WO2022105715A1 - 一种体感交互方法及电子设备 - Google Patents
一种体感交互方法及电子设备 Download PDFInfo
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Definitions
- the present application relates to the technical field of the Internet of Things, and in particular, to a somatosensory interaction method and electronic device.
- somatosensory fitness games that integrate fitness and entertainment have been loved by more and more people.
- the somatosensory fitness game improves the fun of exercise, and people can easily achieve the purpose of exercise during the game.
- the game difficulty in somatosensory fitness games and the somatosensory actions instructing the user to do are often fixed.
- the electronic device may play the game with the corresponding difficulty in a preset order, or play the game with the corresponding difficulty according to the user's selection.
- the above-mentioned somatosensory fitness games are difficult to help different users achieve exercise effects according to their athletic abilities, and it is difficult to avoid exercise risks caused by users playing games that are too difficult.
- the present application provides a somatosensory interaction method and electronic device, which can adjust the exercise load of the somatosensory action of the somatosensory interaction content according to the user's body shape and real-time heart rate, so that the exercise load of the somatosensory action of the somatosensory interaction content matches the exercise ability of the user, thereby Help different users achieve the expected exercise effect, and avoid the exercise risk caused by the user's excessively difficult exercise.
- an embodiment of the present application provides a somatosensory interaction method.
- the method includes: the electronic device can obtain user data.
- the electronic device can display the first somatosensory interactive content.
- the exercise load of the somatosensory action of the first somatosensory interaction content may be determined according to the user data.
- the user data can be used to predict the user's physical fitness. Wherein, the better the predicted physical fitness, the higher the exercise load of the somatosensory action of the first somatosensory interaction content.
- the electronic device may detect that the user is performing a first action of the first somatosensory interactive content.
- the electronic device may acquire the first cardiac data of the user when the first action is performed.
- the electronic device compares the first heart data with first expected heart data associated with the first somatosensory interaction content. Further, the electronic device displays second somatosensory interactive content.
- the second somatosensory interaction content may be content displayed by the electronic device in the next stage of the first somatosensory interaction content. If the comparison result of the electronic device indicates that the first cardiac data and the first expected cardiac data are different, the motion loads of the somatosensory actions of the second somatosensory interaction content and the somatosensory actions of the third somatosensory interaction content are different.
- the third somatosensory interaction content is preset interaction content to be displayed on the premise that the first heart data and the first expected heart data are the same when the user performs the first action.
- the first heart data and the first expected heart data may be both heart rate, or both may be heart rate percentages.
- a somatosensory fitness game may include multiple game stages, and each stage of the game may include one or more game scenes.
- Each game scene can be presented through the somatosensory interactive content displayed on the screen of the electronic device.
- the game scene can be specifically set according to different games.
- Each stage of the game can have the same or different difficulty levels.
- the difficulty level of the game in a stage can be determined by the exercise load of the somatosensory actions of the somatosensory interaction content in this stage. Games with higher difficulty levels have higher requirements on the user's athletic ability. Games with different levels of difficulty can help users achieve different sports effects.
- the aforementioned exercise load may include one or more of the following: the magnitude of the somatosensory motion, the number of times the same somatosensory motion is completed within the same time period, and the type of the somatosensory motion.
- the magnitude of the above-mentioned somatosensory action may be the expected displacement of the user's body as a whole when the user performs the somatosensory action, or the sum of the expected displacements of each part of the user's limbs.
- the types of the above somatosensory actions may be classified according to the difficulty of the somatosensory actions. Each type of somatosensory action can be matched with a difficulty level. The higher the difficulty factor, the more difficult the somatosensory movement and the higher the exercise load.
- the electronic device can increase the exercise load of the somatosensory action of the somatosensory interaction content by one or more of the following methods: increasing the range of the somatosensory action, increasing the number of times the same somatosensory action is completed in the same time, increasing the somatosensory action with a higher degree of difficulty, Replace the somatosensory movements with a lower degree of difficulty with those with a higher degree of difficulty.
- the electronic device can reduce the exercise load of the somatosensory actions of the somatosensory interactive content by one or more of the following methods: reducing the amplitude of the somatosensory actions, reducing the number of times the same somatosensory actions are completed in the same time, reducing the somatosensory actions with higher difficulty, Replace the somatosensory movements with a higher degree of difficulty with those with a lower degree of difficulty.
- the above-mentioned user data may include one or more of the following: height, weight, shoulder height, and arm length.
- the electronic device may determine the exercise load of the somatosensory action of the first somatosensory interaction content according to the sum of the user's shoulder height and arm length. Specifically, the higher the sum of the user's shoulder height and arm length is, the better the physical fitness of the user can be predicted by the electronic device. Furthermore, the electronic device can increase the exercise load of the somatosensory action of the first somatosensory interactive content.
- the electronic device may determine the exercise load of the somatosensory action of the first somatosensory interactive content according to the weight of the user. Specifically, the heavier the user's weight, the worse the user's physical fitness can be predicted by the electronic device. Furthermore, the electronic device can reduce the exercise load of the somatosensory action of the first somatosensory interactive content.
- the electronic device may calculate the obesity index of the user according to the height and weight of the user. Specifically, the higher the obesity index of the user, the worse the physical fitness of the user can be predicted by the electronic device. Furthermore, the electronic device can reduce the exercise load of the somatosensory action of the first somatosensory interactive content.
- the electronic device can also combine other types of user data to predict the user's physical fitness. For example, the user's body fat rate and oxygen consumption per unit time.
- the second somatosensory interaction content is the same as the third somatosensory interaction content.
- the above-mentioned first expected cardiac data may be a range including a plurality of cardiac data values.
- the above-mentioned first cardiac data is different from the first expected cardiac data, which may specifically mean that the first cardiac data exceeds the range of the first expected cardiac data.
- the somatosensory action of the second somatosensory interaction content has a higher exercise load than the somatosensory action of the third somatosensory interaction content.
- the difficulty level of the game at each stage can be calculated by the pixel displacement of the relevant game props displayed on the screen in the somatosensory interactive content.
- the pixel displacement of the above-mentioned related game props may indicate the motion range of the user to complete the corresponding somatosensory action.
- the frequency of changes of the above-mentioned related game items on the screen may indicate the number of times the user completes the somatosensory action within a period of time.
- the changing direction and type of the above-mentioned related game props on the screen can indicate the type of somatosensory action that the user needs to complete.
- the difficulty level preset in the game in the next stage of the first somatosensory interaction content is the first difficulty level.
- the electronic device may increase the preset difficulty level of the next stage of the game on the basis of the first difficulty level. For example, the electronic device may increase the difficulty level based on the first difficulty level according to the preset value. Alternatively, the electronic device may further determine the increase value of the difficulty level according to the magnitude of the difference between the first cardiac data and the first expected cardiac data. Wherein, the greater the difference between the first cardiac data and the first expected cardiac data, the greater the increase in the difficulty level.
- the electronic device may calculate the pixel coordinates of the relevant game props displayed on the screen in the interactive content of the game at this stage according to the determined difficulty level of the next stage of the first somatosensory interactive content.
- the electronic device may use a dynamic programming algorithm (such as a Viterbi algorithm, a greedy algorithm) to determine the optimal combination of pixel displacements of the above-mentioned related game items on the screen.
- a dynamic programming algorithm such as a Viterbi algorithm, a greedy algorithm
- the electronic device can display the first somatosensory interactive content of the next stage of the game somatosensory interactive content (ie, the second somatosensory interactive content).
- the somatosensory action of the second somatosensory interaction content has a lower exercise load than the somatosensory action of the third somatosensory interaction content.
- the electronic device can adaptively adjust the difficulty level and exercise load of the game according to the user's exercise ability during the game, so as to guide the user to adjust the exercise intensity.
- the somatosensory fitness game can help the user to better achieve the expected exercise effect, and can avoid the exercise risk caused by the user's excessively difficult exercise.
- the above-mentioned first cardiac data is obtained by the electronic device from another cardiac data detection device.
- the electronic device establishes a communication connection with the cardiac data detection device.
- the above-mentioned first heart data is calculated by the electronic device.
- the electronic device can collect the face image of the user during exercise through the camera, and calculate the user's heart data according to the non-contact heart rate detection method.
- the electronic device may suspend the first somatosensory interaction content.
- the electronic device may display the fourth somatosensory interaction content.
- the somatosensory action of the fourth somatosensory interaction content has a lower exercise load than the somatosensory action of the first somatosensory interaction content.
- the electronic device when the electronic device determines that the user's heart rate (or heart rate percentage) reaches or even exceeds the user's maximum heart rate (or maximum heart rate percentage), the electronic device can immediately stop the game or reduce the somatosensory action of the interactive content in the next stage. the exercise load to avoid the user's exercise risk.
- the electronic device may detect the venue information where the user is located.
- the site information may include coordinates of a position where an obstacle exists in the site where the user is located, and the obstacle may be an object whose distance from the user is within a first preset distance range.
- This embodiment of the present application does not limit the size of the above-mentioned first preset distance.
- the electronic device may change the first somatosensory interaction content and the second somatosensory interaction content according to the site information. The somatosensory actions of the changed first somatosensory interaction content and the second somatosensory interaction content are performed in the direction of avoiding obstacles.
- the electronic device can detect the site information of the user's site during the game, and dynamically adjust the somatosensory interaction content according to the surrounding obstacles when the user is exercising, so as to avoid the user colliding with the obstacle and getting injured.
- the embodiments of the present application provide another somatosensory interaction method.
- the method includes: obtaining user data by an electronic device.
- the electronic device displays first somatosensory interactive content.
- the exercise load of the somatosensory action of the first somatosensory interaction content is determined according to the user data.
- the user data is used to predict the physical fitness of the user. Wherein, the better the predicted physical fitness, the higher the exercise load of the somatosensory action of the first somatosensory interaction content.
- the electronic device obtains the second cardiac data of the user.
- the second heart data is the heart data of the user before ending the somatosensory action of the first somatosensory interactive content.
- the electronic device calculates a first heart rate response rate according to the second heart data and the first expected heart data associated with the first somatosensory interaction content.
- the first heart rate response rate is used to indicate an expected rate of heart data change during the process of the user performing the somatosensory action of the first somatosensory interactive content.
- the electronic device changes the exercise load of the somatosensory action of the first somatosensory interaction content, and displays the first somatosensory interaction content after the exercise load is changed. If the second heart data is unchanged and the first heart rate response rate is higher, or if the first heart rate response rate is unchanged and the second heart data is larger, the changed somatosensory content of the first somatosensory interaction content The higher the exercise load of the movement.
- the above user data may include one or more of the following: height, weight, shoulder height, and arm length.
- the second heart data and the first expected heart data may both be heart rate, or both may be heart rate percentages.
- the electronic device can calculate the expected heart rate response rate according to the user's initial heart rate and expected heart rate in a certain stage of the game, and adjust the difficulty level and game scene of the game at this stage according to the expected heart rate response rate.
- the heart rate (or heart rate percentage) achieved by the user can better approach the expected heart rate (or expected heart rate percentage) of the game user at this stage. In this way, the user can better achieve the expected movement effect of the game at this stage.
- the second cardiac data may be cardiac data of the user at any time before the end of the first somatosensory interaction content.
- the second heart data may be the heart data of the user at the first time after the electronic device starts to display the first somatosensory interaction content.
- the above-mentioned first time may be a short time such as 1 second or 2 seconds. This embodiment of the present application does not limit the length of the first time.
- the second heart data may be heart data of the user at a second time before the electronic device starts to display the first somatosensory interaction content.
- the above-mentioned second time may be a short time such as 1 second or 2 seconds. This embodiment of the present application does not limit the length of the second time.
- the electronic device calculating the first heart rate response rate according to the second heart data and the first expected heart data may specifically be: the electronic device calculates the difference between the second heart data and the first expected heart data value, and divided by the time length from the time when the second heart data is acquired to the end of the first somatosensory interactive content, to obtain the above-mentioned first heart rate response rate.
- the exercise load of the somatosensory action includes one or more of the following: the magnitude of the somatosensory action, the number of times the same somatosensory action is completed within the same time period, and the type of the somatosensory action.
- the magnitude of the somatosensory action may be the expected displacement of the user's body as a whole, or may be the sum of the expected displacements of each part of the user's limbs.
- the second cardiac data may be acquired by the electronic device from another cardiac data detection device, and the electronic device establishes a communication connection with the cardiac data detection device.
- the second cardiac data is calculated by the electronic device.
- the electronic device determines that the second heart data is greater than or equal to the maximum value of the user's heart data, the electronic device suspends the first somatosensory interaction content. Or, the electronic device displays the fourth somatosensory interaction content.
- the somatosensory action of the fourth somatosensory interaction content has a lower exercise load than the somatosensory action of the first somatosensory interaction content.
- the electronic device detects site information where the user is located.
- the site information includes coordinates of a position where an obstacle exists in the site where the user is located, and the obstacle is an object whose distance from the user is within a first preset distance range.
- the electronic device changes the first somatosensory interaction content according to the site information. The somatosensory action of the changed first somatosensory interaction content is performed in the direction of avoiding obstacles.
- an embodiment of the present application provides an electronic device.
- the electronic device includes a display, a processor, a memory, a heart data detection device, and a somatosensory motion acquisition device.
- the above-mentioned display can be used to display somatosensory interactive content.
- the above-mentioned cardiac data detection device can be used to detect the user's cardiac data.
- the above-mentioned somatosensory action collection device can be used to detect the somatosensory action of the above-mentioned somatosensory interaction content performed by the above-mentioned user.
- the above-mentioned memory can be used to store computer programs.
- the above-mentioned processor may be configured to invoke the above-mentioned computer program, so that the above-mentioned electronic device executes any possible implementation manner of the above-mentioned first aspect and the second aspect.
- the above-mentioned cardiac data detection apparatus may include a camera.
- the above-mentioned camera can be integrated with the electronic device.
- the above-mentioned camera may be externally connected to the electronic device.
- the images collected by the above cameras (such as face images) can be used for heart rate detection.
- an embodiment of the present application provides a chip, the chip is applied to an electronic device, the chip includes one or more processors, and the processor is configured to invoke computer instructions to cause the electronic device to perform the first aspect and the second Any possible implementation of any of the aspects.
- an embodiment of the present application provides a computer program product containing instructions, when the computer program product is executed on a device, the above-mentioned electronic device is made to execute any of the possible implementations of the first aspect and the second aspect.
- an embodiment of the present application provides a computer-readable storage medium, comprising instructions, when the above-mentioned instructions are executed on an electronic device, the above-mentioned electronic device is made to execute any possible implementation manner of the first aspect and the second aspect .
- the electronic device provided in the third aspect, the chip provided in the fourth aspect, the computer program product provided in the fifth aspect, and the computer-readable storage medium provided in the sixth aspect are all used to execute the methods provided by the embodiments of the present application. . Therefore, for the beneficial effects that can be achieved, reference may be made to the beneficial effects in the corresponding method, which will not be repeated here.
- FIG. 2A and FIG. 2B are schematic diagrams of some somatosensory interaction scenarios provided by embodiments of the present application;
- FIG. 3 is a flowchart of a somatosensory interaction method provided by an embodiment of the present application.
- FIG. 4 is a schematic structural diagram of an electronic device provided by an embodiment of the present application.
- FIG. 5 is a flowchart of another somatosensory interaction method provided by an embodiment of the present application.
- FIG. 6 is a flowchart of another somatosensory interaction method provided by an embodiment of the present application.
- FIG. 7 is a flowchart of another somatosensory interaction method provided by an embodiment of the present application.
- FIG. 8 is a schematic diagram of a device involved in a somatosensory interaction method provided by an embodiment of the present application.
- a somatosensory fitness game can include multiple game stages. Each stage of the game can include one or more game scenarios. The game scene may instruct the user to perform corresponding somatosensory actions. Each stage of the game can have the same or different difficulty levels. The difficulty level of the game in one stage may be determined by the exercise load of the somatosensory actions performed by the user indicated by the multiple game scenes included in the stage of the game. Among them, the higher the exercise load, the higher the difficulty of the game scene, and the higher the difficulty level of the game at this stage. Games with higher difficulty levels have higher requirements on the user's athletic ability. Games with different difficulty levels can help users achieve different sports effects.
- the exercise load of the somatosensory actions required by the user to perform the game scene of each difficulty level game may be preset. Since different users may have differences in body size and athletic ability, different users may have different perceptions of the difficulty of somatosensory actions of the same exercise load.
- the body shape data of the user may include weight, height, shoulder height, and arm length. The above athletic ability can be measured by the change in the user's heart rate during exercise.
- the body moves as an upward jump of 20 cm.
- a user with a higher degree of obesity may perceive the somatosensory action to be more difficult.
- the degree of obesity mentioned above can be measured by body mass index (BMI).
- BMI body mass index
- the value of BMI can be the weight (kg) divided by the height (meters) squared.
- a higher BMI value can indicate a higher degree of obesity.
- a user with high athletic ability when performing a somatosensory action with the same exercise load, a user with high athletic ability often perceives the somatosensory action as less difficult than a user with low athletic ability.
- the heart rate of users with high exercise ability may rise more slowly and reach a lower heart rate.
- the exercise ability of the same user may also be different in different periods. If a user persists in exercising for a long time, his athletic ability will gradually increase. If a user does not exercise for a long time, his exercise ability will gradually weaken. It can be seen that if the game scene of each difficulty level game requires that the exercise load of the somatosensory actions performed by the user is fixed, it is difficult for somatosensory fitness games to help the same user achieve better exercise effects at different times.
- the present application provides a somatosensory interaction method.
- the electronic device may determine, according to the body shape of the user, the exercise load of the somatosensory actions performed by the user in the game scene of the game of each difficulty level.
- the electronic device can obtain the user's heart rate, and adjust the difficulty level of the game in real time according to the heart rate and the exercise load of the somatosensory actions that the user is required to perform corresponding to the game scene.
- the exercise load suitable for users of different body types is determined according to the body shape of the user who is actually playing the game, and the exercise load is dynamically adjusted in combination with the real-time heart rate.
- the somatosensory fitness game can help different users achieve the expected exercise effect, and avoid users Games that are too difficult create movement risks.
- the electronic device can determine the expected heart rate for each stage of the game.
- the above-mentioned expected heart rate may be the heart rate that the user is expected to achieve when completing this stage of the game. That is to say, when completing a stage of the game, if the actual heart rate of the user is the same as or similar to the expected heart rate, the electronic device can determine that the user has achieved the expected exercise effect of the game in this stage. If the actual heart rate of the user is much lower than the expected heart rate, the electronic device may determine that the user has not reached the expected exercise effect of the game at this stage. Further, the electronic device can increase the difficulty level of the next stage of the game, thereby allowing the user to perform somatosensory actions with a higher exercise load.
- the electronic device may determine that the exercise effect achieved by the user far exceeds the expected exercise effect of the game at this stage. Further, the electronic device can reduce the difficulty level of the next stage of the game, thereby allowing the user to perform somatosensory actions with lower exercise load.
- the actual heart rate of the above-mentioned user is much lower than the expected heart rate, which can indicate that the exercise load of the somatosensory action indicated by the game scene of the current stage of the game is too simple for the user to help the user achieve the expected exercise effect. Increasing the difficulty level of the next stage of the game can better help the user achieve the desired movement effect.
- the actual heart rate of the above-mentioned user is much higher than the expected heart rate, which may indicate that the game scene of the current stage of the game indicates that the exercise load of the somatosensory action performed by the user is too difficult for the user, which is not conducive to the user's subsequent stages of the game. Decreasing the difficulty level of the next stage of the game can help users adjust their state, achieve the desired exercise effect, and avoid exercise risks caused by excessively difficult exercise.
- the aforementioned games and the games mentioned later in the embodiments of the present application can all represent somatosensory fitness games.
- the embodiments of the present application do not limit the manner of dividing the stages of the above game.
- the stages of the game may be divided according to a preset time length.
- the above-mentioned preset time length may be a time length such as 10 seconds, 20 seconds, and 30 seconds.
- the stages of the game may be divided according to the number of somatosensory actions that the user is instructed to complete. Each stage of the game can instruct the user to complete the same or different number of somatosensory actions.
- the game scene can be presented through the somatosensory interactive content displayed on the screen.
- the above game scenarios can be specifically set according to different games.
- the electronic device displays the somatosensory interactive content of the falling "banana” on the screen.
- the bodily sensation of the somatosensory interactive content acts as an upward jump.
- the "banana” can be caught.
- the game scene presented by the above somatosensory interaction content is the game scene of "connecting bananas”.
- the somatosensory action that presents the somatosensory interactive content of a certain game scene is the somatosensory action instructed by the user in this game scene.
- the above-mentioned "banana” can be a game prop in a somatosensory fitness game.
- the somatosensory action may also be squatting, forward jumping, leftward jumping, rightward jumping, high leg raising and other actions.
- the embodiments of the present application do not limit the above somatosensory actions.
- the exercise load may include the magnitude of the somatosensory movement, the number of times the same somatosensory movement is performed within the same length of time, and the type of the somatosensory movement.
- the magnitude of the somatosensory action may be the displacement generated when the user performs the somatosensory action.
- the greater the range of somatosensory movements the higher the exercise load.
- the difficulty of different types of somatosensory movements can be different. For example, push-ups tend to be harder than squats.
- Each type of somatosensory action can be matched with a difficulty level. The higher the difficulty factor, the more difficult the somatosensory movement and the higher the exercise load. Among them, a somatosensory action with a higher exercise load has a higher requirement on the user's exercise ability.
- the same game scene requires that the exercise loads of the somatosensory actions performed by the user may be different.
- "bananas” can be displayed at different heights on the screen. Then the preset height to be reached by the user to jump up is different. The higher the preset height, the greater the amplitude of the somatosensory action, and the higher the exercise load.
- the number of "bananas” displayed on the screen in the same period of time is different, so the number of times the user jumps upwards in the same period of time is different. The more jumps you make in the same length of time, the higher the exercise load.
- different game scenarios may indicate that the exercise load of the somatosensory action performed by the user may be the same.
- the user needs to complete 10 upward jumping actions within 20 seconds, and the preset height to be reached for each upward jump is 20 cm.
- the electronic device displays the somatosensory interactive content of the movement of "obstacles" on the screen.
- the bodily sensation of the somatosensory interactive content acts as an upward jump.
- the game scene presented by the somatosensory interaction content is the game scene of "dodging obstacles”.
- the above-mentioned game scene and the exercise load of the somatosensory action indicated by the user in the corresponding game scene are all exemplary descriptions, and do not limit the game scene and exercise load in this application.
- the electronic device can adjust the exercise load of the somatosensory actions performed by the user in the game scene of a certain stage of the game according to the user's body shape and the real-time heart rate during the game.
- the adjusting exercise load may be one or more of adjusting the range of the somatosensory action, the number of times the same somatosensory action is completed within the same time period, and the type of the somatosensory action.
- the electronic device 100 may include a camera 193 .
