹈视频;
标准动作输出模块,适用于按时间顺序输出与所述舞蹈视频对应的多个标准动作图像; 所述标准动作图像用于表征在对应时刻下不同骨骼节点的位置坐标;
舞蹈动作评分模块,适用于接收每个玩家发出的舞蹈动作信号,根据所述舞蹈动作信号与标准动作参数的相似度为每个玩家评分;其中,所述标准动作参数与所述标准动作图像相对应,用于表征所述标准动作图像中的预设骨骼节点的加速度信息、速度信息和方向信息;
统计模块,适用于统计每个玩家的整体评分和排名。
为实现上述目的,本申请还提供一种在线体感斗舞系统,包括:
移动客户端,用于供玩家发送开始游戏请求,并获取玩家手持所述移动客户端时产生的动作信号;
在线体感斗舞装置,与所述移动客户端相连,用于接收所述移动客户端发送的开始游戏请求,并通过上述的在线体感斗舞方法供所述玩家进行斗舞游戏。
根据本申请提出的在线体感斗舞系统,还包括投屏设备,与所述移动客户端和所述在线体感斗舞装置相连,用于接收并显示所述移动客户端中的游戏画面。
为实现上述目的,本申请还提供一种计算机设备,包括存储器、处理器以及存储在存储器上并可在处理器上运行的计算机可读指令,所述处理器执行所述计算机可读指令时实现以下步骤:
响应一个或多个玩家发送的开始游戏请求,为所述玩家分配房间,其中位于同一房间内的所有玩家共享同一个舞蹈视频;
按时间顺序输出与所述舞蹈视频对应的多个标准动作图像,所述标准动作图像用于表征在对应时刻下不同骨骼节点的位置坐标;
接收每个所述玩家发出的舞蹈动作信号,根据所述舞蹈动作信号与标准动作参数的相似度为所述玩家评分,其中,所述标准动作参数与所述标准动作图像相对应;
统计并输出每个所述玩家的整体评分和排名。
为实现上述目的,本申请还提供计算机可读存储介质,其上存储有计算机可读指令,所述计算机可读指令被处理器执行时实现以下步骤:
响应一个或多个玩家发送的开始游戏请求,为所述玩家分配房间,其中位于同一房间内的所有玩家共享同一个舞蹈视频;
按时间顺序输出与所述舞蹈视频对应的多个标准动作图像,所述标准动作图像用于表征在对应时刻下不同骨骼节点的位置坐标;
接收每个所述玩家发出的舞蹈动作信号,根据所述舞蹈动作信号与标准动作参数的相似度为所述玩家评分,其中,所述标准动作参数与所述标准动作图像相对应;
统计并输出每个所述玩家的整体评分和排名。
本申请提供的在线体感斗舞方法、装置、计算机设备和可读存储介质,可以实现多个玩家同时在线进行舞蹈竞技游戏。本申请允许用户自行选择任意歌曲并录制上传舞蹈视频,根据用户上传的舞蹈视频生成标准动作图像,以供玩家根据标准动作图像做出相应的舞蹈动作。本申请支持手机客户端,并且可以利用手机投屏技术将游戏影像投放到电视机、投 影仪等设备中,使用方式灵活,不受时间空间限制。本申请允许多个玩家之间在线互动,除了实时显示每个玩家的舞蹈动作评分之外,还可以支持玩家之间通过道具、技能等进行个性化互动,从而营造良好的竞技类游戏体验。
图1为本申请的在线体感斗舞方法实施例一的流程图;
图2示出了根据本申请实施例一对玩家整体数据进行统计的示意性流程图;
图3为本申请的在线体感斗舞方法实施例一中生成标准动作图像的示意性流程图;
图4示出了根据本申请实施例一将舞蹈视频转制为斗舞游戏的示意性流程图;
图5为本申请实施例一中计算标准动作参数的示意性流程图;
图6为本申请实施例一中输出标准动作图像时的游戏界面结构框图;
图7为本申请实施例一中输出标准动作图像时的游戏界面效果展示图;
图8为本申请实施例一中输出标准动作图像的示意性流程图;
图9为本申请实施例一中基于帧同步使用技能或道具的示意性;
图10为本申请实施例一中使用技能或道具的示意性流程图;
图11为本申请的在线体感斗舞装置实施例一的程序模块示意图;
图12为本申请的在线体感斗舞装置实施例一的硬件结构示意图。
为了使本申请的目的、技术方案及优点更加清楚明白,以下结合附图及实施例,对本申请进行进一步详细说明。应当理解,此处所描述的具体实施例仅用以解释本申请,并不用于限定本申请。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。
本申请提供一种在线体感斗舞游戏,可以实现多个玩家同时在线进行舞蹈竞技。本申请允许用户自行选择任意歌曲并录制上传舞蹈视频,根据用户上传的舞蹈视频生成标准动作图像,以供玩家根据标准动作图像做出相应的舞蹈动作。本申请支持手机客户端,并且可以利用手机投屏技术将游戏影像投放到电视机、投影仪等设备中,使用方式灵活,不受时间空间限制。本申请允许多个玩家之间在线互动,除了实时显示每个玩家的舞蹈动作评分之外,还可以支持玩家之间通过道具、技能等进行个性化互动,从而营造良好的竞技类游戏体验。