- the camera 193 may be used to capture images of the user during the game.
- the electronic device 100 can obtain the motion posture of the user from the image captured by the camera 193, and analyze whether the action made by the user is a somatosensory action indicated by the game scene and whether the magnitude of the action made by the user is the same as the magnitude of the preset action. match. In this way, the electronic device 100 can prompt whether the action performed by the user is standard or score the user.
- the electronic device 100 may display a game mode selection interface 200 . Before starting to play a game, the electronic device 100 may receive a user operation for selecting a game mode. Among them, different game modes can set the difficulty level of the game at each stage according to different difficulty level change sequences. Different game modes can be used to achieve different motion effects.
- the game mode may include a game mode for implementing light aerobic exercise, a game mode for implementing cardio-respiratory endurance exercise, a game mode for implementing high intensity interval training (HIIT), and the like.
- This embodiment of the present application does not limit the game modes included in the electronic device 100 .
- the changing order of the difficulty level of the games in different game modes can be set according to the sports knowledge in the prior art, so as to realize the sports effect corresponding to the game mode.
- HIIT is characterized by a combination of short-term high-energy-consuming exercise combined with short breaks to allow the user to continuously consume calories.
- the game mode for implementing HIIT games with a high difficulty level and games with a low difficulty level can be alternately played.
- the game mode used to implement HIIT contains a 10-stage game.
- the expected difficulty levels for the 10-stage game can be 1, 2, 3, 4, 2, 4, 2, 4, 2, 1, respectively.
- This embodiment of the present application does not limit the changing order of the difficulty levels in the above game modes.
- the value of the above-mentioned difficulty level is not limited to be an integer, but can also be represented by decimals, letters or other characters.
- the game mode selection interface 200 may include a title bar 200A, a light aerobic mode option 200B, a cardiorespiratory endurance mode option 200C, and a HIIT mode option 200D. in:
- Title bar 200A may be used to indicate that the current page is used to present game mode options of electronic device 100 .
- the presentation form of the title bar 200A may be text information "game mode selection", icons or other forms.
- the light aerobic mode option 200B, the cardiorespiratory endurance mode option 200C, and the HIIT mode option 200D may be used to instruct the electronic device 100 to display the somatosensory interaction content in the light aerobic mode, the somatosensory interaction content in the cardiorespiratory endurance mode, and the HIIT mode, respectively.
- the somatosensory interactive content below.
- Game interface 201 may include props 201A, game stages 201B, difficulty levels 201C, and action instructions 201D. in:
- Item 201A may be a banana.
- the scene embodied by the somatosensory interaction content in the game interface 201 is the game scene of "connecting bananas”.
- Game interface 201B may be used to indicate the progress of the current game.
- the HIIT game mode contains 10 stages of gameplay. If the currently playing game is the first stage of the game, the first rectangle in the game stage 201B may be marked black.
- the embodiments of the present application do not limit the method for the electronic device 100 to reflect the current game progress.
- the difficulty level 201C may be used to prompt the user of the difficulty level of the current stage of the game.
- the first stage of the game has a difficulty level of 1.
- the difficulty level 201C may include the value of the difficulty level of the game of the first stage.
- the action indication 201D may be used to prompt the user for a somatosensory action of the somatosensory interactive content.
- the action instruction 201D may be a text prompt "jump up to catch a banana”.
- the action indication 201D may prompt the user to complete the action of jumping up.
- the game interface 201 may further include more or less content, which is not limited in this embodiment of the present application.
- FIG. 1C and FIG. 1D exemplarily show a scenario diagram in which the electronic device 100 determines the exercise load of the action performed by the user in the game scene according to the user's body size.
- the electronic device 100 may determine, according to the sum of the user's shoulder height and arm length, the exercise load of the somatosensory action performed by the user in the game scene.
- the electronic device 100 may generate a game difficulty model corresponding to the game mode.
- the game difficulty model may include, in the game mode, the expected difficulty level of the game in each stage and the expected heart rate that the user is expected to achieve by playing the game in each stage.
- the above-mentioned expected heart rate can be set according to the sports knowledge in the prior art. This embodiment of the present application does not limit the above-mentioned setting manner of the expected heart rate.
- the game scene may instruct the user to perform corresponding somatosensory actions. For example, jump up, squat, jump forward, jump back, jump left, jump right, lunge, leg raise, burpee, etc.
- the magnitude of the displacement of the above-mentioned somatosensory motion ie, the magnitude of the somatosensory motion
- the difficulty level of the game can be measured by the expected displacement that the user is expected to complete in unit time.
- the above expected displacement can be determined according to the pixel displacement of a specific item in the game on the display screen. Specifically, the above-mentioned expected displacement may be proportional to the pixel displacement of a specific item in the game on the display screen.
- the above-mentioned specific props may be set according to different game scenarios, which are not limited in this embodiment of the present application.
- the perceived difficulty is often different.
- the distance between "bananas” and the pixels below the display screen is y.
- the height that the user is expected to jump up to can be Y.
- the Y may be calculated by the electronic device 100 according to the above y. Then a user whose shoulder height and arm length sum is greater than Y can reach the above-mentioned height of Y without jumping upwards and only raising his hand. That is to say, users whose sum of shoulder height and arm length is greater than Y have no or very little perceived difficulty for games of this difficulty level.
- the way for the electronic device 100 to determine the pixel displacement of the above-mentioned specific prop on the display screen according to the sum of the user's shoulder height and arm length may refer to the following formula (1):
- d may be the expected difficulty level of the game at a certain stage determined by the electronic device 100 according to the game mode selected by the received user operation.
- L can be the sum of the user's shoulder height and arm length.
- f(L) can be a correction function with L as a variable. It can be the pixel coordinates of the expected position of the above-mentioned specific prop on the display screen at the current moment. It can be the pixel coordinates of the expected position of the above-mentioned specific prop on the display screen at the next moment.
- the coordinate system in which the above-mentioned pixel coordinates are located may be, for example, the lower left vertex of the display screen of the electronic device 100 shown in FIG. .
- the difficulty of moving the same displacement in the horizontal direction is not the same as in the vertical direction. For example, jumping up 50 cm is generally more difficult than jumping forward 50 cm.
- the weight A x occupied by the displacement in the horizontal direction ie, the x-axis direction
- the weight A y of the displacement in the vertical direction ie, the y-axis direction
- ⁇ t may be the length of time that a game of difficulty level d is expected to be played.
- L may be the sum of the pixel length of the user's shoulder height and arm length determined by the electronic device 100 according to the image captured by the camera 193.
- L can be the sum of the user's actual shoulder height and arm length.
- the electronic device 100 may acquire the height of the user from the stored user information. Then, the electronic device 100 may calculate the sum of the actual shoulder height and arm length of the user according to the user's height and the pixel length of the user's height in the image captured by the camera 193 .
- the above stored user information includes data on the user's shoulder height and arm length. The electronic device 100 may obtain the user's actual sum of shoulder height and arm length from the stored user information.
- the specific expression of the correction function f(L) can be set according to the specific game scene. This embodiment of the present application does not limit this. Exemplarily, the following description is given by taking an example where L is the sum of the actual shoulder height and arm length of the above-mentioned user. In the above game scene: the distance between the "banana" and the pixel below the display screen is y, and the height that the user is expected to jump up to is Y, the specific expression of f(L) can refer to the following formula (2):
- ⁇ can be a positive number close to 0.
- ⁇ can be positive.
- the specific values of ⁇ and ⁇ are not limited in the embodiments of the present application.
- the formula for calculating the pixel displacement of the above-mentioned specific prop on the display screen is not limited in this embodiment of the present application.
- the embodiment of the present application does not limit the method for setting the coordinate system in which the above-mentioned pixel coordinates are located.
- User 1 selects a game mode for implementing HIIT.
- the electronic device 100 may determine the expected difficulty level of each stage of the game and the user's expected heart rate. Further, the electronic device 100 may determine, according to the sum of the user's shoulder height and arm length, the game scene of each stage of the game indicates the exercise load of the somatosensory action performed by the user. Wherein, reference may be made to the foregoing introduction for the manner of determining the above-mentioned exercise load.
- the first stage of the game includes a game scene of catching the prop 201A.
- the above-mentioned prop 201A may be, for example, the "banana” shown in FIG. 1C .
- the embodiment of the present application does not limit the specific form of the prop 201A.
- the game scene instructs the user to perform a somatosensory action of jumping up.
- the height of the upward jump ie, the magnitude of the somatosensory motion
- the electronic device 100 may acquire the shoulder height L_shoulder1 and the arm length L_arm1 of the user 1, and calculate the sum L1 of the shoulder height and the arm length of the user 1.
- the above-mentioned sum L1 of the shoulder height and the arm length may be the sum of the pixel lengths of the shoulder height and the arm length of the user 1 determined by the electronic device 100 according to the image collected by the camera 193 .
- the electronic device 100 may determine the pixel displacement of the prop 201A on the display screen according to the method in the foregoing embodiment.
- the electronic device 100 can calculate and obtain the pixel coordinates of the expected position of the prop 201A at the next moment as (x1, y1).
- the electronic device 100 can determine the actual height to which the user is expected to jump upwards according to y1, and can judge whether the magnitude of the somatosensory action performed by the user reaches the expected magnitude through the image captured by the camera 193.
- the electronic device 100 may display the game interface 201 as shown in FIG. 1C .
- the game interface 201 may include props 201A, game stages 201B and difficulty levels 201C.
- the above-mentioned prop 201A may be at a position with a distance of y1 pixel coordinates from the bottom of the display screen.
- y1 can be determined according to the foregoing method, and details are not repeated here.
- Electronic device 100 may display game interface 202 .
- Game interface 202 may present a game scene for instructing the user to perform movement.
- the game scene of the first stage game can be the game scene of "pick up bananas".
- the game scene instructs the user to perform an upward jumping action.
- the electronic device 100 may determine the height at which the user is expected to jump upward according to the methods in the foregoing embodiments.
- the electronic device 100 may acquire the shoulder height L_shoulder2 and the arm length L_arm2 of the user 2, and calculate the sum L2 of the shoulder height and the arm length of the user 2.
- the above-mentioned sum L2 of the shoulder height and the arm length may be the sum of the pixel lengths of the shoulder height and the arm length of the user 2 determined by the electronic device 100 according to the image collected by the camera 193 .
- the electronic device 100 may determine that the distance between the prop 202A and the pixel below the display screen is y2. In this way, the electronic device 100 can determine the expected height to which the user is expected to jump upward according to y2.
- the game interface 202 may specifically include the above-mentioned props 202A, game stages 202B, and difficulty levels 202C.
- the game interface 202 may further include more or less content, which is not limited in this embodiment of the present application.
- the sum L2 of the shoulder height and the arm length of the user 2 is greater than the sum L1 of the shoulder height and the arm length of the user 1 .
- the above-mentioned value of y2 is greater than the above-mentioned value of y1. That is to say, when performing the action of jumping up, the highest point of the body is expected to reach a higher position when user 2 jumps upwards than the position that the highest point of the body is expected to reach when user 1 jumps upwards. Understandably, the sum of the shoulder height and the arm length of the user 2 is larger. When user 1 and user 2 reach the same position at the highest point of their bodies when jumping upwards, user 2 perceives a lower difficulty.
- the electronic device 100 determines the exercise load of the action performed by the user in the game scene of the same stage of the game according to the sum of the user's shoulder height and arm length, which can better allow different users to perceive the same stage of the game. to the same or similar difficulty, so as to help different users achieve the desired exercise effect.
- the embodiments of the present application do not limit the game scenarios shown in FIG. 1C and FIG. 1D above.
- the electronic device 100 may instruct the user to jump up, squat, lunge, burpee, etc. actions through other game scenarios.
- the electronic device 100 may also determine, according to the user's height, the exercise load of the actions performed by the user indicated by the game scene of each stage of the game.
- the electronic device 100 may also determine, according to the user's height, the exercise load of the actions performed by the user indicated by the game scene of each stage of the game.
- the electronic device 100 can adjust the game scene of each stage of the game to indicate the exercise load of the actions performed by the user in consideration of the effect of the sum of the user's shoulder height and arm length on the user's perception of difficulty during the game. In this way, the game at each stage can better help different users achieve the desired movement effect.
- the electronic device 100 can also judge whether the exercise load of the action indicated by the game scene of the current stage of the game is appropriate according to the real-time heart rate of the user, and adaptively adjust the difficulty level and the next stage of the game in the next stage.
- the game scene of a one-stage game indicates the exercise load of the actions performed by the user.
- the following specifically describes an implementation manner in which the electronic device 100 adjusts the exercise load of the action performed by the user instructing the game scene according to the real-time heart rate of the user.
- FIG. 2A and FIG. 2B exemplarily show a scene diagram in which the electronic device 100 adjusts the game scene according to the real-time heart rate of the user to indicate the exercise load of the action performed by the user.
- the electronic device 100 may receive a user operation to select a game mode for implementing HIIT.
- the electronic device 100 may determine that the above-mentioned game mode for implementing HIIT includes a game of 10 stages.
- the expected difficulty levels for the 10-stage game can be 1, 2, 3, 4, 2, 4, 2, 4, 2, 1, respectively.
- the electronic device 100 may also determine the expected heart rate that the user expects to achieve by playing the 10 stages of the game according to the sports knowledge in the prior art.
- the expected heart rate of the game in the above-mentioned stage may be the heart rate that the user is expected to achieve when completing the game in this stage, or may be the average heart rate that the user is expected to play in the game in this stage.
- the specific calculation method of the above-mentioned expected heart rate is not limited in the embodiment of the present application.
- the expected heart rate of the game in the above-mentioned stage is the heart rate that the user is expected to achieve when completing the game in this stage.
- the electronic device 100 may acquire the user's body shape data, such as the sum of the user's shoulder height and arm length, and determine the game scene of each stage of the game according to the method in the embodiment shown in FIG. 1C and FIG. Exercise load for somatosensory movements.
- the user's body shape data such as the sum of the user's shoulder height and arm length
- the electronic device 100 may display the game interface 203 as shown in FIG. 2A .
- the second stage of the game may contain a "jumping plank” game scenario.
- the electronic device may display a plurality of “boards” spaced at a certain distance in the game interface 203 .
- the position where the above "board” is located is a position where you can stay.
- the user needs to jump from one "plank” to the next to avoid falling into the space between the two "planks”.
- the above game scene may instruct the user to perform a forward jumping action.
- the above-mentioned "wooden board” can be the props in the foregoing embodiments.
- the game interface 203 may include a game stage 203A, a difficulty level 203B, an item 203C, and an item 203D.
- the second rectangle in the game stage 203A is marked as black to indicate that the current game stage is the second stage.
- Difficulty level 203B may indicate a difficulty level of 2 for the second stage of the game.
- Both the prop 203C and the prop 203D may be the aforementioned "boards".
- Prop 203C and prop 203D may be separated by a pixel distance of y3.
- the game interface 203 may further include more or less content, which is not limited in this embodiment of the present application.
- the user 1 can jump forward according to the instructions of the game scene of "jumping the board".
- the user 1 may wear a heart rate detection device 300, such as a wristband that can detect heart rate.
- the electronic device 100 may establish a communication connection with the heart rate detection apparatus 300 , and obtain the actual heart rate of the user 1 from the heart rate detection apparatus 300 .
- the communication connection between the electronic device 100 and the heart rate detection apparatus 300 may be a wireless connection in the prior art (Bluetooth connection, near field communication connection, WLAN direct connection, etc.) or a wired connection.
- Bluetooth connection Bluetooth connection, near field communication connection, WLAN direct connection, etc.
- wired connection for the specific communication manner between the electronic device 100 and the heart rate detection apparatus 300, reference may be made to the prior art, which will not be repeated here.
- the electronic device 100 can compare the expected heart rate of the second stage of the game with the actual heart rate of the user 1 obtained from the heart rate detection device 300 to determine that the game scene of the second stage of the game indicates the user's physical sensation Whether the exercise load of the movement is appropriate.
- the above-mentioned actual heart rate of the user 1 may be the actual heart rate of the user 1 when he completes the second stage of the game.
- the electronic device 100 can determine that the user did not meet expectations in the second stage of the game motion effect.
- the above a1 and b1 may be preset thresholds.
- the value of a1 can be, for example, a positive number such as 1, 2, 3, 4, and 5.
- b1 can be a positive number less than 1, such as 0.95, 0.9, etc.
- the specific values of the above a1 and b1 are not otherwise limited in this embodiment of the present application. That is, the second stage of the game is too simple for user 1.
- the electronic device 100 may increase the difficulty level of the game in the third stage based on the expected difficulty level of the game in the next stage (ie, the third stage).
- the method for the electronic device 100 to increase the difficulty level of the game in the third stage may be: the electronic device 100 increases the difficulty level by one level based on the expected difficulty level of the game in the third stage. For example, the expected difficulty level of the game in the third stage is 3, then the difficulty level can be increased by one level to 4.
- the electronic device 100 may adjust the difficulty level of the game in the third stage to 4, and determine the exercise load of the somatosensory action performed by the user indicated by the game scene of the third stage game according to the adjusted difficulty level.
- the electronic device 100 increases the difficulty level by N levels based on the expected difficulty level of the game in the third stage. The above N is a positive number.
- the specific value of N can be determined according to the difference between the expected heart rate and the actual heart rate. The larger the difference between the expected heart rate and the actual heart rate, the larger the value of the above N can be. It is understandable that the lower the actual heart rate is than the expected heart rate, the lower the difficulty perceived by the user to the game at this stage, and the greater the gap between the exercise effect achieved by the user and the expected exercise effect. Then, the electronic device 100 can increase the difficulty level of the next stage of the game to a greater extent, so as to help the user achieve the desired motion effect.
- the electronic device 100 can determine that the exercise effect achieved by the user in the second stage of the game exceeds Expected motion effects.
- the above a2 and b2 may be preset thresholds.
- the value of a2 can be a positive number such as 1, 2, 3, 4, 5, etc., for example.
- b2 can be a positive number greater than 1, such as 1.05, 1.1, etc.
- the specific values of a2 and b2 described above are not otherwise limited in this embodiment of the present application. That is, the second stage of the game is too difficult for User 1.
- the electronic device 100 may lower the difficulty level of the game in the third stage based on the expected difficulty level of the game in the third stage.
- the electronic device 100 can determine that the exercise effect achieved by the user in the second stage of the game is the same or close to the expected exercise effect.
- the above a3 may be a preset threshold.
- the value of a3 can be, for example, a positive number such as 1, 2, 3, 4, and 5.
- the specific value of a3 is not otherwise limited in this embodiment of the present application. That is, the second stage of the game is suitable for User 1 .
- the electronic device 100 may instruct the user to exercise according to the expected difficulty level of the game in the third stage.
- the embodiments of the present application do not limit the above method for comparing the expected heart rate and the actual heart rate.
- the electronic device 100 may also use other methods to compare the expected heart rate with the actual heart rate, and then determine whether the game scene of the current stage of the game indicates that the exercise load of the somatosensory action performed by the user is suitable for the user.
- the user's expected heart rate is 100 beats/min when completing the second stage of the game. If the actual heart rate of the user when completing the second stage of the game is lower than 95 beats/min, the electronic device 100 may determine that the user has not achieved the expected exercise effect. If the actual heart rate of the user when completing the second stage of the game is higher than 105 beats/min, the electronic device 100 may determine that the exercise effect achieved by the user exceeds the expected exercise effect. If the actual heart rate of the user when completing the second stage of the game is greater than or equal to 95 times/min and less than or equal to 105 times/min, the electronic device 100 can determine that the exercise effect achieved by the user is close to the expected exercise effect.
- the heart rate detection device 300 detects that the actual heart rate when the user 1 completes the second stage of the game is 90 beats/min.
- the electronic device 100 may acquire the heart rate detected by the heart rate detection apparatus 300 . Since the actual heart rate is lower than 95 beats/min, the electronic device 100 can increase the difficulty level of the game in the third stage.
- the expected difficulty level of the game in the third stage of the game mode for implementing HIIT is 3.
- the electronic device 100 may increase the difficulty level of the game in the third stage to 4, and determine the exercise load of the somatosensory action performed by the user indicated by the game scene of the third stage game according to the adjusted difficulty level.
- the electronic device 100 may display the game interface 204 .
- the game scene presented by the game interface 204 can be used to instruct the user to complete the somatosensory action corresponding to the game in the third stage.
- the game interface 204 may include a game stage 204A, a difficulty level 204B, an item 204C, and an item 204D.
- the game stage 204A and the difficulty level 204B reference may be made to the foregoing description of the game stage 201B and the difficulty level 201C in FIG. 1C .
- the third rectangle in the game stage 204A is marked as black to indicate that the current game stage is the third stage.
- Difficulty level 204B may indicate a difficulty level of 4 for the third stage of the game.
- Both the prop 204C and the prop 204D may be the aforementioned "boards”.
- Prop 204C and prop 204D may be separated by a pixel distance of size y4.
- the game interface 204 may further include more or less content, which is not limited in this embodiment of the present application.
- the pixel distance y4 between the props 204C and 204D shown in FIG. 2B is greater than the pixel distance y3 between the props 203C and 203D shown in FIG. 2A . That is, the user 1 has a larger range of somatosensory actions during the third stage of the game. During the second stage of the game, user 1 has a lower perception of the difficulty of the game in this stage.
- the electronic device 100 increases the difficulty level of the game in the third stage, which can increase the exercise load of the user 1 and help the user 1 achieve the expected exercise effect.
- the user's expected heart rate when completing the third stage of the game is 130 beats per minute.
- the heart rate detection device 300 detects that the actual heart rate when the user 1 completes the third stage of the game is 130 beats/min.
- the electronic device 100 may acquire the heart rate detected by the heart rate detection apparatus 100, and determine that the actual heart rate is equal to the expected heart rate. Then, in the fourth stage of the game, the electronic device 100 may instruct the user to exercise according to the expected difficulty level of the fourth stage of the game.
- the embodiments of the present application do not limit the game scenarios of the second-stage game and the third-stage game.
- the electronic device 100 can compare the actual heart rate and the expected heart rate of the user to determine whether the game scene of the current stage of the game indicates that the exercise load of the somatosensory action performed by the user is appropriate.
- the electronic device 100 can adaptively adjust the difficulty level and exercise load of the game according to the exercise ability of the user during the game, so as to guide the user to adjust the intensity of exercise. In this way, the somatosensory fitness game can help the user to better achieve the expected exercise effect, and can avoid the exercise risk caused by the user's excessively difficult exercise.
- the following specifically describes an implementation manner in which the electronic device 100 adjusts the exercise load of the somatosensory motion by adjusting the amplitude of the somatosensory motion.
- the somatosensory fitness game can use the game scene to instruct the user to move in various directions (such as forward, backward, upward, downward, left, and right) during the game, so as to achieve the purpose of movement.
- the above-mentioned displacement of the expected user during movement may be determined by the pixel displacement of the props on the display screen in the game scene or the pixel distance of different props on the display screen.