实施例一
请参阅图1,本实施例提出一种在线体感斗舞方法,包括以下步骤:
S100:响应一个或多个玩家发送的开始游戏请求,为所述玩家分配房间;其中位于同一房间内的所有玩家共享同一个舞蹈视频。
本实施例中的开始游戏请求可以是玩家在手机客户端基于特定的舞蹈视频而发起的。该舞蹈视频可以是游戏开发商提供的,也可以是用户自己录制后上传的。基于特定舞蹈视频发起游戏请求,指的是以该舞蹈视频中的歌曲作为背景歌曲,以该舞蹈视频中的舞蹈动作作为评价标准来对玩家做出的舞蹈动作进行评价。
在一个示例中,玩家在点击开始游戏按钮后,会进入显示设备选择界面,以供玩家选 择对应的大屏设备,如电视机、投影仪等。可以理解,手机屏幕的显示范围比较小,在合适条件下通过将手机画面投影到大型显示设备上,可以提升用户体验。当然,本示例中选择显示设备并不是必需的,如果玩家没有可用的显示设备或者不想投屏,可以跳过这一步骤。对于需要选择大屏设备的情况,本实施例可以采用Miracast投屏协议进行手机画面的投屏,在投屏连接成功后,大屏设备上将会同步地展示手机上的画面,从而方便玩家进行体感游戏。
服务器接收到玩家的游戏请求之后,首先获取玩家特征。玩家特征例如可以包括是否玩过当前歌曲、玩家在其他歌曲的综合得分情况、玩家设置的房间人数等特征。服务器根据上述特征分配房间,例如将综合得分相近的玩家匹配到同一个房间中进行游戏,或者将设置的房间人数相同的玩家匹配到同一个房间中进行游戏等。本实施例中同房间的玩家数量在初始化时候会设置默认值,比如10人,也可以由玩家自行设置最小值和最大值。游戏服务器会根据玩家的游戏人数设置为玩家找到足够数量的同房间玩家,共同进行游戏。
S200:按时间顺序输出与所述舞蹈视频对应的多个标准动作图像;所述标准动作图像用于表征在对应时刻下不同骨骼节点的位置坐标。
如前所述,本实施例以舞蹈视频中的舞蹈动作作为评价标准来对玩家做出的舞蹈动作进行评价。为了对舞蹈视频中的舞蹈动作进行量化,本实施例从舞蹈视频中提取了多个标准动作图像。其中每个标准动作图像可以是去除了舞蹈视频中的背景,而只保留人体中不同骨骼节点的位置坐标,用于对应一个舞蹈动作。
可以利用现有的图像识别技术识别舞蹈视频中的每个视频帧,从而根据每个视频帧生成对应的标准动作图像。例如首先识别视频帧中的特定人物,然后再识别该特定人物的骨骼节点坐标。关于标准动作图像的具体生成方法,本实施例会在下文中进行详细描述。
S300:接收每个所述玩家发出的舞蹈动作信号,根据所述舞蹈动作信号与标准动作参数的相似度为所述玩家评分;其中,所述标准动作参数与所述标准动作图像相对应,用于表征所述标准动作图像中的预设骨骼节点的加速度信息、速度信息和方向信息。
本实施例中的舞蹈动作信号可以通过玩家手机中自带的传感器产生。可以理解,现有手机中都会自带加速度传感器、陀螺仪传感器、方向传感器等,因此本实施例利用手机中的上述传感器监测玩家的舞蹈动作并进行相应评分。手机可以监测到玩家做出舞蹈动作时的舞蹈动作信号,包括但不限于加速度数据、速度数据和方向数据,因此本实施例会首先获取并存储每个动作对应的标准动作参数,包括但不限于标准加速度信息、标准速度信息和标准方向信息。上述标准加速度信息、标准速度信息和标准方向信息可以是用户在录制视频的过程中实时监测得到的,例如令舞蹈视频中的舞者右手握持手机完成整套舞蹈动作,基于预设频率监测并记录舞者右手骨骼节点对应的标准加速度信息、标准速度信息和标准方向信息,以此作为后期玩家斗舞时的评价标准。另外,上述标准加速度信息、标准速度信息和标准方向信息也可以根据标准动作图像计算得出,具体计算方法会在后文中详述。
在确定了标准动作参数的基础上,本步骤将玩家的舞蹈动作信号与标准动作参数进行比对,从而根据相似度给出每个动作的对应评分。评分可以通过具体的百分制表示,例如90分、80分、95分等,也可以用等级表示,例如Perfect(完美)、Super(非常好)、Good(好)、Not bad(一般)、Miss(未做动作)等。上述评分还可以同时展现不同的视觉特效,本实施例对此不做限制。
S400:统计并输出每个所述玩家的整体评分和排名。
一局游戏结束,本实施例会展示每个玩家的整体评分,即根据每个动作的评分统计得出的整体动作评分,并且通过排行榜的形式展示该房间中所有玩家排名。根据玩家的排名情况,还可以给予排名靠前的玩家以积分或者经验值等奖励。同时也可以根据该特定的舞蹈视频设置总排行榜,统计并展示历史上在本视频内进行游戏获得的最高分的玩家。该机制可以激励玩家精益求精,不断地挑战自我,提升动作的完成度和掌握游戏中技能道具的使用,以获取更高的分数,从而占据总排行榜靠前的位置。
图2示出了根据本申请实施例一对玩家整体数据进行统计的示意性流程图。如图2所示,玩家进入游戏详情页后,选择投屏和匹配玩家,进入多人体感斗舞游戏。根据每个玩家的表现结算排行榜,并统计用户游戏数据。其中用户游戏数据具体可以包括成就排行、稿件排行以及邀请好友接口。
通过上述步骤,本实施例可以实现多个玩家在线斗舞游戏,提供良好的游戏互动体验。本实施例不局限于特定设备,只要拥有一台手机就可以随时进行斗舞游戏,可以有效提升玩家的参与程度。
图3示出了根据本申请的在线体感斗舞方法实施例一中生成标准动作图像的示意性流程图。如图3所述,生成标准动作图像的步骤包括:
S310:对用户上传的所述舞蹈视频进行转制条件校验,以确定所述舞蹈视频中的人物数量、人物对象以及人物比例是否符合预设条件。
本步骤进行转制条件校验,目的是确定是否可以根据用户上传的某舞蹈视频生成标准动作图像。如果舞蹈视频中存在人数过多、人物对象不固定、人物比例过小等情况,则可能使得生成的标准动作图像清晰度不够或者准确度不高等,因此这种情况时需要排除的。具体来说,本实施例进行转制条件校验的内容主要包括以下几个方面:
(1)校验视频中的人物数量是否符合要求
画面中的人物数量不应过多,过多的人物会使得画面变得复杂,在玩家跟跳的过程中也容易对玩家产生干扰。在一个示例中,规定舞蹈视频中的人物数量不得大于2人。当视频中人物为1人时,该人物自动成为领舞者;当视频中人物为2人时,用户需要指定其中一人作为领舞者。本实施例中的标准动作图像基于领舞者的动作而生成。
(2)校验视频中的人物对象是否固定不变
人物对象固定指的是视频中的人物自始至终都出现在画面中,并且在整个舞蹈过程中不存在人物的增减。这样可以保证领舞者是稳定出现的,从而能够生成完整流畅的多个标准动作图像。另一方面,通过校验任务对象的固定性可以过滤掉剪辑或者拼接而成的视频,保证舞蹈视频的原创性和完整性。
(3)校验镜头中的人物占据画面的比例的平均值是否合理
理想状态下,领舞者位于整个画面的中间部分,并且距离镜头较近,这样玩家在游戏中可以比较清楚地看到领舞者的动作,也保证了画面整体的美观程度。通常来说,领舞者的身高在一帧画面占据50%-90%的比例是合适的。当然,由于镜头的晃动或者为了突出某些视觉效果,领舞者身高在每幅画面中所占的比例可能会有所变化,但是只要变化不超过一定范围即可。因此,本步骤中通过人物占据画面的比例的平均值来对舞蹈视频进行校验。例如,首先针对每一个视频帧,会计算领舞者骨架节点中头节点和脚节点的距离占据整个画幅宽度的第一比例;其次将所有视频帧中的第一比例进行平均得到平均比例,如果该平均比例在预设比例范围之内(如50%-90%)则该舞蹈视频通过校验,否则不通过。
图4示出了根据本申请实施例一将舞蹈视频转制为斗舞游戏的示意性流程图。如图4所示,UP主(上传视频的用户)将自行录制的舞蹈视频上传投稿,即进入稿件审核流程。稿件审核流程的目的是为了保证用户上传的视频符合法律法规要求,例如是否符合社会主义价值观,是否符合著作法相关规定等。在稿件审核流程的同时,UP主还可以选择是否将视频歌曲转制为游戏。若是,则通过计算机识别技术依次识别舞蹈视频中的任务数量是否符合要求、人物对象是否固定不变以及任务占据画面的比例是否合理。当以上条件都通过时,则会生成领舞者标准动作序列,并在舞蹈视频中标记“已转制游戏”。本实施例将稿件审核流程和游戏转制流程并行处理,可以提高视频处理效率,减少用户等待时间。转制成功之后,在舞蹈视频的详情页面就会新增“开始游戏”按钮。当玩家点击“开始游戏”按钮时,就相当于发出开始游戏请求。
S320:对于通过所述转制条件校验的舞蹈视频,基于骨骼节点模型提取每个视频帧中与目标舞者对应的骨骼节点图像。