- the pixel distance between the prop 203C and the prop 203D shown in FIG. 2A on the display screen is y3. It is expected that the actual displacement of the user jumping forward in this game scene may be in a preset ratio with the above-mentioned y3.
- the electronic device 100 can adjust the pixel displacement of the props on the display screen in the game scene or the pixel distance of different props on the display screen according to the following formula (3):
- the above formula (3) can be used to express the relationship between the difficulty level of the game and the pixel displacement of the props on the display screen in the game scene, or the relationship between the difficulty level of the game and the pixel distance of different props in the game scene on the display screen.
- d' may represent the adjusted difficulty level of the game.
- It can represent the pixel coordinates of the expected positions of the props on the display screen at two consecutive moments, respectively, or can respectively represent the pixel coordinates of the expected positions of the two props on the display screen at the same moment.
- It can represent the pixel coordinates of the prop 203C on the display screen.
- It can represent the pixel coordinates of the prop 203D on the display screen.
- a x can be the weight of the displacement in the x-axis direction (that is, the horizontal direction) used to measure the difficulty level.
- a y can be the weight of the displacement in the y-axis direction (that is, the numerical direction) used to measure the difficulty level.
- ⁇ t may be the length of time a game of difficulty level d' is played.
- the embodiments of the present application do not limit the above-mentioned method for adjusting the pixel displacement of the props on the display screen in the game scene or the pixel distance of different props on the display screen.
- the relationship between the difficulty level of the game and the pixel displacement of the props in the game scene on the display screen, or between the difficulty level of the game and the pixel distance of different props in the game scene on the display screen The relationship can also be expressed by other relational expressions.
- the specifics can be determined according to different games and game scenarios in the game.
- the electronic device 100 determines the change of the pixel coordinates of the props in the game scene on the display screen through the above method, the electronic device 100 can draw the game interface on the display screen through the game engine. In this way, the electronic device 100 can display the game scene in the game with the adjusted difficulty level, so as to guide the user to complete the somatosensory action indicated by the adjusted difficulty level of the game scene.
- the exercise load of the somatosensory action indicated by the game scene with the adjusted difficulty can better match the exercise ability of the user, thereby helping the user to achieve the desired exercise effect.
- the electronic device may determine, according to the body shape of the user, the exercise load of the game scene indicating the somatosensory action performed by the user.
- the user's body shape data may also include the user's weight.
- the electronic device 100 determines, according to the weight of the user, the exercise load of the somatosensory action performed by the user in the game scene.
- the electronic device 100 may receive a user operation for the user to select a game mode.
- the electronic device 100 may determine the expected difficulty level and the expected heart rate of the game at each stage in the game mode according to the game mode.
- the perceived difficulty is often different.
- the pixel distance between "banana” and the lower part of the display screen is y.
- the height to which the user is expected to jump up is Y.
- a heavier user may perform more work to jump up to a height Y from the ground, and may perceive the action to be more difficult.
- the way that the electronic device 100 determines the pixel displacement of the above-mentioned props on the display screen according to the user's weight may refer to the following formula (4):
- d may be the expected difficulty level of the game at a certain stage determined by the electronic device 100 according to the game mode selected by the received user operation.
- m may be the user's weight.
- m may be acquired by the electronic device 100 from stored user information.
- g(m) can be a modified function with m as a variable. and ⁇ t can refer to the description of the aforementioned formula (1).
- the specific expression of the correction function g(m) can be set according to the specific game scene. This embodiment of the present application does not limit this.
- the specific value of ⁇ is not limited in this embodiment of the present application.
- the electronic device 100 determines the exercise load of the somatosensory action performed by the user in the game scene of the same stage of the game according to the user's weight, which can better allow users of different weights to perceive the same or similar to the same stage of the game. difficulty, so as to help different users achieve the desired exercise effect.
- the electronic device 100 may determine, according to the user's BMI, the exercise load of the game scene indicating the somatosensory action performed by the user.
- the electronic device 100 determines the exercise load of the somatosensory action performed by the user in the game scene according to the sum of the user's shoulder height and arm length or the user's weight. Before starting the game, the electronic device 100 A user operation for a user to select a game mode may be received. Then, the electronic device 100 may determine the expected difficulty level and the expected heart rate of the game at each stage in the game mode according to the game mode.
- BMI can be used to measure how obese a user is.
- Users with different degrees of obesity often experience different difficulty when they perform the same movement in unit time. For example, it is an action of jumping up 20 centimeters. The higher the obesity level, the more difficult the user perceives this action to be.
- the way that the electronic device 100 determines the pixel displacement of the props on the display screen in the game scene according to the obesity degree of the user may refer to the following formula (5):
- the BMI may represent a value of a user's degree of obesity.
- h(BMI) can represent a modified function with BMI as a variable.
- the specific expression of the correction function h(BMI) can be set according to the specific game scene. This embodiment of the present application does not limit this.
- n can be a positive number. The specific value of n is not limited in the embodiments of the present application.
- the above BMI is calculated based on two parameters, height and weight. Judging the difficulty that different users perceive the same somatosensory action according to the degree of obesity is more difficult than judging the difficulty that different users perceive the same somatosensory action only based on the sum of the user's shoulder height and arm length or only the user's weight to be more accurate. That is to say, the method that the electronic device 100 uses BMI to determine the exercise load of the somatosensory actions performed by the user in the game scene of the same stage of the game can better allow different users to perceive the same or similar to the same stage of the game. difficulty, so as to help different users achieve the desired exercise effect.
- the user's body shape data may also include other types of body parameters. For example: body fat percentage, etc.
- body fat percentage etc.
- the electronic device 100 determines the exercise load of the somatosensory actions performed by the user in the game scene of each stage of the game according to the weight of the user or the BMI of the user
- the electronic device 100 can also use the aforementioned FIG. 2A and FIG.
- the method in the embodiment shown in FIG. 2B adjusts, in real time, the exercise load of the somatosensory actions performed by the user in the game scene of each stage of the game during the game process.
- the electronic device 100 can judge whether the exercise load of the somatosensory action indicated by the game scene of the current stage of the game is appropriate according to the actual heart rate of the user, and adjust the exercise load to match the exercise ability of the user, so as to help The user achieves the expected motion effect of the game at each stage.
- the electronic device 100 in addition to adjusting the magnitude of the somatosensory action to adjust the exercise load of the somatosensory action performed by the user in the game scene of each stage of the game, can also adjust the number of times or adjust the somatosensory action performed within the same time period.
- the type of somatosensory action to adjust the game scene of each stage of the game indicates the exercise load of the somatosensory action performed by the user.
- the electronic device 100 can adjust the exercise load of the somatosensory action performed by the user instructed by the game scene of each stage of the game by adjusting the number of times of completing the same somatosensory action within the same time period.
- the electronic device 100 can increase the exercise load of the game scene in the next stage of the game to indicate the somatosensory action performed by the user .
- the electronic device 100 may increase the number of times of instructing the user to perform somatosensory actions within the same time period.
- the game scene of the next stage of the game instructs the user to perform 30 squats in 30 seconds.
- the electronic device 100 may adjust the game scene of the next stage of the game to instruct the user to complete the action of squatting 40 times within 30 seconds. Understandably, the more times the same somatosensory action is completed within the same time period, the higher the exercise load.
- the specific value of the increased number of somatosensory actions may be determined according to the difference between the actual heart rate of the user and the expected heart rate. The lower the actual heart rate of the user when the user completes a certain stage of the game is lower than the expected heart rate, it can indicate that the user perceives a lower difficulty in this stage of the game, and the user's exercise ability is stronger. Then, the electronic device 100 can further increase the number of times that the game scene of the next stage of the game instructs the user to complete the somatosensory action.
- This embodiment of the present application does not limit the method for increasing the number of times the electronic device 100 completes the same somatosensory action within the same time period.
- the electronic device 100 can reduce the game scene of the next stage of the game to instruct the user to do The exercise load of somatosensory movements. Specifically, the electronic device 100 can reduce the number of somatosensory actions instructing the user to perform within the same time period. For example, the game scene of the next stage of the game instructs the user to perform 30 squats in 30 seconds. The electronic device 100 may adjust the game scene of the next stage of the game to instruct the user to complete the action of squatting 20 times within 30 seconds. Understandably, the fewer times the same somatosensory action is completed within the same time period, the lower the exercise load.
- the change of the game scene can be specifically expressed as the change of the somatosensory interaction content displayed on the screen.
- the electronic device 100 can calculate the change of the pixel coordinates of the props in the game scene on the display screen, and use the game engine to draw the game interface. In this way, the user can complete the somatosensory action according to the instructions of the game scene on the game interface.
- the game scene presented by the game interface is obtained after the electronic device 100 adjusts according to the actual heart rate of the user.
- the game scene indicates that the exercise load of the somatosensory action performed by the user can better match the user's exercise ability, thereby helping the user to achieve the expected exercise effect.
- the electronic device 100 may adjust the exercise load of the somatosensory actions performed by the user indicated by the game scene of each stage of the game by adjusting the type of the somatosensory action.
- the electronic device 100 can increase the exercise load of the game scene in the next stage of the game to indicate the somatosensory action performed by the user .
- the electronic device 100 may add more difficult somatosensory actions or replace the less difficult somatosensory actions with more difficult somatosensory actions in the next stage of the game.
- the electronic device 100 can reduce the game scene of the next stage of the game to instruct the user to do The exercise load of somatosensory movements. Specifically, the electronic device 100 may remove the more difficult somatosensory actions or replace the more difficult somatosensory actions with less difficult somatosensory actions in the next stage of the game.
- the somatosensory actions that the game scene of a stage game instructs the user to complete may include one or more types of somatosensory actions.
- Different types of somatosensory movements can be, for example: jumping up, squatting, jumping forward, jumping back, jumping left, jumping right, lunges, leg raises, push-ups, and the like.
- the difficulty of different types of somatosensory movements is different, and the magnitude and direction of displacement generated by completing different types of somatosensory movements are often different.
- push-ups tend to be more difficult than forward jumps. Among them, doing push-ups can produce vertical displacement. Jumping forward produces a horizontal displacement. The maximum displacement that can be produced by a forward jump is generally greater than the maximum displacement that can be produced by doing a push-up.
- Different types of somatosensory actions can be marked with corresponding difficulty levels. That is, a game scene instructing the user to complete a certain type of somatosensory action may be marked with a corresponding difficulty factor. For example, push-ups may have a higher degree of difficulty than forward jumps.
- the above difficulty factor can be used to calculate the difficulty level of the game.
- the game scene of a certain stage of the game indicates that the somatosensory actions performed by the user include q different types of somatosensory actions.
- the difficulty coefficients corresponding to the q different types of somatosensory actions may be c 1 , c 2 , . . . , c q , respectively. where q is a positive integer.
- This embodiment of the present application does not limit the specific values of the difficulty coefficients corresponding to different types of somatosensory actions.
- d can represent the difficulty level of the game. and In the game scene instructing the user to complete the somatosensory action corresponding to the difficulty coefficient c i , the expected pixel coordinates of the props on the display screen at two consecutive moments, or the pixel coordinates of the expected positions of the two props on the display screen at the same moment, respectively. .
- the above i is a positive integer greater than or equal to 1 and less than or equal to q.
- the coordinate system in which the above-mentioned pixel coordinates are located may refer to the coordinate system shown in the aforementioned FIG. 1C .
- a x can be the weight of the displacement in the x-axis direction (that is, the horizontal direction) used to measure the difficulty level.
- a y can be the weight of the displacement in the y-axis direction (that is, the numerical direction) used to measure the difficulty level.
- ⁇ t i can represent the time taken to perform the somatosensory action corresponding to the difficulty coefficient c i .
- the above-mentioned props in the game scene instructing the user to complete different types of somatosensory actions may be the same or different, which is not limited in this embodiment of the present application.
- the specifics can be determined according to different games.
- the somatosensory actions that the game scene instructs the user to complete include multiple different types of somatosensory actions.
- the pixel coordinates of the props on the display screen are adjusted according to the adjustment of the difficulty level of the game.
- the electronic device 100 can determine, according to a dynamic programming algorithm, the type of somatosensory action that matches the difficulty level of the game at this stage during the game progress, and in the game scene instructing the user to complete the corresponding somatosensory action, the props Pixel coordinates on the display.
- the above-mentioned dynamic programming algorithm may be, for example, a Viterbi algorithm, a greedy algorithm, or the like.
- the embodiments of the present application do not limit the specific implementation of the above dynamic programming algorithm, and for details, reference may be made to the implementation method of the dynamic programming algorithm in the prior art.
- the electronic device 100 can adjust the type of somatosensory action that the game scene instructs the user to complete according to the user's actual heart rate during the game, so as to adjust the game scene in each stage of the game to indicate the somatosensory action that the user performs. Movement load.
- the adjusted game scene indicates that the exercise load of the somatosensory action performed by the user matches the exercise ability of the user, which can better help the user achieve the expected exercise effect.
- the electronic device 100 may adjust the motion amplitude, the number of times of completing the same somatosensory action within the same time period, and the type of somatosensory action. variety.
- the embodiment of the present application does not limit the specific manner of adjusting the exercise load of the somatosensory action performed by the user instructing the game scene of each stage of the game.
- FIG. 3 exemplarily shows a flowchart of a somatosensory interaction method.
- the somatosensory interaction method may include steps S101 to S105. in:
- the electronic device 100 determines a game difficulty model.
- the game difficulty model may include the expected difficulty level of each stage of the game and the user's expected heart rate.
- a number of different game modes may be stored in the electronic device 100 .
- Different game modes can include different game scenes, so as to instruct the user to complete somatosensory actions of different exercise loads to achieve different exercise effects.
- the electronic device 100 may receive a user operation for selecting a game mode.
- the electronic device 100 may determine the game difficulty model corresponding to the game mode.
- Game modes can include multiple stages of gameplay.
- the electronic device 100 may specifically determine the game difficulty model by determining the expected difficulty level of the game at each stage and the user's expected heart rate in the game mode.
- the first game mode may include n-stage games.
- the expected difficulty levels of the games of stages 1 to n may be d t1 , d t2 , . . . , d tn , respectively.
- the expected heart rates of the game users in the first stage to the nth stage may be respectively: h t1 , h t2 , . . . , h tn .
- the above-mentioned expected heart rate is not limited to a numerical value, but may also be a value range. For example, when the user's actual heart rate when completing the first-stage game falls within the range represented by the above-mentioned expected heart rate h t1 of the first-stage game, the electronic device 100 may determine that the user achieves the expected exercise effect of the first-stage game.
- the above-mentioned expected difficulty level and expected heart rate may be determined according to sports knowledge in the prior art.
- the embodiments of the present application do not limit the specific method for determining the expected difficulty level and the expected heart rate of the game at each stage.
- Body shape data may include weight, height, shoulder height, and arm length.
- the electronic device 100 may store user information.
- User information may include body shape data of the user.
- the above-mentioned user information may be obtained by requesting the user to input the electronic device 100 before starting the game. For example, before playing the game for the first time, the electronic device 100 may display a user information input interface on the display screen.
- the above user information input interface may be used to instruct the user to input user information.
- User information may include: user name, age, gender, height, weight, shoulder height, arm length, and the like. This embodiment of the present application does not limit the content included in the above user information.
- the electronic device 100 can obtain the body shape data of the user by calculating the image collected by the camera 193 .
- the height, shoulder height, and arm length in the body shape data may be the user's actual height, actual shoulder height, and actual arm length, or may be pixel lengths of height, shoulder height, and arm length in the image collected by the camera 193 .
- the electronic device 100 may acquire the user's body shape data from the cloud or other devices.
- the electronic device 100 may be logged in with a first account.
- the above-mentioned user information is stored in the cloud or other devices logged in with the first account.
- the electronic device 100 can establish a communication connection with the cloud or other devices logged in with the first account, so as to obtain the body shape data of the user.
- This embodiment of the present application does not limit the method for the electronic device 100 to acquire the body shape data of the user.
- the electronic device 100 generates a game scene according to the user's body shape data and the game difficulty model.
- the electronic device 100 may generate game scenes of each stage of the game.
- the game scene of each stage of the game may instruct the user to complete the somatosensory action required by the game scene of each stage of the game. That is to say, the process of generating the game scene of each stage of the game may be a process of determining the exercise load of the somatosensory action performed by the user instructed by the game scene of each stage of the game.
- the electronic device 100 may only generate the game scene of the first k stages of the game. Among them, k is a positive integer less than n. During the process of the game, the electronic device 100 can adjust the difficulty level of the game and the exercise load of the somatosensory actions indicated by the game scene according to the actual heart rate of the user. Then, the electronic device 100 first generates the game scenes of the first k stages of the game, which can save the computing resources of the electronic device 100 .
- the electronic device 100 For the method for the electronic device 100 to generate the game scene based on the user's body shape data and the game difficulty model, reference may be made to the introduction of the electronic device 100 determining the game scene according to the user's body shape data according to the user's body shape data to indicate the exercise load of the somatosensory action performed by the user, which is not repeated here. Repeat.
- the electronic device 100 generates a game scene in combination with the user's body shape data, so that different users can perceive the same or similar somatosensory actions instructing the user to perform a game scene of a game of the same difficulty level. It can help different users to achieve the expected training effect.
- the electronic device 100 acquires the actual heart rate of the user in the current stage of the game.
- the user may wear the heart rate detection device as shown in FIG. 2A .
- the electronic device 100 may establish a communication connection with the heart rate detection device, and obtain the actual heart rate of the user during the game from the heart rate detection device.
- the electronic device 100 may acquire the heart rate of the whole stage of the first stage of the game from the start to the end from the heart rate detection device, and calculate the average heart rate of the user playing the first stage of the game.
- the electronic device 100 may acquire, from the heart rate detection device, the heart rate within a preset time (for example, within 1 minute) before the end of the game in the first stage.
- the electronic device 100 may include a heart rate detection device.
- the electronic device 100 may acquire the actual heart rate of the user through a non-contact heart rate detection method.
- the heart rate detection apparatus in the electronic device 100 may include a camera 193 .
- the camera 193 may capture images of the user.
- the electronic device 100 may determine the user's face information from the above-mentioned user's image by using the face recognition technology, and extract the user's photoplethysmography signal from the face information.
- the electronic device 100 may calculate and obtain the actual heart rate of the user in the current stage of the game according to the photoplethysmography signal.
- the implementation process in the prior art which will not be repeated here.
- This embodiment of the present application does not limit the method for the electronic device 100 to acquire the actual heart rate of the current stage of the game.
- the electronic device 100 adjusts the difficulty level and the game scene of the next stage of the game in the game difficulty model according to the actual heart rate and the expected heart rate of the user in the current stage of the game.
- the electronic device 100 can determine whether the user achieves the expected exercise effect of the game at the current stage by comparing the actual heart rate and the expected heart rate of the user in the current stage of the game.
- the electronic device 100 For the method for the electronic device 100 to adjust the difficulty level of the next stage of the game and the game scene in the game difficulty model, reference may be made to the implementation of the exercise load in which the electronic device 100 adjusts the game scene according to the user's actual heart rate to instruct the user to perform somatosensory actions in the foregoing embodiment. The introduction of the method will not be repeated here.
- the electronic device 100 may display the game interface of the next stage of the game. In this way, the user can complete the somatosensory action that the game scene in the next stage of the game instructs the user to complete.
- the above-mentioned next-stage game is the game currently being played by the user.
- the electronic device 100 may execute the above step S104 to obtain the actual heart rate of the user in this stage of the game. Further, the electronic device 100 can adjust the difficulty level and the game scene of the game in the subsequent stage in the game difficulty model according to the actual heart rate and the expected heart rate of the user in this stage of the game.
- the electronic device can determine the exercise load of the somatosensory action performed by the user in the game scene of the game of the same difficulty level according to the body shape of the user actually playing the game. Users of different body types perceive the same or similar difficulty when playing games at the same stage, which is beneficial for users of different body types to achieve the expected exercise effect when playing games at the same stage.
- the electronic device can also dynamically adjust the exercise load of the somatosensory actions performed by the user in the game scene of each stage of the game in combination with the real-time heart rate.
- the change of the user's heart rate during the game can reflect the user's athletic ability.
- the exercise load adjusted according to the real-time heart rate can match the user's exercise ability, so as to better help the user achieve the expected exercise effect, and avoid the exercise risk caused by the user's excessively difficult games.
- FIG. 4 exemplarily shows a schematic structural diagram of an electronic device 100 .
- the electronic device 100 may include a processor 110, an external memory interface 120, an internal memory 121, a universal serial bus (USB) interface 130, a charge management module 140, a power management module 141, a battery 142, an antenna 2, wireless communication Module 160, audio module 170, speaker 170A, microphone 170B, sensor module 180, buttons 190, motor 191, indicator 192, camera 193 and display screen 194, etc.
- a processor 110 an external memory interface 120, an internal memory 121, a universal serial bus (USB) interface 130, a charge management module 140, a power management module 141, a battery 142, an antenna 2, wireless communication Module 160, audio module 170, speaker 170A, microphone 170B, sensor module 180, buttons 190, motor 191, indicator 192, camera 193 and display screen 194, etc.
- USB universal serial bus
- the structures illustrated in the embodiments of the present invention do not constitute a specific limitation on the electronic device 100 .
- the electronic device 100 may include more or less components than shown, or combine some components, or separate some components, or arrange different components.
- the illustrated components may be implemented in hardware, software, or a combination of software and hardware.
- the processor 110 may include one or more processing units, for example, the processor 110 may include an application processor (application processor, AP), a modem processor, a graphics processor (graphics processing unit, GPU), an image signal processor (image signal processor, ISP), controller, memory, video codec, digital signal processor (digital signal processor, DSP), and/or neural-network processing unit (neural-network processing unit, NPU), etc. Wherein, different processing units may be independent devices, or may be integrated in one or more processors.
- application processor application processor, AP
- modem processor graphics processor
- ISP image signal processor
- controller memory
- video codec digital signal processor
- DSP digital signal processor
- NPU neural-network processing unit
- the controller may be the nerve center and command center of the electronic device 100 .
- the controller can generate an operation control signal according to the instruction operation code and timing signal, and complete the control of fetching and executing instructions.
- a memory may also be provided in the processor 110 for storing instructions and data.
- the memory in processor 110 is cache memory. This memory may hold instructions or data that have just been used or recycled by the processor 110 . If the processor 110 needs to use the instruction or data again, it can be called directly from the memory. Repeated accesses are avoided and the latency of the processor 110 is reduced, thereby increasing the efficiency of the system.
- the USB interface 130 is an interface that conforms to the USB standard specification, and may specifically be a Mini USB interface, a Micro USB interface, a USB Type C interface, and the like.
- the USB interface 130 can be used to connect a charger to charge the electronic device 100, and can also be used to transmit data between the electronic device 100 and peripheral devices. It can also be used to connect headphones to play audio through the headphones.
- the interface can also be used to connect other electronic devices, such as AR devices.
- the charging management module 140 is used to receive charging input from the charger.
- the charger may be a wireless charger or a wired charger. While the charging management module 140 charges the battery 142 , it can also supply power to the electronic device through the power management module 141 .
- the power management module 141 is used for connecting the battery 142 , the charging management module 140 and the processor 110 .
- the power management module 141 receives input from the battery 142 and/or the charging management module 140 to supply power to the processor 110 , the internal memory 121 , the external memory, the display screen 194 , the camera 193 and the wireless communication module 160 .
- the wireless communication function of the electronic device 100 may be implemented by the antenna 2, the wireless communication module 160, the modem processor and the like.
- the wireless communication module 160 can provide applications on the electronic device 100 including wireless local area networks (WLAN) (such as wireless fidelity (Wi-Fi) networks), bluetooth (BT), global navigation satellites Wireless communication solutions such as global navigation satellite system (GNSS), frequency modulation (FM), near field communication (NFC), and infrared technology (IR).
- WLAN wireless local area networks
- BT Bluetooth
- GNSS global navigation satellite system
- FM frequency modulation
- NFC near field communication
- IR infrared technology
- the electronic device 100 implements a display function through a GPU, a display screen 194, an application processor, and the like.
- the GPU is a microprocessor for image processing, and is connected to the display screen 194 and the application processor.
- the GPU is used to perform mathematical and geometric calculations for graphics rendering.
- Processor 110 may include one or more GPUs that execute program instructions to generate or alter display information.
- Display screen 194 is used to display images, videos, and the like.
- Display screen 194 includes a display panel.
- the display panel can be a liquid crystal display (LCD), an organic light-emitting diode (OLED), an active-matrix organic light-emitting diode or an active-matrix organic light-emitting diode (active-matrix organic light).
- LED diode AMOLED
- flexible light-emitting diode flexible light-emitting diode (flex light-emitting diode, FLED), Miniled, MicroLed, Micro-oLed, quantum dot light-emitting diode (quantum dot light emitting diodes, QLED) and so on.
- the electronic device 100 may include one or N display screens 194 , where N is a positive integer greater than one.
- the electronic device 100 may implement a shooting function through an ISP, a camera 193, a video codec, a GPU, a display screen 194, an application processor, and the like.
- the ISP is used to process the data fed back by the camera 193 .
- the shutter is opened, the light is transmitted to the camera photosensitive element through the lens, the light signal is converted into an electrical signal, and the camera photosensitive element transmits the electrical signal to the ISP for processing, and converts it into an image visible to the naked eye.
- Camera 193 is used to capture still images or video.
- the object is projected through the lens to generate an optical image onto the photosensitive element.
- the photosensitive element may be a charge coupled device (CCD) or a complementary metal-oxide-semiconductor (CMOS) phototransistor.
- CMOS complementary metal-oxide-semiconductor
- the photosensitive element converts the optical signal into an electrical signal, and then transmits the electrical signal to the ISP to convert it into a digital image signal.
- the ISP outputs the digital image signal to the DSP for processing.
- DSP converts digital image signals into standard RGB, YUV and other formats of image signals.
- the electronic device 100 may include 1 or N cameras 193 , where N is a positive integer greater than 1.
- a digital signal processor is used to process digital signals, in addition to processing digital image signals, it can also process other digital signals. For example, when the electronic device 100 selects a frequency point, the digital signal processor is used to perform Fourier transform on the frequency point energy and so on.
- Video codecs are used to compress or decompress digital video.
- the electronic device 100 may support one or more video codecs.
- the electronic device 100 can play or record videos of various encoding formats, such as: Moving Picture Experts Group (moving picture experts group, MPEG) 1, MPEG2, MPEG3, MPEG4 and so on.
- MPEG Moving Picture Experts Group
- MPEG2 moving picture experts group
- MPEG3 MPEG4
- MPEG4 Moving Picture Experts Group
- the NPU is a neural-network (NN) computing processor.
- NN neural-network
- Applications such as intelligent cognition of the electronic device 100 can be implemented through the NPU, such as image recognition, face recognition, speech recognition, text understanding, and the like.
- the external memory interface 120 may be used to connect an external memory card.
- the external memory card communicates with the processor 110 through the external memory interface 120 to realize the data storage function. For example, save files such as music, videos, etc. on an external memory card.
- Internal memory 121 may be used to store computer executable program code, which includes instructions.
- the processor 110 executes various functional applications and data processing of the electronic device 100 by executing the instructions stored in the internal memory 121 .
- the electronic device 100 may implement audio functions through an audio module 170, a speaker 170A, a microphone 170B, an application processor, and the like. Such as music playback, recording, etc.
- the audio module 170 is used for converting digital audio information into analog audio signal output, and also for converting analog audio input into digital audio signal. Audio module 170 may also be used to encode and decode audio signals. In some embodiments, the audio module 170 may be provided in the processor 110 , or some functional modules of the audio module 170 may be provided in the processor 110 .
- Speaker 170A also referred to as a "speaker" is used to convert audio electrical signals into sound signals.
- the electronic device 100 may listen to music through the speaker 170A, or listen to calls.
- the microphone 170B also referred to as “microphone”, “microphone”, is used to convert sound signals into electrical signals.
- the electronic device 100 may be provided with at least one microphone 170B.
- the electronic device 100 may be provided with two microphones 170B, which may implement a noise reduction function in addition to collecting sound signals.
- the electronic device 100 may further be provided with three, four or more microphones 170B to collect sound signals, reduce noise, identify sound sources, and implement directional recording functions.
- the sensor module 180 may include a distance sensor, a fingerprint sensor, a temperature sensor, a touch sensor, and the like. in:
- a distance sensor that can be used to measure distance.
- the electronic device 100 can measure the distance through infrared or laser. In some embodiments, when shooting a scene, the electronic device 100 can use a distance sensor to measure distances to achieve fast focusing.
- Fingerprint sensor which can be used to collect fingerprints.
- the electronic device 100 can use the collected fingerprint characteristics to realize fingerprint unlocking and the like.
- a temperature sensor can be used to detect temperature.
- the electronic device 100 uses the temperature detected by the temperature sensor to execute the temperature processing strategy. For example, when the temperature reported by the temperature sensor exceeds a threshold, the electronic device 100 performs performance reduction of a processor located near the temperature sensor, so as to reduce power consumption and implement thermal protection. In other embodiments, when the temperature is lower than another threshold, the electronic device 100 heats the battery 142 to avoid abnormal shutdown of the electronic device 100 caused by the low temperature. In some other embodiments, when the temperature is lower than another threshold, the electronic device 100 boosts the output voltage of the battery 142 to avoid abnormal shutdown caused by low temperature.
- Touch sensor also known as "touch panel”.
- the touch sensor may be disposed on the display screen 194, and the touch sensor K and the display screen 194 form a touch screen, also called a "touch screen”.
- a touch sensor is used to detect touch operations on or near it.
- the touch sensor can pass the detected touch operation to the application processor to determine the type of touch event.
- Visual output related to touch operations may be provided through display screen 194 .
- the touch sensor may also be disposed on the surface of the electronic device 100 , which is different from the location where the display screen 194 is located.
- the keys 190 include a power-on key, a volume key, and the like. Keys 190 may be mechanical keys. It can also be a touch key.
- the electronic device 100 may receive key inputs and generate key signal inputs related to user settings and function control of the electronic device 100 .
- the indicator 192 can be an indicator light, which can be used to indicate the charging state, the change of the power, and can also be used to indicate a message, a notification, and the like.
- the electronic device 100 may contain more or fewer components.
- the electronic device 100 in the embodiment of the present application may be a television, a mobile phone, a tablet computer, a notebook computer, an ultra-mobile personal computer (UMPC), a handheld computer, a netbook, and a personal digital assistant (PDA).
- portable multimedia players portable multimedia players, PMP
- dedicated media players AR (augmented reality) / VR (virtual reality) devices and other types of electronic devices.
- AR augmented reality
- VR virtual reality
- the electronic device 100 can also judge whether the exercise load of the somatosensory actions indicated by the game scene of the current stage of the game is appropriate according to the actual heart rate percentage of the user, and adaptively adjust the difficulty level and the next stage of the game in the next stage.
- the game scene of the one-stage game indicates the exercise load of the somatosensory action performed by the user.
- the aforementioned somatosensory interaction method shown in FIG. 3 can determine whether the user achieves the expected exercise effect by comparing the actual heart rate of the user during the game with the expected heart rate. Because users of different ages can achieve different maximum heart rates, users of different ages often require different exercise loads to achieve the same expected heart rate, and thus achieve different exercise effects. For example, the expected heart rate for a certain session of the game is 150 beats/min. The exercise load required by a 20-year-old user to achieve the expected heart rate is often higher than the exercise load completed by a 50-year-old user to achieve the expected heart rate.
- the heart rate percentage can be used to represent the proportional relationship between the user's current heart rate and the maximum heart rate that the user can achieve. The higher the heart rate percentage, the closer the user's current heart rate is to the maximum heart rate.
- the specific calculation method of the heart rate percentage is not limited in this embodiment of the present application.
- heart rate percentage as the ratio of the user's current heart rate to the user's maximum heart rate as an example for description.
- the user's expected heart rate percentage when completing a certain stage of the game is 70%.
- a 20-year-old user would have a heart rate of 140 beats per minute at this expected heart rate percentage.
- a 50-year-old user reaches this expected heart rate percentage with a heart rate of 119 beats per minute. It can be seen that compared with heart rate, heart rate percentage can better measure whether different users achieve the expected exercise effect.
- FIG. 5 exemplarily shows a flowchart of another somatosensory interaction method. As shown in FIG. 5, the method may include steps S201-S205. in:
- the electronic device 100 determines a game difficulty model.
- the game difficulty model may include the expected difficulty level of each stage of the game and the user's expected heart rate percentage.
- step S101 For the method for the electronic device 100 to determine the game difficulty model, reference may be made to step S101 in the aforementioned method shown in FIG. 3 .
- the electronic device 100 may determine the percentage of the expected heart rate of the user in each stage of the game.
- the first game mode may include games of n stages.
- the expected difficulty levels of the games of stages 1 to n may be d t1 , d t2 , . . . , d tn , respectively.
- the expected heart rate percentages of the game users in the first stage to the nth stage may be respectively: HR% t1 , HR% t2 , . . . , HR% tn .
- the above-mentioned expected heart rate percentage is not limited to a numerical value, but may also be a value range.
- the electronic device 100 can determine that the user achieves the expected exercise effect of the first stage of the game.
- the above-mentioned expected heart rate percentage may be determined according to sports knowledge in the prior art.
- the embodiments of the present application do not limit the specific method for determining the expected heart rate percentage.
- Body shape data may include weight, height, shoulder height, and arm length.
- the electronic device 100 generates a game scene according to the user's body shape data and the game difficulty model.
- the electronic device 100 acquires the actual heart rate percentage of the user in the current stage of the game.
- the user may wear the heart rate detection device as shown in FIG. 2A .
- the electronic device 100 may acquire the actual heart rate percentage of the user during the game from the heart rate detection device.
- the electronic device 100 may acquire the actual heart rate of the user during the game from the heart rate detection device.
- the electronic device 100 may calculate the actual heart rate percentage according to the user's age and actual heart rate.
- the electronic device 100 may include a heart rate detection device.
- the electronic device 100 may acquire the actual heart rate of the user through a non-contact heart rate detection method. Then, the electronic device 100 may calculate the actual heart rate percentage according to the user's age and actual heart rate.
- This embodiment of the present application does not limit the method for the electronic device 100 to obtain the actual heart rate percentage of the user in the current stage of the game.
- the electronic device 100 adjusts the difficulty level and game scene of the next stage of the game in the game difficulty model according to the actual heart rate percentage and the expected heart rate percentage of the user in the current stage of the game.
- the electronic device 100 can determine that the user The movement effect expected by the current stage of the game has not been achieved.
- the electronic device 100 can increase the difficulty level of the next stage of the game, and increase the exercise load of the game scene indicating the somatosensory action performed by the user.
- the above a4 and b4 may be preset thresholds.
- the values of a4 and b4 can both be positive numbers less than 1.
- the specific values of a4 and b4 are not limited in this embodiment of the present application.
- the electronic device 100 can determine that the user The movement effect achieved exceeds the movement effect expected by the current stage of the game.
- the electronic device 100 can reduce the difficulty level of the next stage of the game, and reduce the exercise load of the game scene indicating the somatosensory action performed by the user.
- the above a5 and b5 may be preset thresholds.
- the values of a5 and b5 can both be positive numbers less than 1.
- the specific values of the above a5 and b5 are not limited in this embodiment of the present application.
- the electronic device 100 can determine that the exercise effect achieved by the user is the same as the expected exercise effect of the current stage of the game. or close.
- the electronic device 100 may instruct the user to exercise according to the expected difficulty level of the next stage of the game.
- the above a6 may be a preset threshold.
- the value of a6 can be a positive number less than 1. The specific value of a6 is not limited in this embodiment of the present application.
- the electronic device can determine the exercise load of the somatosensory action performed by the user in the game scene of the game of the same difficulty level according to the body shape of the user who is actually playing the game, and during the game, according to the user's physical fitness.
- Heart rate percentage dynamically adjusts exercise load. Compared with the heart rate, the heart rate percentage can reflect the proximity of the user's current heart rate to the maximum heart rate that the user can achieve, and better measure the exercise effect achieved by the user during the game. Then, the exercise load adjusted according to the real-time heart rate percentage can better match the user's exercise ability, thereby better helping the user achieve the expected exercise effect, and avoiding the exercise risk caused by the user's excessively difficult games.
- the electronic device 100 may also adjust the difficulty level of the game and the exercise load of the somatosensory actions indicated by the game scene according to the heart rate response rate.
- Heart rate response rates may include rising response rates and falling response rates.
- Rise response rate can express the rate at which heart rate or heart rate percentage rises over a certain period of time.
- Drop response rate can express the rate at which heart rate or heart rate percentage decreases over a period of time.
- the electronic device 100 can calculate the game at this stage.
- the expected heart rate response rate of the user in .
- the electronic device 100 can more accurately adjust the difficulty level of the game and the exercise load of the somatosensory action indicated by the game scene. In this way, the adjusted exercise load can better help the user achieve the desired exercise effect.
- the following will specifically describe the implementation manner of the electronic device 100 adjusting the exercise load of the somatosensory action performed by the user in the game scene according to the user's heart rate response rate.
- FIG. 6 exemplarily shows a flowchart of another somatosensory interaction method. As shown in Fig. 6, the method may include steps S301-S305. in:
- the electronic device 100 determines a game difficulty model.
- the game difficulty model may include the expected difficulty level of the game at each stage and the user's expected heart rate.
- the electronic device 100 may acquire the body shape data of the user.
- the body shape data may include weight, height, shoulder height, and arm length.
- the electronic device 100 may generate a game scene according to the user's body shape data and the game difficulty model.
- the foregoing steps S301 to S303 may refer to the foregoing steps S101 to S103 shown in FIG. 3 . I won't go into details here.
- the electronic device 100 may acquire the initial heart rate of the user at the start of the game at the current stage.
- the electronic device 100 may use the user's heart rate at the end of the previous stage of the current stage of the game as the initial heart rate at the start of the current stage of the game.
- the electronic device 100 may acquire the user's heart rate within a preset time period before or after the current game stage starts, as the initial heart rate at the start of the current game stage.
- the electronic device 100 calculates the expected heart rate response rate according to the user's initial heart rate and expected heart rate in the current stage of the game, and adjusts the difficulty level and game scene of the game at the current stage in the game difficulty model according to the expected heart rate response rate.
- the electronic device 100 can calculate the expected heart rate response rate of the user in the current stage of the game.
- expected heart rate response rate (expected heart rate-initial heart rate)/length of time occupied by the current stage of the game.
- the electronic device 100 may check the heart rate response rate data table to adjust the difficulty level of the game at the current stage.
- the electronic device 100 may store a heart rate response rate data table.
- This HR Response Rate data table can be used to record the relationship between the difficulty level of the game and the expected HR Response Rate.
- Table 1 exemplifies the specific content contained in the heart rate response rate data table.
- t in Table 1 can represent the length of time occupied by the current stage of the game.
- the electronic device 100 can check the heart rate response rate data table to determine the difficulty level of the game at the current stage.
- the user's initial heart rate is 80 beats/min
- the expected heart rate response rate is 30/t.
- the electronic device 100 may determine that the difficulty level of the game at this stage is 2 according to the above-mentioned heart rate response rate data table.
- the electronic device 100 can adjust the game scene of the game at this stage according to the method in the foregoing embodiment, so that the game scene of the game at this stage indicates the exercise load of the somatosensory action performed by the user, which can help the user achieve the expected exercise effect. .
- the corresponding relationship between the difficulty level and the initial heart rate and the heart rate response rate in the heart rate response rate data table may be obtained according to big data statistics.
- the electronic device 100 can update the above-mentioned heart rate response rate data table according to the relationship between the difficulty level of the game and the user's initial heart rate and the actual heart rate response rate during the actual game process of the user.
- the user's exercise ability can increase with the increase of the number and time of the user's exercise.
- the electronic device 100 adjusts the data in the above-mentioned heart rate response rate data table according to the user's actual heart rate response rate, so that the heart rate response rate data table can be better matched with the user's exercise ability. In this way, the difficulty level and the game scene determined according to the heart rate response rate data table can better help the user achieve the expected exercise effect.
- the electronic device 100 may adjust the difficulty level of the game at the current stage according to the functional relationship between the heart rate response rate and the game difficulty level.
- the electronic device 100 may store a functional relationship between the expected heart rate response rate, the difficulty level, and the initial heart rate.
- the expected rising response rate r 1 w 1 (d, h ini ).
- Expected falling response rate r 2 w 2 (d,h ini ).
- the above w 1 (d, h ini ) represents a functional relationship for calculating the rising response rate with the difficulty level d and the initial heart rate h ini as parameters.
- the electronic device 100 may determine the difficulty level of the game at the current stage according to the above functional relationship. Further, the electronic device 100 can adjust the game scene at this stage.
- the above-mentioned functional relationship may be obtained by fitting the electronic device 100 according to the above-mentioned heart rate response rate data table.
- the embodiment of the present application does not limit the specific expression of the functional relationship between the expected heart rate response rate, the difficulty level, and the initial heart rate.
- the electronic device 100 may display the corresponding game scene on the display screen to instruct the user to exercise. After the current stage of the game is completed, the electronic device 100 may determine the difficulty level and game scene of the next stage of the game according to the methods of the above-mentioned steps S304 and S305.
- the heart rate in the steps shown in FIG. 6 may be a percentage of the heart rate. That is, the electronic device 100 can adjust the game difficulty level and the game scene according to the expected rate of increase or decrease of the user's heart rate percentage.
- the electronic device 100 can calculate the expected heart rate response rate according to the user's initial heart rate and expected heart rate in a certain stage of the game, and adjust the difficulty of the game at this stage according to the expected heart rate response rate. Levels and game scenarios. After completing the somatosensory actions indicated by the adjusted game scene, the heart rate (or heart rate percentage) achieved by the user can be better close to the expected heart rate (or expected heart rate percentage) of the game user at this stage. In this way, the user can better achieve the expected movement effect of the game at this stage.
- the electronic device 100 can also measure the difficulty level of the game at each stage by the expected displacement of each limb of the user during the movement. Understandably, some somatosensory actions only require a part of the user's limbs to move. For example, a chest enlargement exercise requires only the user's arms to move. A forward kick or a backward kick requires only the user's legs to move. Compared with the expected displacement of the user's body as a whole, the difficulty level of the game can be more accurately measured by the expected displacement of each limb.
- the size of the expected displacement of the above-mentioned limbs may be determined according to the pixel displacement of the props displayed on the display screen in the game scene.
- the user's limbs can be divided into 10 parts: head and neck, torso, left upper arm, right upper arm, left forearm, right forearm, left thigh, right thigh, left calf, and right calf.
- the difficulty level of a game at a certain stage can be the sum of the expected displacement of each limb multiplied by the weight corresponding to each limb during the game in this stage.
- the calculation formula of the difficulty level of a certain stage of the game can refer to the following formula (7):
- i is an integer greater than or equal to 1 and less than or equal to 10.
- l 1 , l 2 , l 3 , l 4 , l 5 , l 6 , l 7 , l 8 , l 9 , l 10 can represent head and neck, trunk, left forearm, right forearm, left forearm, Expected displacement of right forearm, left thigh, right thigh, left calf, and right calf.
- s 1 , s 2 , s 3 , s 4 , s 5 , s 6 , s 7 , s 8 , s 9 , s 10 can represent head and neck, trunk, left forearm, right forearm, left forearm, Weights corresponding to right forearm, left thigh, right thigh, left calf, and right calf.
- the weight corresponding to each limb may be determined according to the mass percentage of each limb in the body weight of the human body. According to the general standard of human body weight distribution, the value of the weight corresponding to each limb can refer to Table 2 below.
- the embodiments of the present application do not limit the division manner of the user's limbs and the weights corresponding to each limb.
- the electronic device 100 may adjust the game scene of each stage of the game according to the method in the foregoing embodiment. I won't go into details here.
- the electronic device 100 can determine whether the user's heart rate reaches or exceeds the maximum heart rate that the user can achieve. When it is determined that the user's heart rate reaches or exceeds the maximum heart rate that the user can achieve, the electronic device 100 may stop the game or reduce the difficulty level of the next stage of the game. In this way, exercise risks such as syncope and sudden death due to excessive exercise intensity can be avoided.
- the electronic device 100 may acquire the actual displacement of the user during the game, and calculate the difficulty level that the user actually reaches when playing the game according to the aforementioned formula (3) or formula (7). If it is determined that the actually achieved difficulty level continues to rise, but the user's heart rate no longer rises or the heart rate rises less than the preset threshold, the electronic device 100 can stop the game or lower the difficulty level of the next stage of the game.
- the fact that the difficulty level actually achieved by the user continues to rise may indicate that the actual exercise intensity of the user continues to increase. When the actual exercise intensity continues to increase but the heart rate hardly rises, the user's heart rate is most likely close to the maximum heart rate that the user can achieve. In order to avoid the risk of movement by the user, the electronic device 100 may stop the game or reduce the difficulty level of the next stage of the game.
- the electronic device 100 may adjust the game scene according to the method in the foregoing embodiment, thereby reducing the exercise load.
- the electronic device 100 may detect field information to determine unreachable locations in the field of the game. When determining the game scene, the electronic device 100 can avoid that the game scene indicates that the somatosensory action completed by the user reaches or passes through the above-mentioned unreachable position.
- the above-mentioned unreachable locations may include locations where obstacles (eg, tables, chairs, walls, etc.) are present.
- FIG. 7 exemplarily shows a flowchart of another somatosensory interaction method.
- the somatosensory interaction method may include steps S401 to S406. in:
- the electronic device 100 determines a game difficulty model.