在确定舞蹈视频通过转制条件校验的基础上,本步骤可以利用现有的任何骨骼节点识别算法来识别每个视频帧中与目标舞者对应的骨骼节点,例如利用15骨骼节点模型、18骨骼节点模型或25骨骼节点模型中的任一种来识别骨骼节点。本实施例中的目标舞者可以包括一个或多个。当目标舞者包含一个时,可以将特定位置(例如前侧或者左侧)的舞者作为目标舞者,或者是将用户指定的一个舞者作为目标舞者。当目标舞者包含多个时,可以将舞蹈视频中的每个舞者都作为目标舞者,也可以将其中几个特定位置处的舞者作为目标舞者,本申请对此不做限制。上文中的数字15、18、25分别表示骨骼节点的个数。骨骼节点的个数越多,识别精度越高,需要占用的计算资源也就越多。具体实施时,可以根据要处理的舞蹈视频数量以及服务器配置情况而灵活选择不同骨骼节点模型。
S330:对每个目标舞者对应的所有骨骼节点图像进行聚类分析,将得到的每个聚类集合的聚类中心对应的骨骼节点图像作为所述标准动作图像。
本步骤进行聚类分析的目的,是根据不同骨骼节点的位置关系,将所有骨骼节点图像划分为多个相近的集合,这样每个集合的聚类中心可以代表一个标准动作图像。可以通过现有的任意聚类算法进行聚类分析,例如K-Means聚类算法、均值漂移聚类算法、基于密度的聚类算法、高斯混合模型聚类算法、凝聚层次聚类算法等,本实施例对此不做限制。
可以理解,如果输出的标准动作图像的数量过多,在游戏过程中就会显得十分密集,对于一般玩家来说可能难以及时完成对应的舞蹈动作。相反,如果标准动作图像的数量过少,那么玩家就会经常处于”空闲“的状态,并且本实施例难以在不同的玩家表现之间拉开差距,这些都对于良好的游戏体验是不利的。根据经验,本实施例优选平均1.5秒输出一个标准动作图像是较为合适的抽取频率也就是说,每个1.5秒抽取一个视频帧,并根据抽取的视频帧生成标准动作图像。当然,上述1.5秒的抽取频率仅仅用于举例,并非作为本申请的限制。通常根据不同的歌曲节奏,0.5秒到3秒之间的抽取频率都是允许的。
如前所述,本实施例可以根据标准动作图像计算得出标准动作参数。图5示出了本申请实施例一中计算标准动作参数的示意性流程图。如图5所述,计算标准动作参数的步骤包括:
S510:获取具有预设帧数差的第一标准动作图像和第二标准动作图像。
可以理解,每个标准动作图像是根据对应的视频帧生成的,因此标准动作图像之间的 帧数差也就是对应视频帧的帧数差。因此在帧率已知的情况下,通过帧率与帧数差的乘积可以确定任意两个标准动作图像之间的时间差。
S520:确定所述预设骨骼节点在所述第一标准动作图像中的第一位置坐标,以及所述预设骨骼节点在所述第一标准动作图像中的第二位置坐标。
假设以右手腕骨骼节点作为预设骨骼节点,那么领舞者右手腕骨骼节点在第一标准动作图像中的位置坐标为第一位置坐标(x1,y1),领舞者右手腕骨骼节点在第二标准动作图像中的位置坐标为第二位置坐标(x2,y2)。
S530:根据所述第一位置坐标和所述第二位置坐标以及所述预设帧数差计算所述第二标准动作图像中所述预设骨骼节点的标准加速度信息、标准速度信息和标准方向信息。
第二位置坐标(x2,y2)和第一位置坐标(x1,y1)之间的距离d可以通过以下公式计算:
再根据第一标准动作图像和第二标准动作图像之间的时间差t,就可以算出右手腕骨骼节点在第二标准动作图像的对应时刻的标准速度v=d/t。
类似的,还可以将第一位置坐标和所述第二位置坐标之间的连线方向作为右手腕骨骼节点在第二标准动作图像的对应时刻的标准方向。另外,通过不同两张标准动作图像计算得到的速度变化,还可以计算标准加速度。
通过上述步骤,本实施例可以得到比较精确的可量化参数,从而可以对玩家的舞蹈动作给出更加公正、快速的评分。
在一个示例中,本实施例的游戏画面背景为播放的舞蹈视频,并且在舞蹈视频的基础上按照时间顺序输出与舞蹈视频对应的多个标准动作图像。图6和图7分别示出了本实施例输出标准动作图像时的游戏界面结构框图和效果展示图。请分别参阅图6和图7,可以看出,在游戏界面的左侧显示当前玩家的昵称、头像等信息,游戏界面的背景为舞蹈视频,游戏界面的右侧中部为标准动作图像的显示区域。具体的,该显示区域包括矩形条状的等候区和位于等候区左侧的圆形评价区。其中,标准动作图像会从等候区的最右侧向左滑动,当标准动作图像进入评价区时,服务器根据舞者的舞蹈动作信号与该标准动作图像对应的标准动作参数的相似度进行评分。之后,等待下一个标准动作图像进入评价区并继续为玩家评分。图8示出了本申请实施例一中输出标准动作图像的示意性流程图。如图8所示,包括以下步骤:
S810:获取所述标准动作图像的预设移动速度、播放时刻以及所述标准动作图像与上一帧标准动作图像之间的时间差。
本实施例中的预设移动速度可以根据玩家的反应时间进行设置,从而提醒玩家对下一个标准动作进行准备。另外如前所述,每个标准动作图像是基于对应的视频帧生成的,因此标准图像的播放时刻就是对应视频帧的播放时刻。当前标准动作图像与上一帧标准动作图像之间的时间差则可以根据上文中所述的帧数差计算得到。