- the game difficulty model may include the expected difficulty level of each stage of the game and the user's expected heart rate.
- Body shape data may include weight, height, shoulder height, arm length.
- step S401 and step S402 For the implementation of step S401 and step S402, reference may be made to step S101 and step S102 in the aforementioned method shown in FIG. 3, respectively. I won't go into details here.
- the electronic device 100 detects site information.
- the electronic device 100 may be configured with a camera.
- the camera can capture images of the field where the user is playing the game.
- the electronic device 100 may extract venue information according to the above-mentioned image of the venue.
- the venue information may include coordinates of unreachable locations in the venue.
- the coordinate system in which the coordinates of the unreachable position are located may be the camera coordinate system of the camera.
- the electronic device 100 can use the target detection algorithm in the existing image recognition technical field to determine the unreachable position in the field. This embodiment of the present application does not limit the implementation manner of the above-mentioned determination of the unreachable position in the site.
- the electronic device 100 generates a game scene according to the user's body shape data, the game difficulty model and the venue information.
- the electronic device 100 may also combine the above-mentioned venue information when generating the game scene. Wherein, the electronic device 100 can determine the distance between the user's location and the above-mentioned unreachable location through the image captured by the camera. Further, when the electronic device 100 generates the game scene, the game scene can prevent the somatosensory action that the user completes instructing the game scene to reach or pass through the above-mentioned unreachable position.
- the game scene generated according to the user's body shape data and the game difficulty model instructs the user to complete any somatosensory action including jumping 20 centimeters to the left and jumping 20 centimeters to the right. item. If the electronic device 100 determines that the user's left side is 10 cm away from the unreachable position according to the aforementioned site information, and there is no unreachable position within 30 cm of the user's right side, the electronic device 100 can generate a message indicating that the user has completed a 20 cm jump to the right. game scene.
- the electronic device 100 acquires the actual heart rate of the user in the current stage of the game.
- step S405 For the implementation of step S405, reference may be made to step S104 in the aforementioned method shown in FIG. 3 .
- the electronic device 100 adjusts the difficulty level of the next stage of the game in the game difficulty model according to the actual heart rate and expected heart rate of the user in the current stage of the game, and adjusts the game scene of the next stage of the game in combination with the venue information.
- the electronic device 100 may adjust the difficulty level of the next stage of the game according to the actual heart rate of the user during the game. Wherein, after determining the difficulty level of the next stage of the game, the electronic device 100 may adjust the difficulty of the next stage of the game according to the method of adjusting the game scene to indicate the exercise load of the somatosensory action performed by the user in the foregoing embodiment, and in combination with the above-mentioned venue information level.
- the electronic device 100 may regard the above-mentioned next stage of the game as the ongoing current stage of the game. Then, the electronic device 100 may continue to adjust the difficulty level and game scene of the game in the subsequent stage according to the above steps S405 and S406.
- the above-mentioned method for determining the game scene in combination with the venue information may also be based on the aforementioned somatosensory interaction method shown in FIG. 5 or FIG. 6 . That is, when the electronic device 100 adjusts the game scene according to the heart rate percentage or the heart rate response rate, it can combine the site information, so that the adjusted game scene indicates that the somatosensory action completed by the user will not reach or pass through an unreachable position.
- the electronic device can not only adjust the game scene according to the user's body shape and the heart rate during the game, so that the adjusted game scene indicates the exercise load of the somatosensory action performed by the user. The user can better achieve the exercise effect.
- the electronic device can also determine an unreachable position in the field to prevent the user from being injured by colliding with an obstacle in the process of exercising.
- FIG. 8 exemplarily shows the apparatus involved in the aforementioned somatosensory interaction method.
- the devices involved in the aforementioned somatosensory interaction method may include a processor 410 , a display 420 , a memory 430 , a somatosensory motion acquisition device 440 and a heart rate detection device 450 . in:
- the memory 430 may be used to store user information, computer programs.
- User information includes username, age, gender, height, weight, and the like.
- the memory 430 may also be used to store the user's heart rate response data table.
- the processor 410 may be used to obtain user information, computer programs from the memory 430 .
- the processor 410 can execute the above computer program to determine the game difficulty model in the foregoing embodiments, generate the game scene, determine whether the user's action matches the expected action and whether the user's action range reaches the expected action range.
- Display 420 may be used to display game scenes.
- the display 420 can be integrated with the above-mentioned processor 410 and the above-mentioned memory 430 in one electronic device.
- the display 420 and the processor 410 may be connected through a bus. That is, the display 420 may be the display screen 194 in the aforementioned electronic device 100 shown in FIG. 4 .
- the display 420 and the aforementioned processor 410 may also be separate devices.
- the processor 410 may send the data of the game scene to the display 420 through the relevant communication device. Display 420 may then display the game scene.
- the somatosensory motion collecting device 440 can be used to detect the actual motion and the actual motion range of the user.
- the somatosensory motion collection device 440 may send the detected actual motion and the actual motion range of the user to the processor 410 for processing. Further, the processor 410 can determine whether the user's action is consistent with the expected action and whether the user's action range reaches the expected action range.
- the somatosensory motion collection device 440 may be the camera 194 in the foregoing embodiment.
- the somatosensory motion acquisition device 440 may also be a handheld device or a wearable device based on an inertial sensor. This embodiment of the present application does not limit the type of the somatosensory motion collection device 440 .
- the heart rate detection device 450 may be used to detect the heart rate.
- the heart rate detection apparatus 450 may be integrated with the above-mentioned processor 410 and the above-mentioned memory 430 in an electronic device.
- the electronic device may acquire the user's heart rate through a non-contact heart rate detection method.
- the heart rate detection device 450 may include a camera, a computing module and a storage module.
- a camera can be used to capture video images of the user.
- the computing module can determine the user's face information from the above-mentioned video image, and extract the user's photoplethysmography signal from the face information. Then, the calculation module can calculate the heart rate of the user according to the photoplethysmography signal.
- the heart rate detection device 450 can send the user's heart rate to the processor 410 for processing. In this way, the processor 410 can adjust the difficulty level of the game according to the user's heart rate.
- the camera of the heart rate detection apparatus 450 may be the camera of the somatosensory motion collection apparatus 440 .
- the calculation module of the heart rate detection device 450 may be the aforementioned processor 410 or a module integrated in the processor 410 .
- the storage module of the heart rate detection device 450 may be the aforementioned memory 430 or a module integrated in the memory 430 .
- the heart rate detection device 450 and the above-mentioned processor 410 are separate devices.
- the heart rate detection device 450 may be, for example, a smart bracelet, a heart rate monitoring chest strap, etc. that can be used to detect heart rate.
- the processor 410 may acquire the user's heart rate from the heart rate detection device through the relevant communication device.
- heart rate percentage and the heart rate response rate in the foregoing embodiments may be calculated by the heart rate detection device 450 or calculated by the processor 410 . This embodiment of the present application does not limit this.
- the electronic device 100 displays the first somatosensory interaction content.
- the first somatosensory interaction content may be the first-stage game in the foregoing embodiment. The higher the difficulty level of the game in the first stage, the higher the exercise load of the somatosensory action of the first somatosensory interactive content.
- the electronic device 100 displays the second somatosensory interaction content.
- the second somatosensory interaction content may be the game in the second stage in the foregoing embodiment.
- the game of the first stage and the game of the second stage are the games of two adjacent stages.
- the electronic device 100 may determine the exercise load of the somatosensory action of the first somatosensory interactive content according to the acquired user data.
- the above user data may include one or more of the following: height, weight, shoulder height, and arm length.
- the electronic device 100 may predict the user's physical fitness according to the user's height and weight. For users with the same height, the heavier the weight, the worse the physical fitness of the user can be predicted by the electronic device 100 .
- the electronic device 100 may calculate the user's BMI according to the user's height and weight. The electronic device 100 may predict that a user with a higher BMI will have poorer physical fitness.
- the above-mentioned user data may also include body fat rate and oxygen consumption per unit time, which are not limited in the embodiment of the present application.
- the electronic device 100 detects that the user is performing the first action of the above-mentioned first somatosensory interaction content.
- the above-mentioned first action may be any one of the somatosensory actions in the somatosensory interaction content.
- the electronic device 100 acquires the first cardiac data when the user performs the above-mentioned first action.
- the first heart data may be heart rate or heart rate percentage. Wherein, if the first heart data is the heart rate, the first expected heart data associated with the first somatosensory interaction content is also the heart rate. If the first heart data is the heart rate percentage, the first expected heart data associated with the first somatosensory interaction content is also the heart rate percentage.
- the first expected cardiac data may be a specific value of the cardiac data that is expected to be achieved by the user completing the first somatosensory interaction content or a range of the achieved cardiac data.
- the first heart data of the user is the same as the first expected heart data, which may indicate that the exercise load of the somatosensory action of the first somatosensory interaction content is suitable for the user.
- the difference between the first heart data of the user and the first expected heart data may indicate that the exercise load of the somatosensory action of the first somatosensory interaction content is too simple or too difficult for the user.
- the electronic device 100 may acquire the second heart data of the user.
- the second heart data may be heart rate or heart rate percentage.
- both the second heart data and the first expected heart data are heart rate, or both are heart rate percentages.
- the above-mentioned second heart data may be heart data of the user at any time before the end of the first somatosensory interactive content.
- the second heart data may be the heart data of the user at the first time after the electronic device starts to display the first somatosensory interaction content.
- the above-mentioned first time may be a short time such as 1 second or 2 seconds. This embodiment of the present application does not limit the length of the first time.
- the second heart data may be heart data of the user at a second time before the electronic device starts to display the first somatosensory interaction content.
- the above-mentioned second time may be a short time such as 1 second or 2 seconds. This embodiment of the present application does not limit the length of the second time.
- the electronic device 100 may calculate the first heart rate response rate according to the second heart data and the foregoing first expected heart data. Specifically, the electronic device 100 can calculate the difference between the second heart data and the first expected heart data, and divide it by the time length from the time when the second heart data is acquired to the end of the first somatosensory interactive content, to obtain the above First heart rate response rate.
- the term “when” may be interpreted to mean “if” or “after” or “in response to determining" or “in response to detecting" depending on the context.
- the phrases “in determining" or “if detecting (the stated condition or event)” can be interpreted to mean “if determining" or “in response to determining" or “on detecting (the stated condition or event)” or “in response to the detection of (the stated condition or event)”.
- the above-mentioned embodiments it may be implemented in whole or in part by software, hardware, firmware or any combination thereof.
- software it can be implemented in whole or in part in the form of a computer program product.
- the computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, all or part of the processes or functions described in the embodiments of the present application are generated.
- the computer may be a general purpose computer, special purpose computer, computer network, or other programmable device.
- the computer instructions may be stored in or transmitted from one computer readable storage medium to another computer readable storage medium, for example, the computer instructions may be downloaded from a website site, computer, server or data center Transmission to another website site, computer, server, or data center by wire (eg, coaxial cable, optical fiber, digital subscriber line) or wireless (eg, infrared, wireless, microwave, etc.).
- the computer-readable storage medium may be any available medium that can be accessed by a computer or a data storage device such as a server, data center, etc. that includes an integration of one or more available media.
- the usable media may be magnetic media (eg, floppy disks, hard disks, magnetic tapes), optical media (eg, DVDs), or semiconductor media (eg, solid state drives), and the like.
- the process can be completed by instructing the relevant hardware by a computer program, and the program can be stored in a computer-readable storage medium.
- the program When the program is executed , which may include the processes of the foregoing method embodiments.
- the aforementioned storage medium includes: ROM or random storage memory RAM, magnetic disk or optical disk and other mediums that can store program codes.
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Abstract
体感交互方法及电子设备。在该方法中,电子设备可以根据用户的体型来确定体感交互内容的体感动作的运动负荷。并且,在体感交互的过程中,电子设备可以获取用户的心率来调整体感交互内容的体感动作的运动负荷。其中,若用户的体型和心率所指示的运动能力越强,则体感交互内容的体感动作的运动负荷越高。反之,则体感交互内容的体感动作的运动负荷越低。实施该体感交互方法,体感交互内容的体感动作的运动负荷可以与用户运动能力匹配,从而更好地帮助不同的用户达到预期的运动效果,并避免用户进行难度过高的运动而产生运动风险。
Description
本申请要求于2020年11月18日提交中国专利局、申请号为202011298677.X、申请名称为“一种体感交互方法及电子设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
本申请涉及物联网技术领域,尤其涉及一种体感交互方法及电子设备。
随着人们健身和运动的意识提高,集健身和娱乐于一体的体感健身游戏受到越来越多人的喜爱。体感健身游戏提高了运动的趣味性,人们可以方便地在游戏过程中达到运动的目的。
目前体感健身游戏中的游戏难度以及指示用户所做的体感动作往往是固定的。电子设备可以按照预设的顺序进行对应难度的游戏,或者根据用户的选择进行对应难度的游戏。但不同用户的运动能力存在区别,上述体感健身游戏难以根据不同用户的运动能力帮助不同的用户达到运动效果,并且难以避免用户进行难度过高的游戏而产生运动风险。
发明内容
本申请提供一种体感交互方法及电子设备,可以根据用户的体型和实时心率来调整体感交互内容的体感动作的运动负荷,使得体感交互内容的体感动作的运动负荷与用户的运动能力匹配,从而帮助不同的用户达到预期的运动效果,并避免用户进行难度过高的运动而产生运动风险。
第一方面,本申请实施例提供一种体感交互方法。该方法包括:电子设备可以获取用户数据。该电子设备可以显示第一体感交互内容。该第一体感交互内容的体感动作的运动负荷可以根据该用户数据确定。该用户数据可用于预判用户的体能。其中,预判出的体能越优,该第一体感交互内容的体感动作的运动负荷越高。该电子设备可以检测到该用户在执行该第一体感交互内容的第一动作。该电子设备可以获取该用户在执行该第一动作时的第一心脏数据。该电子设备比较该第一心脏数据和该第一体感交互内容关联的第一预期心脏数据。进一步的,该电子设备显示第二体感交互内容。该第二体感交互内容可以为该第一体感交互内容的下一个阶段该电子设备显示的内容。如果该电子设备的比较结果指示该第一心脏数据和该第一预期心脏数据不同,则该第二体感交互内容的体感动作与第三体感交互内容的体感动作的运动负荷不同。其中,该第三体感交互内容为该用户执行该第一动作时该第一心脏数据和该第一预期心脏数据相同的前提下预设要显示的交互内容。
上述第一心脏数据和第一预期心脏数据可以均为心率,或者,均为心率百分比。
在本申请中,一个体感健身游戏可以包括多个游戏阶段,每一阶段的游戏可以包括一个或多个游戏场景。每一个游戏场景可以通过电子设备的屏幕上显示的体感交互内容呈现。游戏场景可以根据不同的游戏进行具体设定。各阶段的游戏可具有相同或不同的难度级别。一个阶段的游戏的难度级别可以由这一个阶段的体感交互内容的体感动作的运动负荷决定。难度级别越高的游戏对用户的运动能力的要求越高。不同难度级别的游戏可以帮助用户达到不 同的运动效果。
在一些实施例中,上述运动负荷可以包括以下一项或多项:体感动作的幅度、在相同时间长度内完成相同体感动作的次数、体感动作的类型。
其中,上述体感动作的幅度可以为用户在执行该体感动作时,以用户的身体为整体的预期位移,或者,为用户各部分肢体的预期位移之和。上述体感动作的类型可以是根据体感动作的难度进行划分的。各类型的体感动作可对应有难度系数。难度系数越高的体感动作的难度越大,运动负荷也越高。
电子设备可以通过以下一项或多项方法来增加体感交互内容的体感动作的运动负荷:增加体感动作的幅度、增加在相同时间内完成相同体感动作的次数、增加难度系数更高的体感动作、将难度系数低的体感动作替换为难度系数更高的体感动作。
电子设备可以通过以下一项或多项方法来减少体感交互内容的体感动作的运动负荷:减少体感动作的幅度、减少在相同时间内完成相同体感动作的次数、减少难度系数更高的体感动作、将难度系数高的体感动作替换为难度系数更低的体感动作。
结合第一方面,在一些实施例中,上述用户数据可以包括以下一项或多项:身高、体重、肩高、臂长。
在一种可能的实现方式中,电子设备可以根据用户的肩高与臂长之和来确定第一体感交互内容的体感动作的运动负荷。具体的,用户的肩高与臂长之和越高,电子设备可以预判用户的体能越优。进而,电子设备可以增加第一体感交互内容的体感动作的运动负荷。
在一种可能的实现方式中,电子设备可以根据用户的体重来确定第一体感交互内容的体感动作的运动负荷。具体的,用户的体重越重,电子设备可以预判用户的体能越差。进而,电子设备可以减少第一体感交互内容的体感动作的运动负荷。
在一种可能的实现方式中,电子设备可以根据用户的身高和体重计算用户的肥胖指数。具体的,用户的肥胖指数越高,电子设备可以预判用户的体能越差。进而,电子设备可以减少第一体感交互内容的体感动作的运动负荷。
电子设备还可以结合其他类型的用户数据来预判用户的体能。例如用户的体脂率、单位时间耗氧量。
结合第一方面,在一些实施例中,如果上述电子设备的比较结果指示第一心脏数据和第一预期心脏数据相同,则第二体感交互内容与第三体感交互内容相同。
结合第一方面,上述第一预期心脏数据可以为包含有多个心脏数据取值的范围。上述第一心脏数据和第一预期心脏数据不同,具体可以表示第一心脏数据超出第一预期心脏数据的范围。
结合第一方面,在一些实施例中,如果第一心脏数据低于第一预期心脏数据,则第二体感交互内容的体感动作比第三体感交互内容的体感动作的运动负荷更高。
具体的,在一种可能的实现方式中,各阶段游戏的难度级别可以通过体感交互内容中显示在屏幕上相关游戏道具的像素位移计算得到。上述相关游戏道具的像素位移可以指示用户完成对应体感动作的运动幅度。上述相关游戏道具在屏幕上变化的频率可以指示用户在一段时间内完成体感动作的次数。上述相关游戏道具在屏幕上变化的方向和类型可以指示用户需要完成的体感动作的类型。
在第一心脏数据和第一预期心脏数据相同的前提下,第一体感交互内容下一阶段游戏预设的难度级别为第一难度级别。当要增加下一阶段游戏的体感交互内容的体感动作的运动负荷,电子设备可以在第一难度级别的基础上增大下一阶段游戏预设的难度级别。例如,电子 设备可以根据预设值在第一难度级别的基础上增加难度级别。或者,电子设备还可以根据第一心脏数据与第一预期心脏数据差值的大小来确定难度级别的增加值。其中,第一心脏数据与第一预期心脏数据的差值越大,难度级别的增加值越大。
进一步的,电子设备可以根据确定的第一体感交互内容下一阶段游戏的难度级别,计算这一阶段游戏的交互内容中显示在屏幕上相关游戏道具的像素坐标。其中,电子设备可以利用动态规划算法(如维特比算法、贪心算法)确定上述相关游戏道具在屏幕上像素位移的最优组合。根据上述得到的相关游戏道具的像素坐标,电子设备可以显示第一体感交互内容下一阶段游戏的体感交互内容(即第二体感交互内容)。第二体感交互内容的体感动作与第三体感交互内容的体感动作相比,可以存在以下一项或多项区别:体感动作的幅度变大、在相同时间内完成相同体感动作的次数变多、难度系数更高的体感动作增加、难度系数低的体感动作被替换为难度系数更高的体感动作。
结合第一方面,在一些实施例中,如果第一心脏数据高于第一预期心脏数据,则第二体感交互内容的体感动作比第三体感交互内容的体感动作的运动负荷更低。
由上述实施例可以看出,电子设备可以在游戏过程中根据用户的运动能力适应性调整游戏的难度级别和运动负荷,从而引导用户调整运动的强度。这样,体感健身游戏可以帮助用户更好地达到预期的运动效果,并且可以避免用户进行难度过高的运动而产生运动风险。
结合第一方面,在一些实施例中,上述第一心脏数据是电子设备从另一心脏数据检测设备获取的。其中,电子设备与该心脏数据检测设备建立有通信连接。或者,上述第一心脏数据是所述电子设备计算得到的。例如,电子设备可以通过摄像头采集用户在运动过程中的人脸图像,根据非接触式心率检测方法计算用户的心脏数据。
结合第一方面,在一些实施例中,若电子设备判断出第一心脏数据大于或者等于用户心脏数据的最大值,电子设备可以暂停第一体感交互内容。或者,电子设备可以显示第四体感交互内容。第四体感交互内容的体感动作比第一体感交互内容的体感动作的运动负荷更低。
由上述实施例可知,当电子设备判断出用户的心率(或心率百分比)达到甚至超过该用户的最大心率(或最大心率百分比),电子设备可以立即停止游戏或者降低下一阶段交互内容的体感动作的运动负荷,以避免用户产生运动风险。
结合第一方面,在一些实施例中,电子设备可以检测用户所在的场地信息。场地信息可以包括用户所在场地中存在障碍物的位置的坐标,障碍物可以为与用户的距离在第一预设距离范围内的物体。本申请实施例对上述第一预设距离的大小不作限定。电子设备可以根据所述场地信息改变第一体感交互内容和第二体感交互内容。改变后的第一体感交互内容和第二体感交互内容的体感动作朝避开障碍物的方向进行。
由上述实施例可知,电子设备可以在游戏过程中检测用户所在场地的场地信息,并根据用户在运动时周边的障碍物情况动态调整体感交互内容,以避免用户与障碍物相撞而受伤。
第二方面,本申请实施例提供另一种体感交互方法。该方法包括:电子设备获取用户数据。该电子设备显示第一体感交互内容。该第一体感交互内容的体感动作的运动负荷根据该用户数据确定。该用户数据用于预判用户的体能。其中,预判出的体能越优,该第一体感交互内容的体感动作的运动负荷越高。该电子设备获取该用户的第二心脏数据。该第二心脏数据为该用户在结束该第一体感交互内容的体感动作之前的心脏数据。该电子设备根据该第二心脏数据和该第一体感交互内容关联的第一预期心脏数据,计算第一心率响应率。该第一心率响应率用于指示该用户在进行该第一体感交互内容的体感动作的过程中心脏数据变化的预期速率。基于该第二心脏数据和该第一心率响应率,该电子设备改变该第一体感交互内容的 体感动作的运动负荷,并显示该运动负荷改变后的第一体感交互内容。如果该第二心脏数据不变且该第一心率响应率越高,或者,如果该第一心率响应率不变且该第二心脏数据越大,则改变后的该第一体感交互内容的体感动作的运动负荷越高。
上述用户数据可以包括以下一项或多项:身高、体重、肩高、臂长。
上述第二心脏数据和第一预期心脏数据可以均为心率,或者,均为心率百分比。
由上述体感交互方法可知,电子设备可以根据用户在某一阶段游戏的初始心率以及预期心率来计算预期心率响应率,并根据该预期心率响应率来调整这一阶段游戏的难度级别和游戏场景。完成经过调整的游戏场景所指示的体感动作,用户所达到的心率(或心率百分比)可以较好地接近这一阶段游戏用户的预期心率(或预期心率百分比)。这样,用户可以更好地达到这一阶段游戏预期的运动效果。
结合第二方面,在一些实施例中,第二心脏数据可以是用户在第一体感交互内容结束前任意时间的心脏数据。优选的,第二心脏数据可以是用户在电子设备开始显示第一体感交互内容后的第一时间的心脏数据。上述第一时间可以是1秒、2秒等短暂的时间。本申请实施例对第一时间的长度不作限定。或者,第二心脏数据可以是用户在电子设备开始显示第一体感交互内容前的第二时间的心脏数据。上述第二时间可以是1秒、2秒等短暂的时间。本申请实施例对第二时间的长度不作限定。
结合第二方面,在一些实施例中,电子设备根据第二心脏数据和上述第一预期心脏数据计算第一心率响应率具体可以为:电子设备计算第二心脏数据和第一预期心脏数据的差值,并除以从获取第二心脏数据的时间开始到第一体感交互内容结束这一过程的时间长度,得到上述第一心率响应率。
结合第二方面,在一些实施例中,体感动作的运动负荷包括以下一项或多项:体感动作的幅度、在相同时间长度内完成相同体感动作的次数、体感动作的类型。
其中,体感动作的幅度可以为以用户的身体为整体的预期位移,或者可以为用户各部分肢体的预期位移之和。
结合第二方面,在一些实施例中,第二心脏数据可以是电子设备从另一心脏数据检测设备获取的,电子设备与心脏数据检测设备建立有通信连接。或者,第二心脏数据是电子设备计算得到的。
结合第二方面,在一些实施例中,若电子设备判断出第二心脏数据大于或者等于用户心脏数据的最大值,电子设备暂停第一体感交互内容。或者,电子设备显示第四体感交互内容。第四体感交互内容的体感动作比第一体感交互内容的体感动作的运动负荷更低。
结合第二方面,在一些实施例中,电子设备检测用户所在的场地信息。场地信息包括用户所在场地中存在障碍物的位置的坐标,障碍物为与用户的距离在第一预设距离范围内的物体。电子设备根据场地信息改变第一体感交互内容。改变后的第一体感交互内容的体感动作朝避开障碍物的方向进行。
第三方面,本申请实施例提供一种电子设备。该电子设备包括显示器、处理器、存储器、心脏数据检测装置、体感动作采集装置。上述显示器可用于显示体感交互内容。上述心脏数据检测装置可用于检测用户的心脏数据。上述体感动作采集装置可用于检测上述用户执行的体感交互内容的体感动作。上述存储器可用于存储计算机程序。上述处理器可用于调用上述计算机程序,使得上述电子设备执行上述第一方面和第二方面中任一可能的实现方式。
结合第三方面,在一些实施例中,上述心脏数据检测装置可以包括摄像头。上述摄像头可以与电子设备成一体结构。或者,上述摄像头可以是电子设备外接的。上述摄像头采集的 图像(如人脸图像)可用于心率检测。
第四方面,本申请实施例提供一种芯片,该芯片应用于电子设备,该芯片包括一个或多个处理器,该处理器用于调用计算机指令以使得该电子设备执行如第一方面和第二方面中任一可能的实现方式。
第五方面,本申请实施例提供一种包含指令的计算机程序产品,当上述计算机程序产品在设备上运行时,使得上述电子设备执行如第一方面和第二方面中任一可能的实现方式。
第六方面,本申请实施例提供一种计算机可读存储介质,包括指令,当上述指令在电子设备上运行时,使得上述电子设备执行如第一方面和第二方面中任一可能的实现方式。
可以理解地,上述第三方面提供的电子设备、第四方面提供的芯片、第五方面提供的计算机程序产品、第六方面提供计算机可读存储介质均用于执行本申请实施例所提供的方法。因此,其所能达到的有益效果可参考对应方法中的有益效果,此处不再赘述。
图1A~图1D、图2A和图2B是本申请实施例提供的一些体感交互的场景示意图;
图3是本申请实施例提供的一种体感交互方法的流程图;
图4是本申请实施例提供的一种电子设备的结构示意图;
图5是本申请实施例提供的另一种体感交互方法的流程图;
图6是本申请实施例提供的另一种体感交互方法的流程图;
图7是本申请实施例提供的另一种体感交互方法的流程图;
图8是本申请实施例提供的体感交互方法所涉及的装置示意图。
本申请以下实施例中所使用的术语只是为了描述特定实施例的目的,而并非旨在作为对本申请的限制。如在本申请的说明书和所附权利要求书中所使用的那样,单数表达形式“一个”、“一种”、“所述”、“上述”、“该”和“这一”旨在也包括复数表达形式,除非其上下文中明确地有相反指示。还应当理解,本申请中使用的术语“和/或”是指并包含一个或多个所列出项目的任何或所有可能组合。
一个体感健身游戏可以包括多个游戏阶段。每一阶段的游戏可以包括一个或多个游戏场景。游戏场景可以指示用户执行对应的体感动作。各阶段的游戏可以具有相同或不同的难度级别。一个阶段的游戏的难度级别可以由这一阶段游戏包含的多个游戏场景指示用户所做体感动作的运动负荷决定。其中,运动负荷越高,游戏场景的难度越高,这一阶段游戏的难度级别也越高。难度级别越高的游戏对用户运动能力的要求越高。不同难度级别的游戏可以帮助用户达到不同的运动效果。
在不同难度级别的游戏中,每一个难度级别游戏的游戏场景要求用户所做体感动作的运动负荷可以是预设的。由于不同用户在体型和运动能力上均可能存在区别,不同的用户对于相同运动负荷的体感动作的难度感知可能是不一样的。用户的体型数据可以包括体重、身高、肩高、臂长。上述运动能力可以通过用户在运动过程中心率的变化来衡量。
示例性的,体感动作为向上跳跃20厘米。体重越重的用户可能对该体感动作感知到的难度越高。身高越矮(或者肩高与臂长之和越短)的用户可能对该体感动作感知到的难度越高。 肥胖程度越高的用户可能对该体感动作感知到的难度越高。上述肥胖程度可以通过身高体重指数(body mass index,BMI)来衡量。其中,BMI的值可以为体重(千克)除以身高(米)的平方。BMI的值越高可以表示肥胖程度越高。
另外,在做相同运动负荷的体感动作时,运动能力高的用户往往比运动能力低的用户对该体感动作感知到的难度低。其中,相比于运动能力低的用户,运动能力高的用户的心率可能上升得更慢,所达到的心率也更低。
若每一个难度级别游戏的游戏场景要求用户所做体感动作的运动负荷是固定不变的,那么同一个难度级别的游戏对一些用户来说可能过于简单,而对另一些用户来说可能过于困难。这样,体感健身游戏就难以帮助不同的用户达到较好的运动效果。
并且,同一个用户的运动能力在不同的时期也可能是不一样的。如果一个用户长期坚持运动,其运动能力会逐渐增高。而如果一个用户很长时间不运动,其运动能力会逐渐减弱。可以看出,若每一个难度级别游戏的游戏场景要求用户所做体感动作的运动负荷是固定不变的,体感健身游戏也难以帮助同一个用户在不同的时间均达到较好的运动效果。
本申请提供了一种体感交互方法。在该方法中,电子设备可以根据用户的体型来确定各难度级别游戏的游戏场景指示用户所做体感动作的运动负荷。并且,在游戏过程中,电子设备可以获取用户的心率,并根据心率实时调整游戏的难度级别以及对应游戏场景要求用户所做体感动作的运动负荷。这样,根据实际进行游戏的用户的体型来确定适合不同体型的用户的运动负荷,并结合实时的心率来动态调整运动负荷,体感健身游戏可以帮助不同的用户达到预期的运动效果,以及避免用户进行难度过高的游戏而产生运动风险。
其中,电子设备可以确定进行每一个阶段的游戏的预期心率。上述预期心率可以为期望用户在完成这一阶段的游戏时所达到的心率。也即是说,在完成一个阶段的游戏时,若用户的实际心率与预期心率相同或相近,则电子设备可以确定用户达到了这一个阶段的游戏预期的运动效果。若用户的实际心率远低于预期心率,则电子设备可以确定用户未达到这一个阶段的游戏预期的运动效果。进一步的,电子设备可以提高下一个阶段游戏的难度级别,从而让用户进行运动负荷更高的体感动作。若用户的实际心率远高于预期心率,则电子设备可以确定用户所达到的运动效果远超过这一个阶段的游戏预期的运动效果。进一步的,电子设备可以降低下一个阶段的游戏的难度级别,从而让用户进行运动负荷更低的体感动作。