S820:根据所述时间差和所述预设移动速度确定所述标准动作图像在所述等候区中的出现位置,以使所述标准动作图像按照所述预设移动速度在所述播放时刻进入所述评价区。
从图7中可以看出,评价区现时由一个标准动作图像(以小电视人物形象进行展现)及对应的评分(OK),同时等待区靠有部分也显示有一个标准动作图像(以小电视人物形象展现)。其中右侧的标准动作图像会按照预设速度向左移动,这样在对应的播放时刻, 右侧的标准动作图像会恰好进入评价区,以便服务器根据接收到的玩家舞蹈动作信号进行评分。
S830:在所述评价区显示所述标准动作图像。通常,标准动作图像可以在评价区中显示一定时长以等待评分结果。
通过上述步骤,本实施例可以及时向玩家提示下一个动作的标准动作图像以及显示当前动作的标准动作图像,从而降低游戏难度,提升用户体验。
在一个示例中,还可以允许玩家设置例如跳起、举手等有显著特征的动作,作为对游戏中的技能和道具的触发条件。在游戏开始时,玩家可以随机获得系统分配的游戏道具和技能。当玩家使用技能或者道具后,可以影响自身或者同房间内其他玩家,比如:玩家加减分、一段时间内玩家自身得分双倍效果、扣除其他玩家的一件道具等。需要说明的是,本实施例中的服务器以帧为时间单位(一般为50ms,可调节)收集所有客户端上触发的事件,如技能、道具、玩家做出舞蹈动作等,并在每一帧结束后将所有客户端上的事件进行封装和打包转发给房间内的所有客户端。具体步骤如图9所示:
S910:在当前视频帧的对应时刻接收所述玩家发送的技能动作信号和/或道具动作信号。技能动作信号是指玩家通过做出特定动作触发相应的技能,可以通过监测特定骨骼节点的位置变化来确定。例如玩家预设在舞蹈动作间隙左右挥舞手臂作为“攻击”技能,那么当监测到玩家手腕节点或者手肘节点的位置坐标发生左右往复变化时,确定玩家在使用“攻击”技能。类似的,道具动作信号指玩家通过做出特定动作触发相应的道具,同样也可以通过监测特定骨骼节点的位置变化来确定。例如玩家预设在舞蹈动作间隙左右摆动头部作为“吃药”道具,那么当监测到玩家头部节点的位置坐标发生左右往复变化时,确定玩家在使用“吃药”道具。一般来说,当玩家使用技能或者道具时,会将同房间内的所有其他玩家作为实施对象。当然也可以由玩家自行指定同房间内的某一个或某几个其它玩家作为实施对象,本实施例对此不做限制。所述技能动作信号和/或所述道具动作信号中包含动作信息以及释放对方信息。
S920:根据所述技能动作信号和/或道具动作信号,在下一视频帧的对应时刻向同一房间内的所有玩家输出对应技能或动作的执行结果。
图10示出了本申请实施例一基于帧同步展示技能或道具的示意图。如图10所示,假设同一个房间内包括角色A和角色B两个玩家,角色A在第N帧对应时刻向角色B使用技能“A攻击B”,同时角色B使用道具“B吃口药”,那么技能“A攻击B”和道具“B吃口药”将会在第N+1帧对应时刻发送给角色A和角色B的客户端。又例如,在第N+1帧对应时刻角色A向角色B使用技能“A攻击B”并同时发送给服务器,在第N+1帧对应时刻角色B使用道具“B吃口药”,当由于网络延时角色B使用道具“B吃口药”在第N+2帧对应时刻才到达服务器。这种情况下,服务器会在第N+2帧对应时刻将技能“A攻击B”同时发送给角色A和角色B,并在第N+3帧对应时刻将道具“B吃口药”同时发送给角色A和角色B。
通过上述帧同步过程,本实施例可以及时响应每个玩家的技能动作或道具动作,避免由于其中一个玩家网络不畅而影响全部玩家的情况,保证游戏体验的流畅性。
本申请还提供一种在线体感斗舞系统,包括:
移动客户端,用于供玩家发送开始游戏请求,并获取玩家手持所述移动客户端时产生 的动作信号。该移动客户端可以是智能手机,该动作信号可以是移动客户端中自带的传感器接收到的速度信号、加速度信号、方向信号等。
在线体感斗舞装置,与所述移动客户端相连,用于接收所述移动客户端发送的开始游戏请求,并通过上述的在线体感斗舞方法供所述玩家进行斗舞游戏。
投屏设备,与所述移动客户端和所述在线体感斗舞装置相连,用于接收并显示所述移动客户端中的游戏画面。该投屏设备可以是投影仪或电视机等。