上述用户的实际心率远低于预期心率,可以表示当前阶段游戏的游戏场景指示用户所做体感动作的运动负荷对用户来说过于简单,无法帮助用户达到预期的运动效果。提高下一个阶段的游戏的难度级别可以更好地帮助用户达到预期的运动效果。上述用户的实际心率远高于预期心率,可以表示当前阶段游戏的游戏场景指示用户所做体感动作的运动负荷对用户来说过于困难,不利于用户进行后续阶段的游戏。降低下一个阶段的游戏的难度级别可以帮助用户调整状态,达到预期的运动效果,并且避免进行难度过高的运动而产生运动风险。
本申请实施例中前述的游戏以及后续提及的游戏均可以表示体感健身游戏。
本申请实施例对上述游戏的阶段的划分方式不作限定。示例性的,游戏的阶段可以根据预设时间长度进行划分。上述预设时间长度可以是10秒、20秒、30秒等时间长度。或者,游戏的阶段可以根据指示用户完成的体感动作的次数进行划分。每一阶段的游戏可以指示用户完成相同次数或者不同次数的体感动作。
为了便于更好地理解本申请实施例中的体感交互方法,这里对游戏场景、运动负荷的概 念进行介绍。
1、游戏场景
游戏场景可以通过屏幕上显示的体感交互内容呈现。上述游戏场景可以根据不同的游戏进行具体设定。示例性的,电子设备在屏幕上显示“香蕉”下落的体感交互内容。该体感交互内容的体感动作为向上跳跃。当用户做向上跳跃的动作且达到预设高度,“香蕉”可以被接住。上述体感交互内容所呈现的游戏场景即为“接香蕉”的游戏场景。呈现某一游戏场景的体感交互内容的体感动作即为这一游戏场景指示用户所做的体感动作。上述“香蕉”可以是体感健身游戏中的游戏道具。
除了上述向上跳跃的动作,体感动作还可以是下蹲、向前跳跃、向左跳跃、向右跳跃、高抬腿等等动作。本申请实施例对上述体感动作不作限定。
2、运动负荷
运动负荷可以包括体感动作的幅度、在相同时间长度内完成相同体感动作的次数、体感动作的类型。其中,体感动作的幅度可以为用户在执行该体感动作时产生的位移。体感动作的幅度越大,运动负荷越高。在相同时间长度内完成相同体感动作的次数越多,运动负荷越高。不同类型的体感动作的难度可以是不同的。例如,俯卧撑的难度往往比下蹲的难度要大。各类型的体感动作可对应有难度系数。难度系数越高的体感动作的难度越大,运动负荷也越高。其中,运动负荷越高的体感动作对用户运动能力的要求越高。
需要进行说明的是,相同的游戏场景要求用户所做体感动作的运动负荷可以是不同的。示例性的,在上述“接香蕉”的游戏场景中,“香蕉”可以显示在屏幕上不同高度的位置。那么用户向上跳跃所要达到的预设高度不同。预设高度越高,该体感动作的幅度越大,那么运动负荷越高。或者,在上述“接香蕉”的游戏场景中,在相同时间长度内屏幕上显示的“香蕉”的数量不同,那么用户在相同时间长度内向上跳跃的次数不同。在相同时间长度内向上跳跃的次数越多,运动负荷越高。
另外,不同的游戏场景指示用户所做体感动作的运动负荷可以是相同的。示例性的,在上述“接香蕉”的游戏场景中,用户需要在20秒内完成10次向上跳跃的动作,且每次向上跳跃所要达到的预设高度均为20厘米。在另一游戏场景中,电子设备在屏幕上显示“障碍物”移动的体感交互内容。该体感交互内容的体感动作为向上跳跃。当用户做向上跳跃的动作且达到预设高度,用户可以避开“障碍物”。该体感交互内容所呈现的游戏场景即为“躲避障碍物”的游戏场景。在该“躲避障碍物”的游戏场景中,用户需要在20秒内完成10次向上跳跃的动作,且每次向上跳跃所要达到的预设高度均为20厘米。可以看出,上述“接香蕉”的游戏场景指示用户所做体感动作的运动负荷与上述“躲避障碍物”的游戏场景指示用户所做体感动作的运动负荷是相同的。
上述游戏场景与对应游戏场景指示用户所做体感动作的运动负荷均是示例性说明,不对本申请中的游戏场景以及运动负荷产生限定。
电子设备可以根据用户的体型以及游戏过程中实时的心率来调整某一阶段游戏的游戏场景指示用户所做体感动作的运动负荷。其中,调整运动负荷可以为调整体感动作的幅度、在相同时间长度内完成相同体感动作的次数、体感动作的类型中的一项或多项。
下面介绍一种典型的体感交互的场景。
电子设备100可包含有摄像头193。摄像头193可用于采集用户在进行游戏过程中的图像。电子设备100可以从摄像头193采集的图像中获取用户的运动姿态,并分析用户所做的 动作是否是游戏场景指示用户所做的体感动作以及用户所做动作的幅度是否与预设的动作的幅度匹配。这样,电子设备100可以提示用户所做的动作是否标准或者为用户计分等。
如图1A所示,电子设备100可以显示游戏模式选择界面200。在开始进行游戏之前,电子设备100可以接收用于选择游戏模式的用户操作。其中,不同的游戏模式可以按照不同的难度级别变化顺序设定各阶段的游戏的难度级别。不同的游戏模式可用于实现不同的运动效果。
例如,游戏模式可包含用于实现轻度有氧运动的游戏模式、用于实现心肺耐力运动的游戏模式、用于实现高强度间歇训练(high intensity interval training,HIIT)的游戏模式等。本申请实施例对电子设备100中包含的游戏模式不做限定。不同游戏模式中各阶段的游戏的难度级别变化顺序可以根据现有技术中的体育知识进行设定,从而实现该游戏模式对应的运动效果。示例性的,HIIT的特点是短时间高耗能的运动结合短暂歇息的方式来让用户持续消耗热量。那么在用于实现HIIT的游戏模式中,难度级别高的游戏和难度级别低的游戏可以交替进行。例如,用于实现HIIT的游戏模式中包含10个阶段的游戏。这10个阶段的游戏的预期难度级别可以分别为1、2、3、4、2、4、2、4、2、1。
本申请实施例对上述游戏模式中难度级别的变化顺序不做限定。上述难度级别的值不限于是整数,还可以用小数、字母或者其它字符表示。
游戏模式选择界面200可包括标题栏200A、轻度有氧模式选项200B、心肺耐力模式选项200C、HIIT模式选项200D。其中:
标题栏200A可用于指示当前页面用于展示电子设备100的游戏模式选项。标题栏200A的表现形式可以为文本信息“游戏模式选择”、图标或其他形式。
轻度有氧模式选项200B、心肺耐力模式选项200C、HIIT模式选项200D可分别用于指示电子设备100显示在轻度有氧模式下的体感交互内容、心肺耐力模式下的体感交互内容、HIIT模式下的体感交互内容。
示例性,响应于作用在HIIT模式选项200D的用户操作,电子设备100可以显示如图1B所示的游戏界面201。游戏界面201可包括道具201A、游戏阶段201B、难度级别201C和动作指示201D。其中:
道具201A可以为香蕉。该游戏界面201中的体感交互内容体现的场景为“接香蕉”的游戏场景。
游戏界面201B可用于指示当前游戏的进展。例如,HIIT游戏模式包含有10个阶段的游戏。若当前进行的游戏为其中第一阶段的游戏,游戏阶段201B中的第一个矩形可以被标记为黑色。本申请实施例对电子设备100体现当前游戏进展的方法不做限定。
难度级别201C可用于提示用户当前阶段的游戏的难度级别。例如,第一阶段的游戏的难度级别为1。难度级别201C中可包括第一阶段的游戏的难度级别的值。
动作指示201D可用于提示用户体感交互内容的体感动作。例如,动作指示201D可以为文字提示“向上跳跃接住香蕉”。该动作指示201D可以提示用户完成向上跳跃的动作。
游戏界面201还可以包含更多或更少的内容,本申请实施例对此不作限定。
基于上述体感交互的场景,下面具体介绍本申请实施例提供的一种体感交互方法。
图1C和图1D示例性示出了电子设备100根据用户的体型来确定游戏场景指示用户所做动作的运动负荷的场景示意图。
这里先以调整体感动作的幅度来调整运动负荷的游戏场景为例进行说明。关于通过调整 在相同时间长度内完成相同体感动作的次数、体感动作的类型来调整运动负荷的方法将在后续实施例中进行说明。
在一种可能的实现方式中,电子设备100可以根据用户的肩高与臂长之和来确定游戏场景指示用户所做体感动作的运动负荷。
响应于作用在任一游戏模式选项的用户操作,电子设备100可以生成与该游戏模式对应的游戏难度模型。该游戏难度模型中可包括在该游戏模式下,每一个阶段的游戏的预期难度级别以及进行每一个阶段的游戏期望用户达到的预期心率。上述预期心率可以根据现有技术中的体育知识进行设定。本申请实施例对上述预期心率的设定方式不作限定。
在上述不同预期难度级别的游戏中,游戏场景可以指示用户进行相应的体感动作。例如,向上跳跃、下蹲、向前跳跃、向后跳跃、向左跳跃、向右跳跃、箭步蹲、高抬腿和波比跳等等。上述体感动作的位移大小(即体感动作的幅度)可以由电子设备100根据用户的肩高与臂长之和来确定。
可以理解的是,游戏的难度级别可以通过单位时间内期待用户完成的预期位移的大小来衡量。在单位时间内期待用户完成的预期位移越大,游戏的难度级别越高。例如,在相同的时间内向上跳30厘米的难度可以认为比向上跳20厘米的难度更高。上述预期位移可以根据游戏中特定道具在显示屏上的像素位移决定。具体的,上述预期位移可以与游戏中特定道具在显示屏上的像素位移成比例。上述特定道具可以根据不同的游戏的场景进行设定,本申请实施例对此不作限定。
而肩高与臂长之和不同的用户在单位时间内做位移相同的体感动作时,感知到的难度往往是不一样的。例如,在前述“接香蕉”的游戏场景中,“香蕉”与显示屏下方的像素距离为y。其中,期待用户向上跳跃达到的高度可以为Y。该Y可以是电子设备100根据上述y计算得到的。那么肩高与臂长之和大于Y的用户在不向上跳跃,只抬手的情况下即可以达到上述值为Y的高度。也即是说,肩高与臂长之和大于Y的用户对于这一难度级别的游戏感知不到难度或者感知到的难度极小。肩高与臂长之和小于Y的用户需要向上抬手并向上跳跃才可以达到上述值为Y的高度。也即是说,肩高与臂长之和小于Y的用户,且肩高与臂长之和越小,用户对于这一难度级别的游戏感知到的难度越高。
电子设备100根据用户的肩高与臂长之和确定上述特定道具在显示屏上的像素位移的方式可以参考下述公式(1):
其中,d可以为电子设备100根据接收到的用户操作所选择的游戏模式确定的某一阶段的游戏的预期难度级别。L可以为用户的肩高与臂长之和。f(L)可以为以L为变量的修正函数。
可以为当前时刻上述特定道具在显示屏上预期位置的像素坐标。
可以为下一时刻上述特定道具在显示屏上预期位置的像素坐标。上述像素坐标所在的坐标系可以例如是以图1C所示电子设备100的显示屏的左下顶点为原点,以竖直向上的方向为y轴正方向,以水平向右的方向为x轴正方向。
可以为权重向量。在水平方向上和在竖直方向上移动相同位移的难度是不一样的。例如向上跳跃50厘米一般比向前跳跃50厘米的难度更高。那么通过像素位移的大小来计算难度级别时,水平方向(即x轴方向)上的位移所占的权重A
x可以小于竖直方向(即y轴方向)上的位移所占的权重A
y。Δt可以为预期难度级别为d的游戏进行的时间长度。
需要进行说明的是,L可以为电子设备100根据摄像头193采集的图像确定的用户的肩 高与臂长的像素长度之和。或者,L可以为用户真实的肩高与臂长之和。其中,电子设备100可以从已存储的用户信息中获取用户的身高。然后,电子设备100可以根据上述用户的身高与摄像头193采集的图像中用户身高的像素长度,计算出用户真实的肩高与臂长之和。或者,上述已存储的用户信息中包含用户的肩高与臂长的数据。电子设备100可以从已存储的用户信息中获取用户真实的肩高与臂长之和。
另外,修正函数f(L)的具体表达式可以根据具体的游戏场景进行设定。本申请实施例对此不作限定。示例性的,下面以L为上述用户真实的肩高与臂长之和为例进行说明。在上述游戏场景中:“香蕉”与显示屏下方的像素距离为y,并预期用户向上跳跃达到的高度为Y,f(L)的具体表达式可以参考下述公式(2):
其中,α可以为趋近于0的正数。β可以为正数。本申请实施例对上述α和β的具体取值均不作限定。
本申请实施例计算对上述特定道具在显示屏上的像素位移的公式不作限定。
本申请实施例对设定上述像素坐标所在的坐标系的方法不作限定。
如图1C所示,用户1选择用于实现HIIT的游戏模式。电子设备100可以确定各阶段游戏的预期难度级别以及用户的预期心率。进一步的,电子设备100可以根据用户的肩高与臂长之和确定各阶段游戏的游戏场景指示用户所做体感动作的运动负荷。其中,确定上述运动负荷的方式可以参考前述介绍。
示例性的,第一阶段的游戏包含接住道具201A的游戏场景。上述道具201A可以例如是图1C所示的“香蕉”。本申请实施例对道具201A的具体形式不作限定。该游戏场景指示用户做向上跳跃的体感动作。其中,向上跳跃的高度(即体感动作的幅度)可以为电子设备100根据用户的肩高和臂长之和确定的。
电子设备100可以获取用户1的肩高L_shoulder1和臂长L_arm1,并计算得到用户1的肩高与臂长之和L1。上述肩高与臂长之和L1可以为电子设备100根据摄像头193采集的图像确定的用户1的肩高与臂长的像素长度之和。进一步的,电子设备100可以根据前述实施例中的方法来确定道具201A在显示屏上的像素位移。例如,上述公式(1)中
可以为(x1,0)。电子设备100可以计算得到道具201A的在下一时刻预期位置的像素坐标为(x1,y1)。即道具201A与显示屏下方的像素距离为y1。这样,电子设备100可以根据y1确定期待用户向上跳跃达到的实际高度,并可通过摄像头193采集的图像来判断用户所做体感动作的幅度是否达到预期的幅度。
其中,电子设备100可以显示如图1C所示的游戏界面201。游戏界面201中可包括道具201A、游戏阶段201B和难度级别201C。上述道具201A可以在与显示屏下方距离大小为y1的像素坐标的位置处。y1可以根据前述方法确定,这里不再赘述。上述游戏阶段201B、上述难度级别201C的作用可以参考前述图1B所示的实施例,这里不再赘述。
如图1D所示,用户2也选择用于实现HIIT的游戏模式。电子设备100可以显示游戏界面202。游戏界面202可以呈现用于指示用户进行运动的游戏场景。第一阶段游戏的游戏场景可以为“接香蕉”的游戏场景。该游戏场景指示用户进行向上跳跃的动作。电子设备100可以根据前述实施例中的方法确定期待用户向上跳跃的高度。
具体的,电子设备100可以获取用户2的肩高L_shoulder2和臂长L_arm2,并计算得到用户2的肩高与臂长之和L2。上述肩高与臂长之和L2可以为电子设备100根据摄像头193采集的图像确定的用户2的肩高与臂长的像素长度之和。进一步的,电子设备100可以确定出道具202A与显示屏下方的像素距离为y2。这样,电子设备100可以根据y2确定期待用户向上跳跃达到的预期高度。
其中,游戏界面202具体可以包括上述道具202A、游戏阶段202B和难度级别202C。上述游戏阶段202B和上述难度级别202C的介绍可以分别参考对前述游戏阶段201B和难度级别201C的介绍,这里不再赘述。游戏界面202还可以包含更多或更少的内容,本申请实施例对此不作限定。
由图1C和图1D所示,上述用户2的肩高与臂长之和L2大于上述用户1的肩高与臂长之和L1。那么在用于实现HIIT的游戏模式第一阶段的游戏中,上述y2的值大于上述y1的值。也即是说,在做向上跳跃的动作时,预期用户2向上跳跃时身体的最高点达到的位置比预期用户1向上跳跃时身体的最高点达到的位置更高。可以理解的,用户2的肩高与臂长之和更大。用户1和用户2在向上跳跃时身体的最高点达到相同的位置时,用户2感知到的难度更低。
由上述方法可知,电子设备100根据用户的肩高与臂长之和确定同一阶段游戏的游戏场景指示用户所做动作的运动负荷,可以更好地让不同的用户在做同一阶段的游戏时感知到相同或相近的难度,从而帮助不同的用户达到预期的运动效果。
本申请实施例对上述图1C和图1D中示出的游戏场景不作限定。电子设备100可以通过其他的游戏场景来指示用户向上跳跃、下蹲、箭步蹲、波比跳等等动作。
可选的,不限于是肩高与臂长之和,电子设备100还可以根据用户的身高来确定各阶段游戏的游戏场景指示用户所做动作的运动负荷。具体实现方式可以参考前述实施例。
在本申请实施例中,电子设备100可以结合用户的肩高与臂长之和对用户在游戏过程中难度感知的影响,调整各阶段游戏的游戏场景指示用户所做动作的运动负荷。这样可以使得各阶段的游戏更好地帮助不同的用户达到预期的运动效果。另外,在游戏过程中,电子设备100还可以根据用户实时的心率来判断当前阶段游戏的游戏场景指示用户所做动作的运动负荷是否合适,并适应性调整下一阶段的游戏的难度级别以及下一阶段游戏的游戏场景指示用户所做动作的运动负荷。
下面具体介绍电子设备100根据用户实时的心率调整游戏场景指示用户所做动作的运动负荷的实现方式。
图2A和图2B示例性示出了电子设备100根据用户实时的心率调整的游戏场景指示用户所做动作的运动负荷的场景示意图。
电子设备100可以接收到选择用于实现HIIT的游戏模式的用户操作。电子设备100可以确定上述用于实现HIIT的游戏模式中包含10个阶段的游戏。这10个阶段的游戏的预期难度级别可以分别为1、2、3、4、2、4、2、4、2、1。另外,电子设备100还可以根据现有技术中的体育知识确定进行这10个阶段的游戏期望用户达到的预期心率。
上述一个阶段的游戏的预期心率可以是期待用户完成这一个阶段的游戏时所达到的心率,也可以是期待用户在进行这一个阶段的游戏时的平均心率。本申请实施例对上述预期心率的具体计算方法不作限定。
这里具体以上述一个阶段的游戏的预期心率是期待用户完成这一个阶段的游戏时所达到 的心率为例进行说明。
进一步的,电子设备100可以获取用户的体型数据,例如用户的肩高与臂长之和,并根据前述图1C和图1D所示实施例中的方法,确定各阶段游戏的游戏场景指示用户所做体感动作的运动负荷。
示例性的,当游戏进行到第二阶段,电子设备100可以显示如图2A所示的游戏界面203。
第二阶段的游戏可以包含“跳木板”游戏场景。其中,电子设备可以在游戏界面203中显示多个间隔一定距离的“木板”。上述“木板”所在的位置为可以停留的位置。用户需要从一个“木板”跳跃至下一个“木板”以避免落入两个“木板”之间的间隔所在的位置。上述游戏场景可以指示用户做向前跳跃的动作。上述“木板”可以为前述实施例中的道具。
如图2A所示,游戏界面203可包含游戏阶段203A、难度级别203B、道具203C和道具203D。其中,游戏阶段203A和难度级别203B的介绍可以参考前述对图1C中游戏阶段201B和难度级别201C的介绍。游戏阶段203A中第二个矩形被标记为黑色可以表示当前游戏所在的阶段为第二阶段。难度级别203B可以指示第二阶段的游戏的难度级别为2。道具203C和道具203D均可以为前述“木板”。道具203C与道具203D之间可以间隔大小为y3的像素距离。游戏界面203还可以包含更多或更少的内容,本申请实施例对此不作限定。
用户1可以根据上述“跳木板”的游戏场景的指示做向前跳跃的动作。其中,用户1可佩带有心率检测装置300,例如可以检测心率的手环。电子设备100可以与心率检测装置300建立通信连接,并从心率检测装置300中获取用户1的实际心率。电子设备100与心率检测装置300之间的通信连接可以为现有技术中的无线连接(蓝牙连接、近场通信连接、WLAN直连等)或者有线连接。电子设备100与心率检测装置300之间通信的方式具体可以参考现有技术,这里不再赘述。
当完成第二阶段的游戏,电子设备100可以比较第二阶段的游戏的预期心率和从心率检测装置300获取到的用户1的实际心率,来判断第二阶段游戏的游戏场景指示用户所做体感动作的运动负荷是否合适。上述用户1的实际心率可以是用户1在完成第二阶段的游戏时的实际心率。
其中,若实际心率低于预期心率,例如预期心率减实际心率的值高于a1,或者实际心率低于预期心率的b1倍,电子设备100可以判断出用户在第二阶段的游戏中未达到预期的运动效果。上述a1和b1可以为预设的阈值。a1的值可以例如是1、2、3、4、5等正数。b1可以是小于1的正数,例如0.95、0.9等。本申请实施例对上述a1和b1的具体取值不作其它限定。也即是说,第二阶段游戏对用户1过于简单。电子设备100可以在下一阶段(即第三阶段)的游戏的预期难度级别的基础上提高第三阶段的游戏的难度级别。
在一种可能的实现方式中,电子设备100提高第三阶段的游戏的难度级别的方法可以为:电子设备100在第三阶段的游戏的预期难度级别的基础上将难度级别提高一个等级。例如,第三阶段的游戏的预期难度级别为3,则难度级别提高一个等级后可以为4。电子设备100可以将第三阶段的游戏的难度级别调整为4,并根据调整后的难度级别确定第三阶段游戏的游戏场景指示用户所做体感动作的运动负荷。或者,电子设备100在第三阶段的游戏的预期难度级别的基础上将难度级别提高N个等级。上述N为正数。N的具体取值可以根据预期心率与实际心率的差值决定。预期心率与实际心率的差值越大,上述N的取值可以越大。可以理解的,实际心率比预期心率越低可以表示用户对这一阶段游戏感知到的难度越低,用户所达到的运动效果与预期的运动效果差距越大。那么,电子设备100提升下一阶段的游戏的难度级别的幅度可以越大,从而帮助用户达到预期的运动效果。
本申请实施例对计算上述N的具体方法不作限定。
若实际心率高于预期心率,例如实际心率减预期心率的值高于a2,或者实际心率高于预期心率的b2倍,电子设备100可以判断出用户在第二阶段的游戏中达到的运动效果超过预期的运动效果。上述a2和b2可以为预设的阈值。a2的值可以例如是1、2、3、4、5等正数。b2可以是大于1的正数,例如1.05、1.1等。本申请实施例对上述a2和b2的具体取值不作其它限定。也即是说,第二阶段的游戏对用户1过于困难。电子设备100可以在第三阶段的游戏的预期难度级别的基础上降低第三阶段的游戏的难度级别。
电子设备100降低第三阶段的游戏的难度级别的方法可以参考前述电子设备100提高第三阶段的游戏的难度界别的方法,这里不再赘述。
若实际心率与预期心率相等,或者实际心率与预期心率的差值小于a3,电子设备100可以判断出用户在第二阶段的游戏中达到的运动效果与预期的运动效果相同或者接近。上述a3可以为预设的阈值。a3的值可以例如是1、2、3、4、5等正数。本申请实施例对a3的具体取值不作其它限定。也即是说,第二阶段的游戏对用户1来说是合适的。电子设备100可以根据第三阶段的游戏的预期难度级别来指示用户进行运动。
本申请实施例对上述比较预期心率和实际心率的方法不作限定。电子设备100还可以利用其它的方法比较预期心率和实际心率,进而判断当前阶段游戏的游戏场景指示用户所做体感动作的运动负荷对用户是否合适。
示例性的,完成第二阶段的游戏时用户的预期心率为100次/分钟。若用户完成第二阶段的游戏时的实际心率低于95次/分钟,电子设备100可以判断出用户未达到预期的运动效果。若用户完成第二阶段的游戏时的实际心率高于105次/分钟,电子设备100可以判断出用户所达到的运动效果超过预期的运动效果。若用户完成第二阶段的游戏时的实际心率大于或者等于95次/分钟,且小于或者等于105次/分钟,电子设备100可以判断出用户所达到的运动效果与预期的运动效果接近。
如图2A所示,心率检测装置300检测到用户1完成第二阶段的游戏时的实际心率为90次/分钟。电子设备100可以获取心率检测装置300检测到的心率。由于实际心率低于95次/分钟,电子设备100可以提高第三阶段的游戏的难度级别。例如,用于实现HIIT的游戏模式中第三阶段的游戏的预期难度级别为3。电子设备100可以将第三阶段的游戏的难度级别提高为4,并根据调整后的难度级别确定第三阶段游戏的游戏场景指示用户所做体感动作的运动负荷。
如图2B所示,当调整了第三阶段的游戏的难度级别以及运动负荷,电子设备100可以显示游戏界面204。游戏界面204所呈现游戏场景可用于指示用户完成第三阶段的游戏对应的体感动作。具体的,游戏界面204可包含游戏阶段204A、难度级别204B、道具204C和道具204D。游戏阶段204A和难度级别204B的介绍可以参考前述对图1C中游戏阶段201B和难度级别201C的介绍。游戏阶段204A中第三个矩形被标记为黑色可以表示当前游戏所在的阶段为第三阶段。难度级别204B可以指示第三阶段的游戏的难度级别为4。道具204C和道具204D均可以为前述“木板”。道具204C与道具204D之间可以间隔大小为y4的像素距离。游戏界面204还可以包含更多或更少的内容,本申请实施例对此不作限定。
图2B所示道具204C与道具204D之间的像素距离y4大于图2A所示道具203C与道具203D之间的像素距离y3。即用户1在第三阶段的游戏的过程中,体感动作的幅度更大。在第二阶段的游戏过程中,用户1对这一阶段游戏的难度感知较低。电子设备100提高第三阶段的游戏的难度级别,可以提高用户1的运动负荷,帮助用户1达到预期的运动效果。
例如,完成第三阶段的游戏时用户的预期心率为130次/分钟。心率检测装置300检测到用户1完成第三阶段的游戏时的实际心率为130次/分钟。电子设备100可以获取心率检测装置100检测到的心率,并确定实际心率与预期心率相等。那么,在第四阶段的游戏中,电子设备100可以根据第四阶段的游戏的预期难度级别来指示用户进行运动。
本申请实施例对上述第二阶段游戏和上述第三阶段游戏的游戏场景不作限定。
由上述方法可知,在游戏过程中,电子设备100可以比较用户的实际心率和预期心率来判断当前阶段游戏的游戏场景指示用户所做体感动作的运动负荷是否合适。电子设备100可以在游戏过程中根据用户的运动能力适应性调整游戏的难度级别和运动负荷,从而引导用户调整运动的强度。这样,体感健身游戏可以帮助用户更好地达到预期的运动效果,并且可以避免用户进行难度过高的运动而产生运动风险。
下面具体介绍电子设备100通过调整体感动作的幅度来调整体感动作的运动负荷的实现方式。
可以理解的,体感健身游戏可以通过游戏场景来指示用户在游戏过程中在各个方向上(如向前、向后、向上、向下、向左、向右)产生位移,以达到运动的目的。在相同时间内产生的位移越大,运动负荷就越高。例如,在相同的时间内做向上跳跃的动作,向上跳20厘米的运动负荷往往比向上跳10厘米的运动负荷更高。
上述预期用户在运动时的位移可以由游戏场景中道具在显示屏上的像素位移或者不同道具在显示屏上的像素距离来确定。例如图2A所示道具203C与道具203D在显示屏上的像素距离为y3。预期用户在该游戏场景下向前跳跃的实际位移可以与上述y3成预设比例。
在调整游戏的难度级别后,电子设备100可以根据下述公式(3)来调整游戏场景中道具在显示屏上的像素位移或者不同道具在显示屏上的像素距离:
上述公式(3)可用于表示游戏的难度级别与游戏场景中道具在显示屏上的像素位移之间的关系,或者游戏的难度级别与游戏场景中不同道具在显示屏上的像素距离之间的关系。其中,d′可表示调整后的游戏的难度级别。
和
可分别表示两个连续时刻道具在显示屏上预期位置的像素坐标,或者可分别表示同一时刻两个道具在显示屏上预期位置的像素坐标。例如图2A所示,
可以表示道具203C在显示屏上的像素坐标。
可以表示道具203D在显示屏上的像素坐标。上述像素坐标所在的坐标系可以参考前述图1C所示的坐标系,这里不再赘述。
可以为权重向量。A
x可以为x轴方向(即水平方向)上的位移用于衡量难度级别时所占的权重。A
y可以为y轴方向(即数值方向)上的位移用于衡量难度级别时所占的权重。Δt可以为难度级别为d′的游戏进行的时间长度。
本申请实施例对上述调整游戏场景中道具在显示屏上的像素位移或者不同道具在显示屏上的像素距离的方法不做限定。不限于是上述公式(3),游戏的难度级别与游戏场景中道具在显示屏上的像素位移之间的关系,或者游戏的难度级别与游戏场景中不同道具在显示屏上的像素距离之间的关系还可以通过其他关系式来表示。具体的可以根据不同的游戏以及游戏中的游戏场景来确定。
当电子设备100通过上述方法确定游戏场景中道具在显示屏上像素坐标的变化,电子设备100可以通过游戏引擎在显示屏上绘制游戏界面。这样,电子设备100可以显示难度级别调整后的游戏中的游戏场景,来引导用户完成难度经过调整的游戏场景所指示的体感动作。 难度经过调整的游戏场景所指示的体感动作的运动负荷可以更好的匹配用户的运动能力,从而可以帮助用户达到预期的运动效果。
电子设备可以根据用户的体型来确定游戏场景指示用户所做体感动作的运动负荷。其中,除了肩高与臂长,用户的体型数据还可以包括用户的体重。
在一种可能的实现方式中,电子设备100根据用户的体重来确定游戏场景指示用户所做体感动作的运动负荷。
在开始进行游戏之前,电子设备100可以接收用户选择游戏模式的用户操作。电子设备100可以根据游戏模式确定在该游戏模式中各阶段的游戏的预期难度级别以及预期心率。
可以理解的,体重不同的用户在单位时间内做位移相同的运动时,感知到的难度往往是不一样的。例如,在前述实施例“接香蕉”的游戏场景中“香蕉”与显示屏下方的像素距离为y。预期用户向上跳跃达到的高度为Y。体重更重的用户向上跳跃达到距离地面Y的高度所做的功更多,可能对这一动作感知到的难度也越高。
电子设备100根据用户的体重确定上述道具在显示屏上的像素位移的方式可以参考下述公式(4):