请继续参阅图11,示出了一种在线体感斗舞装置,在本实施例中,在线体感斗舞装置110可以包括或被分割成一个或多个程序模块,一个或者多个程序模块被存储于存储介质中,并由一个或多个处理器所执行,以完成本申请,并可实现上述在线体感斗舞方法。本申请所称的程序模块是指能够完成特定功能的一系列计算机可读指令段,比程序本身更适合于描述在线体感斗舞装置110在存储介质中的执行过程。以下描述将具体介绍本实施例各程序模块的功能:
房间分配模块111,适用于响应一个或多个玩家发送的开始游戏请求,为所述玩家分配房间;其中位于同一房间内的所有玩家共享同一个舞蹈视频;
标准动作输出模块112,适用于按时间顺序输出与所述舞蹈视频对应的多个标准动作图像;所述标准动作图像用于表征在对应时刻下不同骨骼节点的位置坐标;
舞蹈动作评分模块113,适用于接收每个玩家发出的舞蹈动作信号,根据所述舞蹈动作信号与标准动作参数的相似度为每个玩家评分;其中,所述标准动作参数与所述标准动作图像相对应,用于表征所述标准动作图像中的预设骨骼节点的加速度信息、速度信息和方向信息;
统计模块114,适用于统计每个玩家的整体评分和排名。
本实施例还提供一种计算机设备,如可以执行程序的智能手机、平板电脑、笔记本电脑、台式计算机、机架式服务器、刀片式服务器、塔式服务器或机柜式服务器(包括独立的服务器,或者多个服务器所组成的服务器集群)等。本实施例的计算机设备120至少包括但不限于:可通过系统总线相互通信连接的存储器121、处理器122,如图12所示。需要指出的是,图12仅示出了具有组件121-122的计算机设备120,但是应理解的是,并不要求实施所有示出的组件,可以替代的实施更多或者更少的组件。
本实施例中,存储器121(即可读存储介质)包括闪存、硬盘、多媒体卡、卡型存储器(例如,SD或DX存储器等)、随机访问存储器(RAM)、静态随机访问存储器(SRAM)、只读存储器(ROM)、电可擦除可编程只读存储器(EEPROM)、可编程只读存储器(PROM)、磁性存储器、磁盘、光盘等。在一些实施例中,存储器121可以是计算机设备120的内部存储单元,例如该计算机设备120的硬盘或内存。在另一些实施例中,存储器121也可以是计算机设备120的外部存储设备,例如该计算机设备120上配备的插接式硬盘,智能存储卡(Smart Media Card,SMC),安全数字(Secure Digital,SD)卡,闪存卡(Flash Card)等。当然,存储器121还可以既包括计算机设备120的内部存储单元也包括其外部存储设备。本实施例中,存储器121通常用于存储安装于计算机设备120的操作系统和各类应用软件,例如实施例一的在线体感斗舞装置110的程序代码等。此外,存储器121还可以用于暂时地存储已经输出或者将要输出的各类数据。
处理器122在一些实施例中可以是中央处理器(Central Processing Unit,CPU)、控制器、微控制器、微处理器、或其他数据处理芯片。该处理器122通常用于控制计算机设备120的总体操作。本实施例中,处理器122用于运行存储器121中存储的程序代码或者处理数据,例如运行在线体感斗舞装置110,以实现实施例一的在线体感斗舞方法。
本实施例还提供一种计算机可读存储介质,如闪存、硬盘、多媒体卡、卡型存储器(例如,SD或DX存储器等)、随机访问存储器(RAM)、静态随机访问存储器(SRAM)、只读存储器(ROM)、电可擦除可编程只读存储器(EEPROM)、可编程只读存储器(PROM)、磁性存储器、磁盘、光盘、服务器、App应用商城等等,其上存储有计算机可读指令,程序被处理器执行时实现相应功能。本实施例的计算机可读存储介质用于存储在线体感斗舞装置10,被处理器执行时实现以下步骤:
响应一个或多个玩家发送的开始游戏请求,为所述玩家分配房间,其中位于同一房间内的所有玩家共享同一个舞蹈视频;
按时间顺序输出与所述舞蹈视频对应的多个标准动作图像,所述标准动作图像用于表征在对应时刻下不同骨骼节点的位置坐标;
接收每个所述玩家发出的舞蹈动作信号,根据所述舞蹈动作信号与标准动作参数的相似度为所述玩家评分,其中,所述标准动作参数与所述标准动作图像相对应;
统计并输出每个所述玩家的整体评分和排名。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
流程图中或在此以其它方式描述的任何过程或方法描述可以被理解为,表示包括一个或更多个用于实现特定逻辑功能或过程的步骤的可执行指令的代码的模块、片段或部分,并且本申请的优选实施方式的范围包括另外的实现,其中可以不按所示出或讨论的顺序,包括根据所涉及的功能按基本同时的方式或按相反的顺序,来执行功能,这应被本申请的实施例所属技术领域的技术人员所理解。
本技术领域的普通技术人员可以理解,实现上述实施例方法携带的全部或部分步骤是可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读介质中,该程序在执行时,包括方法实施例的步骤之一或其组合。
在本说明书的描述中,参考术语“一个实施例”、“一些实施例”、“示例”、“具体示例”或“一些示例”等的描述意指结合该实施例或示例描述的具体特征、结构、材料或者特点包含于本申请的至少一个实施例或示例中。在本说明书中,对上述术语的示意性表述不一定指的是相同的实施例或示例。而且,描述的具体特征、结构、材料或者特点可以在任何的一个或多个实施例或示例中以合适的方式结合。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到上述实施例方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。
以上仅为本申请的优选实施例,并非因此限制本申请的专利范围,凡是利用本申请说明书及附图内容所作的等效结构或等效流程变换,或直接或间接运用在其他相关的技术领域,均同理包括在本申请的专利保护范围内。
Claims (20)
- 一种在线体感斗舞方法,包括:响应一个或多个玩家发送的开始游戏请求,为所述玩家分配房间,其中位于同一房间内的所有玩家共享同一个舞蹈视频;按时间顺序输出与所述舞蹈视频对应的多个标准动作图像,所述标准动作图像用于表征在对应时刻下不同骨骼节点的位置坐标;接收每个所述玩家发出的舞蹈动作信号,根据所述舞蹈动作信号与标准动作参数的相似度为所述玩家评分,其中,所述标准动作参数与所述标准动作图像相对应;统计并输出每个所述玩家的整体评分和排名。
- 根据权利要求1所述的在线体感斗舞方法,所述响应一个或多个玩家发送的开始游戏请求,为所述玩家分配房间的步骤包括:获取与所述玩家对应的特征数据;将特征数据相同或相近的玩家分配到同一个房间。
- 根据权利要求1或2所述的在线体感斗舞方法,所述多个标准动作图像通过以下步骤生成:对用户上传的所述舞蹈视频进行转制条件校验,以确定所述舞蹈视频是否符合预设条件;对于通过所述转制条件校验的舞蹈视频,基于骨骼节点模型提取每个视频帧对应的骨骼节点图像;对所有骨骼节点图像进行聚类分析,将得到的每个聚类集合的聚类中心对应的骨骼节点图像作为所述标准动作图像。
- 根据权利要求3所述的在线体感斗舞方法,所述确定所述舞蹈视频是否符合预设条件的步骤包括:校验所述舞蹈视频中的人物数量是否在预设数量范围之内;校验所述舞蹈视频中的人物对象是否固定;校验所述舞蹈视频中的人物比例平均值是否在预设比例范围之内。
- 根据权利要求1至4任意一项所述的在线体感斗舞方法,所述标准动作参数通过以下步骤得到:获取具有预设帧数差的第一标准动作图像和第二标准动作图像;确定所述预设骨骼节点在所述第一标准动作图像中的第一位置坐标,以及所述预设骨骼节点在所述第一标准动作图像中的第二位置坐标;根据所述第一位置坐标和所述第二位置坐标以及所述预设帧数差计算所述第二标准动作图像中所述预设骨骼节点的标准加速度信息、标准速度信息和标准方向信息。
- 根据权利要求5所述的在线体感斗舞方法,所述按时间顺序输出与所述舞蹈视频对应的多个标准动作图像的步骤包括:获取所述标准动作图像的预设移动速度、播放时刻以及所述标准动作图像与上一帧标准动作图像之间的时间差;根据所述时间差和所述预设移动速度确定所述标准动作图像在所述等候区中的出现位置,以使所述标准动作图像按照所述预设移动速度在所述播放时刻进入所述评价区;在所述评价区显示所述标准动作图像。
- 根据权利要求1至6任意一项所述的在线体感斗舞方法,所述接收每个玩家发出的舞蹈动作信号,根据所述舞蹈动作信号与标准动作参数的相似度为每个玩家评分的步骤包括:在当前视频帧的对应时刻接收所述玩家发送的舞蹈动作信号,所述舞蹈动作信号包括加速度信息、速度信息和方向信息;将所述动作信号与预先计算的所述标准动作参数进行对比,根据对比结果在下一视频帧的对应时刻向同一房间内的所有玩家输出评分。
- 根据权利要求7所述的在线体感斗舞方法,所述方法还包括:在当前视频帧的对应时刻接收所述玩家发送的技能动作信号和/或道具动作信号;根据所述技能动作信号和/或道具动作信号,在下一视频帧的对应时刻向同一房间内的所有玩家输出对应技能或动作的执行结果。
- 根据权利要求1至8任意一项所述的在线体感斗舞方法,所述方法还包括:响应于所述玩家发送的投屏请求,将所有输出内容投放到目标设备上。
- 一种在线体感斗舞装置,包括:房间分配模块,适用于响应一个或多个玩家发送的开始游戏请求,为所述玩家分配房间,其中位于同一房间内的所有玩家共享同一个舞蹈视频;标准动作输出模块,适用于按时间顺序输出与所述舞蹈视频对应的多个标准动作图像,所述标准动作图像用于表征在对应时刻下不同骨骼节点的位置坐标;舞蹈动作评分模块,适用于接收每个玩家发出的舞蹈动作信号,根据所述舞蹈动作信号与标准动作参数的相似度为每个玩家评分,其中,所述标准动作参数与所述标准动作图像相对应;统计模块,适用于统计每个玩家的整体评分和排名。
- 一种在线体感斗舞系统,包括:移动客户端,用于供玩家发送开始游戏请求,并获取玩家手持所述移动客户端时产生的动作信号;在线体感斗舞装置,与所述移动客户端相连,用于接收所述移动客户端发送的开始游戏请求,并通过权利要求1-9所述的在线体感斗舞方法供所述玩家进行斗舞游戏。
- 根据权利要求11所述的在线体感斗舞系统,还包括投屏设备,与所述移动客户端和所述在线体感斗舞装置相连,用于接收并显示所述移动客户端中的游戏画面。
- 一种计算机设备,包括存储器、处理器以及存储在存储器上并可在处理器上运行的计算机可读指令,所述处理器执行所述计算机可读指令时实现以下步骤:响应一个或多个玩家发送的开始游戏请求,为所述玩家分配房间,其中位于同一房间内的所有玩家共享同一个舞蹈视频;按时间顺序输出与所述舞蹈视频对应的多个标准动作图像,所述标准动作图像用于表征在对应时刻下不同骨骼节点的位置坐标;接收每个所述玩家发出的舞蹈动作信号,根据所述舞蹈动作信号与标准动作参数的相似度为所述玩家评分,其中,所述标准动作参数与所述标准动作图像相对应;统计并输出每个所述玩家的整体评分和排名。
- 根据权利要求13所述的计算机设备,所述响应一个或多个玩家发送的开始游戏请 求,为所述玩家分配房间的步骤包括:获取与所述玩家对应的特征数据;将特征数据相同或相近的玩家分配到同一个房间。
- 根据权利要求13或14所述的计算机设备,所述多个标准动作图像通过以下步骤生成:对用户上传的所述舞蹈视频进行转制条件校验,以确定所述舞蹈视频是否符合预设条件;对于通过所述转制条件校验的舞蹈视频,基于骨骼节点模型提取每个视频帧对应的骨骼节点图像;对所有骨骼节点图像进行聚类分析,将得到的每个聚类集合的聚类中心对应的骨骼节点图像作为所述标准动作图像。
- 根据权利要求15所述的计算机设备,所述确定所述舞蹈视频是否符合预设条件的步骤包括:校验所述舞蹈视频中的人物数量是否在预设数量范围之内;校验所述舞蹈视频中的人物对象是否固定;校验所述舞蹈视频中的人物比例平均值是否在预设比例范围之内。
- 根据权利要求13至16任意一项所述的计算机设备,所述标准动作参数通过以下步骤得到:获取具有预设帧数差的第一标准动作图像和第二标准动作图像;确定所述预设骨骼节点在所述第一标准动作图像中的第一位置坐标,以及所述预设骨骼节点在所述第一标准动作图像中的第二位置坐标;根据所述第一位置坐标和所述第二位置坐标以及所述预设帧数差计算所述第二标准动作图像中所述预设骨骼节点的标准加速度信息、标准速度信息和标准方向信息。
- 根据权利要求17所述的计算机设备,所述按时间顺序输出与所述舞蹈视频对应的多个标准动作图像的步骤包括:获取所述标准动作图像的预设移动速度、播放时刻以及所述标准动作图像与上一帧标准动作图像之间的时间差;根据所述时间差和所述预设移动速度确定所述标准动作图像在所述等候区中的出现位置,以使所述标准动作图像按照所述预设移动速度在所述播放时刻进入所述评价区;在所述评价区显示所述标准动作图像。
- 根据权利要求13至18任意一项所述的计算机设备,所述接收每个玩家发出的舞蹈动作信号,根据所述舞蹈动作信号与标准动作参数的相似度为每个玩家评分的步骤包括:在当前视频帧的对应时刻接收所述玩家发送的舞蹈动作信号,所述舞蹈动作信号包括加速度信息、速度信息和方向信息;将所述动作信号与预先计算的所述标准动作参数进行对比,根据对比结果在下一视频帧的对应时刻向同一房间内的所有玩家输出评分。
- 一种计算机可读存储介质,其上存储有计算机可读指令,所述计算机可读指令被处理器执行时实现权利要求1至9任一项所述方法的步骤。
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