其中,d可以为电子设备100根据接收到的用户操作所选择的游戏模式确定的某一阶段的游戏的预期难度级别。m可以为用户的体重。m可以为电子设备100从已存储的用户信息中获取的。g(m)可以为以m为变量的修正函数。
和Δt均可以参考对前述公式(1)的说明。
修正函数g(m)的具体表达式可以根据具体的游戏场景进行设定。本申请实施例对此不作限定。示例性的,g(m)的具体表达式可以为g(m)=λ*m。其中,λ可以为正数。本申请实施例对λ的具体取值不作限定。
由上述方法可知,电子设备100根据用户的体重确定同一阶段游戏的游戏场景指示用户所做体感动作的运动负荷,可以更好地让不同体重的用户在做同一阶段的游戏时感知到相同或相近的难度,从而帮助不同的用户达到预期的运动效果。
在一种可能的实现方式中,电子设备100可以根据用户的BMI来确定游戏场景指示用户所做体感动作的运动负荷。
与前述实施例中电子设备100根据用户的肩高与臂长之和或者用户的体重来确定游戏场景指示用户所做体感动作的运动负荷的方式相同的是,在开始进行游戏之前,电子设备100可以接收用户选择游戏模式的用户操作。然后,电子设备100可以根据游戏模式确定在该游戏模式中各阶段的游戏的预期难度级别以及预期心率。
可以理解的,BMI可用于衡量用户的肥胖程度。肥胖程度不同的用户在单位时间内做位移相同的运动时,感知到的难度往往是不一样的。例如是向上跳跃20厘米的动作,肥胖程度越高的用户对这一动作感知到的难度往往越高。
电子设备100根据用户的肥胖程度确定游戏场景中道具在显示屏上的像素位移的方式可以参考下述公式(5):
其中,d、
和Δt均可以参考对前述公式(1)的说明。BMI可以表示用户肥胖程度的值。h(BMI)可以表示以BMI为变量的修正函数。修正函数h(BMI)的具体表达式可以根据具体的游戏场景进行设定。本申请实施例对此不作限定。
示例性的,h(BMI)的具体表达式可以为h(BMI)=η*BMI。其中,η可以为正数。本申请实施例对η的具体取值不作限定。
上述BMI的是根据身高和体重这两个参数计算得到的。根据肥胖程度来判断不同的用户对相同的体感动作感知到的难度,比仅根据用户的肩高与臂长之和或者仅根据用户的体重来判断不同的用户对相同的体感动作感知到的难度要更加准确。也即是说,电子设备100利用BMI来确定同一阶段游戏的游戏场景指示用户所做体感动作的运动负荷的方法,可以更好地让不同的用户在做同一阶段的游戏时感知到相同或相近的难度,从而帮助不同的用户达到预期的运动效果。
不限于身高、体重、肩高、臂长,用户的体型数据还可以包含其他类型的身体参数。例如:体脂率等。本申请实施例对电子设备100根据用户的体型来确定游戏场景指示用户所做体感动作的运动负荷的方法不作限定。
需要进行说明的是,当电子设备100根据上述用户的体重或者根据上述用户的BMI确定了各阶段游戏的游戏场景指示用户所做体感动作的运动负荷后,电子设备100还可以根据前述图2A和图2B所示实施例中的方法在游戏过程中实时调整各阶段游戏的游戏场景指示用户所做体感动作的运动负荷。即在游戏过程中,电子设备100可以根据用户的实际心率来判断当前阶段游戏的游戏场景指示用户所做体感动作的运动负荷是否合适,并将运动负荷调整至与用户的运动能力匹配,从而帮助用户达到各阶段的游戏预期的运动效果。
在一些实施例中,除了通过调整体感动作的幅度来调整各阶段游戏的游戏场景指示用户所做体感动作的运动负荷,电子设备100还可以通过调整相同时间长度内完成同一体感动作的次数或者调整体感动作的类型,来调整各阶段游戏的游戏场景指示用户所做体感动作的运动负荷。
1、电子设备100可以通过调整相同时间长度内完成同一体感动作的次数来调整各阶段游戏的游戏场景指示用户所做体感动作的运动负荷。
当电子设备100根据用户完成某一阶段游戏时的实际心率判断出用户未达到这一阶段游戏预期的运动效果,电子设备100可以提高下一阶段游戏的游戏场景指示用户所做体感动作的运动负荷。具体的,电子设备100可以增加相同时间内指示用户进行的体感动作的次数。例如,下一阶段游戏的游戏场景指示用户在30秒内完成30次下蹲的动作。电子设备100可以将下一阶段游戏的游戏场景调整为指示用户在30秒内完成40次下蹲的动作。可以理解的,在相同时间内完成同一体感动作的次数越多,运动负荷越高。
在一种可能的实现方式中,上述增加的体感动作次数的具体数值可以根据用户实际心率与预期心率的差距确定。用户完成某一阶段游戏时的实际心率比预期心率越低,可以表示该用户对这一阶段游戏感知到的难度越低,该用户的运动能力越强。那么电子设备100可以更多地增加下一阶段游戏的游戏场景指示用户完成的体感动作的次数。
本申请实施例对电子设备100增加相同时间内完成同一体感动作的次数的方法不作限定。
当电子设备100根据用户完成某一阶段游戏时的实际心率判断出用户所达到的运动效果 远超过这一阶段游戏预期的运动效果,电子设备100可以降低下一阶段游戏的游戏场景指示用户所做体感动作的运动负荷。具体的,电子设备100可以减少相同时间内指示用户进行的体感动作的次数。例如,下一阶段游戏的游戏场景指示用户在30秒内完成30次下蹲的动作。电子设备100可以将下一阶段游戏的游戏场景调整为指示用户在30秒内完成20次下蹲的动作。可以理解的,在相同时间内完成同一体感动作的次数越少,运动负荷越低。
电子设备100降低相同时间内完成同一体感动作的次数的方法,可以参考前述电子设备100增加相同时间内完成同一体感动作的次数的方法。
其中,游戏场景的变化具体可以表现为显示在屏幕上体感交互内容的变化。
具体的,当需要指示用户在相同的时间内完成更多次数或者更少次数的体感动作,游戏场景中相关的道具在显示屏上的像素坐标需要进行相应变化。电子设备100可以计算游戏场景中道具在显示屏上像素坐标的变化,并通过游戏引擎来绘制游戏界面。这样,用户可以根据游戏界面上游戏场景的指示完成体感动作。游戏界面所呈现的游戏场景是电子设备100根据用户的实际心率进行调整后得到的。游戏场景指示用户所做体感动作的运动负荷可以更好地与用户的运动能力匹配,从而帮助用户达到预期的运动效果。
2、电子设备100可以通过调整体感动作的类型来调整各阶段游戏的游戏场景指示用户所做体感动作的运动负荷。
当电子设备100根据用户完成某一阶段游戏时的实际心率判断出用户未达到这一阶段游戏预期的运动效果,电子设备100可以提高下一阶段游戏的游戏场景指示用户所做体感动作的运动负荷。具体的,电子设备100可以在下一阶段游戏中增加难度更高的体感动作或者将难度较低的体感动作替换为难度较高的体感动作。
当电子设备100根据用户完成某一阶段游戏时的实际心率判断出用户所达到的训练效果超过了这一阶段游戏预期的运动效果,电子设备100可以降低下一阶段游戏的游戏场景指示用户所做体感动作的运动负荷。具体的,电子设备100可以在下一阶段游戏中去除难度较高的体感动作或者将难度较高的体感动作替换为难度较低的体感动作。
一个阶段游戏的游戏场景指示用户完成的体感动作可以包含一个或多个类型的体感动作。不同类型的体感动作可以例如是:向上跳跃、下蹲、向前跳跃、向后跳跃、向左跳跃、向右跳跃、箭步蹲、高抬腿和俯卧撑等等。不同类型的体感动作的难度是不一样的,并且完成不同类型的体感动作产生的位移的大小和方向往往也存在区别。例如,俯卧撑往往比向前跳跃的难度更高。其中,做俯卧撑可以产生竖直方向的位移。向前跳跃可以产生水平方向的位移。向前跳跃可以产生的最大位移一般比做俯卧撑可以产生的最大位移更大。
不同类型的体感动作可标记有对应的难度系数。即指示用户完成某一类型体感动作的游戏场景可标记有对应的难度系数。例如,俯卧撑对应的难度系数可以比向前跳跃对应的难度系数更高。
上述难度系数可用于计算游戏的难度级别。示例性的,某一阶段游戏的游戏场景指示用户所做体感动作包含q个不同类型的体感动作。这q个不同类型的体感动作对应的难度系数可分别为c
1、c
2、…、c
q。其中,q为正整数。本申请实施例对不同类型的体感动作对应的难度系数的具体取值不作限定。
上述游戏的难度级别与这一阶段游戏中显示在显示屏上的道具的像素坐标之间的关系可以参考下述公式(6):
其中,d可以表示游戏的难度级别。
和
可以分别表示在指示用户完成难度系数为c
i对应的体感动作的游戏场景中,两个连续时刻道具在显示屏上预期的像素坐标,或者同一时刻两个道具在显示屏上预期位置的像素坐标。上述i为大于或者等于1,且小于或者等于q的正整数。上述像素坐标所在的坐标系可以参考前述图1C所示的坐标系。
可以为权重向量。A
x可以为x轴方向(即水平方向)上的位移用于衡量难度级别时所占的权重。A
y可以为y轴方向(即数值方向)上的位移用于衡量难度级别时所占的权重。Δt
i可以表示进行难度系数为c
i对应的体感动作所占的时间。
上述指示用户完成不同类型的体感动作的游戏场景中的道具可以是相同或者不同的,本申请实施例对此不作限定。具体可以根据不同的游戏来确定。
在某一阶段的游戏进行的过程中,游戏场景指示用户完成的体感动作包含多个不同类型的体感动作。在指示用户完成每个体感动作的游戏场景中,道具在显示屏上的像素坐标随游戏的难度级别的调整而调整。具体的,电子设备100可以根据动态规划算法来确定在一个阶段的游戏进行过程中,匹配这一阶段的游戏难度级别的体感动作的类型,以及在指示用户完成对应体感动作的游戏场景中,道具在显示屏上的像素坐标。上述动态规划算法可以例如是维特比算法、贪心算法等。本申请实施例对上述动态规划算法的具体实现不作限定,具体可以参考现有技术中动态规划算法的实现方法。
在上述调整体感动作的类型的方法中,电子设备100可以根据用户在游戏过程中的实际心率,调整游戏场景指示用户完成的体感动作的类型,从而调整各阶段游戏的游戏场景指示用户所做体感动作的运动负荷。这样,经过调整的游戏场景指示用户所做体感动作的运动负荷与用户的运动能力匹配,可以更好地帮助用户达到预期的运动效果。
在一些实施例中,在调整各阶段游戏的游戏场景指示用户所做体感动作的运动负荷时,电子设备100可以调整运动幅度、相同时间长度内完成同一体感动作的次数和体感动作的类型中的多种。本申请实施例对调整各阶段游戏的游戏场景指示用户所做体感动作的运动负荷的具体方式不作限定。
图3示例性示出了一种体感交互方法的流程图。如图3所示,该体感交互方法可包括步骤S101~S105。其中:
S101、电子设备100确定游戏难度模型。游戏难度模型可包括各阶段游戏的预期难度级别以及用户的预期心率。
电子设备100中可存储有多种不同的游戏模式。不同的游戏模式可以包含不同的游戏场景,从而指示用户完成不同运动负荷的体感动作,达到不同的运动效果。
在开始进行游戏之前,电子设备100可以接收用于选择游戏模式的用户操作。当确定了用户选择的游戏模式,电子设备100可以确定该游戏模式对应的游戏难度模型。游戏模式中可包括多个阶段的游戏。电子设备100确定游戏难度模型具体可以为确定该游戏模式中,各阶段游戏的预期难度级别以及用户的预期心率。示例性的,第一游戏模式中可包括n个阶段的游戏。第1阶段至第n阶段的游戏的预期难度级别可以分别为d
t1、d
t2、…、d
tn。第1阶段至第n阶段的游戏用户的预期心率可以分别为:h
t1、h
t2、…、h
tn。上述预期心率不限于 是一个数值,还可以是一个取值范围。例如用户完成第一阶段游戏时的实际心率属于上述第一阶段游戏的预期心率h
t1所表示的范围时,电子设备100可以判断出用户达到第一阶段游戏预期的运动效果。
上述预期难度级别和预期心率可以为根据现有技术中的体育知识确定的。本申请实施例对确定各阶段游戏的预期难度级别和预期心率的方具体方法不作限定。
S102、电子设备100获取用户的体型数据。体型数据可以包括体重、身高、肩高、臂长。
在一种可能的实现方式中,电子设备100可存储有用户信息。用户信息可包含用户的体型数据。
其中,上述用户信息可以是在开始进行游戏前,电子设备100请求用户录入得到的。例如,在第一次进行游戏前,电子设备100可以在显示屏上显示用户信息录入界面。上述用户信息录入界面可用于指示用户录入用户信息。用户信息可包括:用户名、年龄、性别、身高、体重、肩高、臂长等等。本申请实施例对上述用户信息包含的内容不作限定。
在一种可能的实现方式中,电子设备100可以通过摄像头193采集的图像计算得到用户的体型数据。其中,体型数据中的身高、肩高、臂长可以分别用户的实际身高、实际肩高、实际臂长,也可以分别为在摄像头193采集的图像中身高、肩高、臂长的像素长度。
在一种可能的实现方式中,电子设备100可以从云端或者其它设备获取用户体型数据。例如,电子设备100上可登录有第一账号。云端或者其它登录有该第一账号的设备中存储有上述用户信息。那么电子设备100可以与云端或者其它登录有该第一账号的设备建立通信连接,从而获取用户的体型数据。
本申请实施例对电子设备100获取用户的体型数据的方法不作限定。
S103、电子设备100根据用户的体型数据和游戏难度模型生成游戏场景。
当确定了游戏难度模型和用户的体型数据,电子设备100可以生成各阶段游戏的游戏场景。各阶段游戏的游戏场景可以指示用户完成各阶段游戏的游戏场景要求的体感动作。也即是说,生成各阶段游戏的游戏场景的过程可以为确定各阶段游戏的游戏场景指示用户所做体感动作的运动负荷的过程。
在一种可能的实现方式中,电子设备100可以仅生成前k个阶段游戏的游戏场景。其中,k为小于n的正整数。在游戏进行过程中,电子设备100可以根据用户的实际心率调整游戏的难度级别和游戏场景指示用户所做体感动作的运动负荷。那么电子设备100先生成前k个阶段游戏的游戏场景,可以节省电子设备100的计算资源。
电子设备100生成根据用户的体型数据和游戏难度模型生成游戏场景的方法可以参考前述实施例中电子设备100根据用户的体型数据确定游戏场景指示用户所做体感动作的运动负荷的介绍,这里不再赘述。
不同体型的用户对相同的体感的难度感知不同,电子设备100结合用户的体型数据生成游戏场景,从而可以让不同的用户对同一难度级别游戏的游戏场景指示用户所做体感动作感知到相同或相近的难度,帮助不同的用户达到预期的训练效果。
S104、电子设备100获取用户在当前阶段游戏的实际心率。
在一种可能的实现方式中,用户可以佩戴有如图2A所示的心率检测装置。电子设备100可以与心率检测装置建立通信连接,并从心率检测装置获取用户在游戏进行过程中的实际心率。
具体的,以当前进行第一阶段的游戏为例进行说明。电子设备100可以从心率检测装置获取第一阶段的游戏从开始至结束这一整个阶段的心率,并计算得到用户进行第一阶段的游 戏的平均心率。或者,电子设备100可以从心率检测装置获取在第一阶段的游戏即将结束的预设时间内(例如1分钟内)的心率。
在一种可能的实现方式中,电子设备100中可包含有心率检测装置。电子设备100可以通过非接触式心率检测方法获取用户的实际心率。示例性的,电子设备100中的心率检测装置可以包括摄像头193。在游戏过程中,摄像头193可以采集用户的图像。电子设备100可以利用人脸识别技术从上述用户的图像中确定用户的面部信息,并从该面部信息中提取用户的光电容积脉搏波信号。进而,电子设备100可以根据光电容积脉搏波信号计算得到用户在当前阶段游戏的实际心率。上述电子设备100通过非接触式心率检测方法获取用户的实际心率的具体实现过程可以参考现有技术中的实现过程,这里不再赘述。
本申请实施例对电子设备100获取当前阶段游戏的实际心率的方法不作限定。
S105、电子设备100根据用户在当前阶段游戏的实际心率与预期心率,调整游戏难度模型中下一阶段游戏的难度级别以及游戏场景。
电子设备100可以通过比较用户在当前阶段游戏的实际心率与预期心率,来判断用户是否达到当前阶段游戏预期的运动效果。电子设备100调整游戏难度模型中下一阶段游戏的难度级别以及游戏场景的方法,可以参考前述实施例中对电子设备100根据用户的实际心率调整游戏场景指示用户所做体感动作的运动负荷的实现方式的介绍,这里不再赘述。
当确定下一阶段游戏的难度级别以及游戏场景,电子设备100可以显示下一阶段游戏的游戏界面。这样,用户可以完成下一阶段游戏的游戏场景指示用户完成的体感动作。其中,当进入上述下一阶段游戏,上述下一阶段游戏即为用户当前进行的游戏。电子设备100可以执行上述步骤S104,来获取用户在这一阶段游戏中的实际心率。进一步的,电子设备100可以根据用户在这一阶段游戏的实际心率与预期心率,调整游戏难度模型中后续阶段游戏的难度级别以及游戏场景。
由图3所示的体感交互方法可知,电子设备可以根据实际进行游戏的用户的体型来确定同一难度级别游戏的游戏场景指示用户所做体感动作的运动负荷。不同体型的用户在做同一阶段的游戏时感知到的难度是相同或相近的,这有利于不同体型的用户在做同一阶段的游戏时均达到预期的运动效果。另外,电子设备还可以结合实时的心率来动态调整各阶段游戏的游戏场景指示用户所做体感动作的运动负荷。用户在游戏过程中心率的变化可以反映该用户的运动能力。根据实时的心率进行调整得到的运动负荷可以与用户的运动能力匹配,从而更好地帮助用户达到预期的运动效果,并避免用户进行难度过高的游戏而产生运动风险。
图4示例性示出了一种电子设备100的结构示意图。
电子设备100可以包括处理器110,外部存储器接口120,内部存储器121,通用串行总线(universal serial bus,USB)接口130,充电管理模块140,电源管理模块141,电池142,天线2,无线通信模块160,音频模块170,扬声器170A,麦克风170B,传感器模块180,按键190,马达191,指示器192,摄像头193以及显示屏194等。
可以理解的是,本发明实施例示意的结构并不构成对电子设备100的具体限定。在本申请另一些实施例中,电子设备100可以包括比图示更多或更少的部件,或者组合某些部件,或者拆分某些部件,或者不同的部件布置。图示的部件可以以硬件,软件或软件和硬件的组合实现。
处理器110可以包括一个或多个处理单元,例如:处理器110可以包括应用处理器 (application processor,AP),调制解调处理器,图形处理器(graphics processing unit,GPU),图像信号处理器(image signal processor,ISP),控制器,存储器,视频编解码器,数字信号处理器(digital signal processor,DSP),和/或神经网络处理器(neural-network processing unit,NPU)等。其中,不同的处理单元可以是独立的器件,也可以集成在一个或多个处理器中。
其中,控制器可以是电子设备100的神经中枢和指挥中心。控制器可以根据指令操作码和时序信号,产生操作控制信号,完成取指令和执行指令的控制。
处理器110中还可以设置存储器,用于存储指令和数据。在一些实施例中,处理器110中的存储器为高速缓冲存储器。该存储器可以保存处理器110刚用过或循环使用的指令或数据。如果处理器110需要再次使用该指令或数据,可从所述存储器中直接调用。避免了重复存取,减少了处理器110的等待时间,因而提高了系统的效率。
USB接口130是符合USB标准规范的接口,具体可以是Mini USB接口,Micro USB接口,USB Type C接口等。USB接口130可以用于连接充电器为电子设备100充电,也可以用于电子设备100与外围设备之间传输数据。也可以用于连接耳机,通过耳机播放音频。该接口还可以用于连接其他电子设备,例如AR设备等。
充电管理模块140用于从充电器接收充电输入。其中,充电器可以是无线充电器,也可以是有线充电器。充电管理模块140为电池142充电的同时,还可以通过电源管理模块141为电子设备供电。
电源管理模块141用于连接电池142,充电管理模块140与处理器110。电源管理模块141接收电池142和/或充电管理模块140的输入,为处理器110,内部存储器121,外部存储器,显示屏194,摄像头193和无线通信模块160等供电。
电子设备100的无线通信功能可以通过天线2,无线通信模块160,调制解调处理器等实现。
无线通信模块160可以提供应用在电子设备100上的包括无线局域网(wireless local area networks,WLAN)(如无线保真(wireless fidelity,Wi-Fi)网络),蓝牙(bluetooth,BT),全球导航卫星系统(global navigation satellite system,GNSS),调频(frequency modulation,FM),近距离无线通信技术(near field communication,NFC),红外技术(infrared,IR)等无线通信的解决方案。
电子设备100通过GPU,显示屏194,以及应用处理器等实现显示功能。GPU为图像处理的微处理器,连接显示屏194和应用处理器。GPU用于执行数学和几何计算,用于图形渲染。处理器110可包括一个或多个GPU,其执行程序指令以生成或改变显示信息。
显示屏194用于显示图像,视频等。显示屏194包括显示面板。显示面板可以采用液晶显示屏(liquid crystal display,LCD),有机发光二极管(organic light-emitting diode,OLED),有源矩阵有机发光二极体或主动矩阵有机发光二极体(active-matrix organic light emitting diode的,AMOLED),柔性发光二极管(flex light-emitting diode,FLED),Miniled,MicroLed,Micro-oLed,量子点发光二极管(quantum dot light emitting diodes,QLED)等。在一些实施例中,电子设备100可以包括1个或N个显示屏194,N为大于1的正整数。
电子设备100可以通过ISP,摄像头193,视频编解码器,GPU,显示屏194以及应用处理器等实现拍摄功能。
ISP用于处理摄像头193反馈的数据。例如,拍照时,打开快门,光线通过镜头被传递到摄像头感光元件上,光信号转换为电信号,摄像头感光元件将所述电信号传递给ISP处理,转化为肉眼可见的图像。
摄像头193用于捕获静态图像或视频。物体通过镜头生成光学图像投射到感光元件。感光元件可以是电荷耦合器件(charge coupled device,CCD)或互补金属氧化物半导体(complementary metal-oxide-semiconductor,CMOS)光电晶体管。感光元件把光信号转换成电信号,之后将电信号传递给ISP转换成数字图像信号。ISP将数字图像信号输出到DSP加工处理。DSP将数字图像信号转换成标准的RGB,YUV等格式的图像信号。在一些实施例中,电子设备100可以包括1个或N个摄像头193,N为大于1的正整数。
数字信号处理器用于处理数字信号,除了可以处理数字图像信号,还可以处理其他数字信号。例如,当电子设备100在频点选择时,数字信号处理器用于对频点能量进行傅里叶变换等。
视频编解码器用于对数字视频压缩或解压缩。电子设备100可以支持一种或多种视频编解码器。这样,电子设备100可以播放或录制多种编码格式的视频,例如:动态图像专家组(moving picture experts group,MPEG)1,MPEG2,MPEG3,MPEG4等。
NPU为神经网络(neural-network,NN)计算处理器,通过借鉴生物神经网络结构,例如借鉴人脑神经元之间传递模式,对输入信息快速处理,还可以不断的自学习。通过NPU可以实现电子设备100的智能认知等应用,例如:图像识别,人脸识别,语音识别,文本理解等。
外部存储器接口120可用于连接外部存储卡。外部存储卡通过外部存储器接口120与处理器110通信,实现数据存储功能。例如,将音乐、视频等文件保存在外部存储卡中。
内部存储器121可以用于存储计算机可执行程序代码,所述可执行程序代码包括指令。处理器110通过运行存储在内部存储器121的指令,从而执行电子设备100的各种功能应用以及数据处理。
电子设备100可以通过音频模块170,扬声器170A,麦克风170B以及应用处理器等实现音频功能。例如音乐播放,录音等。
音频模块170用于将数字音频信息转换成模拟音频信号输出,也用于将模拟音频输入转换为数字音频信号。音频模块170还可以用于对音频信号编码和解码。在一些实施例中,音频模块170可以设置于处理器110中,或将音频模块170的部分功能模块设置于处理器110中。
扬声器170A,也称“喇叭”,用于将音频电信号转换为声音信号。电子设备100可以通过扬声器170A收听音乐,或收听通话。
麦克风170B,也称“话筒”,“传声器”,用于将声音信号转换为电信号。电子设备100可以设置至少一个麦克风170B。在另一些实施例中,电子设备100可以设置两个麦克风170B,除了采集声音信号,还可以实现降噪功能。在另一些实施例中,电子设备100还可以设置三个,四个或更多麦克风170B,实现采集声音信号,降噪,还可以识别声音来源,实现定向录音功能等。
传感器模块180可以包括距离传感器、指纹传感器、温度传感器、触摸传感器等。其中:
距离传感器,可用于测量距离。电子设备100可以通过红外或激光测量距离。在一些实施例中,拍摄场景,电子设备100可以利用距离传感器测距以实现快速对焦。
指纹传感器,可用于采集指纹。电子设备100可以利用采集的指纹特性实现指纹解锁等。
温度传感器,可用于检测温度。在一些实施例中,电子设备100利用温度传感器检测的温度,执行温度处理策略。例如,当温度传感器上报的温度超过阈值,电子设备100执行降低位于温度传感器附近的处理器的性能,以便降低功耗实施热保护。在另一些实施例中,当 温度低于另一阈值时,电子设备100对电池142加热,以避免低温导致电子设备100异常关机。在其他一些实施例中,当温度低于又一阈值时,电子设备100对电池142的输出电压执行升压,以避免低温导致的异常关机。
触摸传感器,也称“触控面板”。触摸传感器可以设置于显示屏194,由触摸传感器K与显示屏194组成触摸屏,也称“触控屏”。触摸传感器用于检测作用于其上或附近的触摸操作。触摸传感器可以将检测到的触摸操作传递给应用处理器,以确定触摸事件类型。可以通过显示屏194提供与触摸操作相关的视觉输出。在另一些实施例中,触摸传感器也可以设置于电子设备100的表面,与显示屏194所处的位置不同。
按键190包括开机键,音量键等。按键190可以是机械按键。也可以是触摸式按键。电子设备100可以接收按键输入,产生与电子设备100的用户设置以及功能控制有关的键信号输入。
指示器192可以是指示灯,可以用于指示充电状态,电量变化,也可以用于指示消息,通知等。
不限于图4所示的部件,电子设备100可以包含更多或更少的部件。本申请实施例中的电子设备100可以是电视、手机、平板电脑、笔记本电脑、超级移动个人计算机(ultra-mobile personal computer,UMPC)、手持计算机、上网本、个人数字助理(personal digital assistant,PDA)、便携式多媒体播放器(portable multimedia player,PMP)、专用媒体播放器、AR(增强现实)/VR(虚拟现实)设备等其他类型的电子设备。本申请实施例对电子设备100的具体类别不作限定。
在游戏过程中,电子设备100还可以根据用户的实际心率百分比来判断当前阶段游戏的游戏场景指示用户所做体感动作的运动负荷是否合适,并适应性调整下一阶段的游戏的难度级别以及下一阶段游戏的游戏场景指示用户所做体感动作的运动负荷。
前述图3所示的体感交互方法可通过比较用户在游戏过程中的实际心率与预期心率的来判断用户是否达到预期的运动效果。由于年龄不同的用户所能达到的最大心率不同,年龄不同的用户达到相同的预期心率所需要的运动负荷往往是不同的,从而达到的运动效果也是不一样的。例如,某一阶段的游戏的预期心率是150次/分钟。年龄为20岁的用户达到该预期心率所需要的运动负荷往往比年龄为50岁的用户达到该预期心率所完成的运动负荷高。
心率百分比可用于表示用户当前的心率与该用户所能达到的最大心率的比例关系。心率百分比越高,用户当前的心率越接近最大心率。
在一种可能的实现方式中,心率百分比可以为用户当前的心率与该用户的最大心率的比值。即HR%=h/HRmax。其中,HR%可以表示心率百分比。h可以表示用户当前的心率。HRmax可以表示用户的最大心率。HRmax=220-年龄。本申请实施例对计算用户最大心率的方法不作限定。
可选的,心率百分比可以为用户当前的心率和该用户的静息心率的差值与该用户的最大心率和该用户的静息心率的差值的比值。即HR%=(h-HRrest)/(HRmax-HRrest)。其中,HRrest可以表示用户的静息心率。
本申请实施例对心率百分比的具体计算方式不作限定。
一般的,不同的用户达到相同的心率百分比时所达到的运动效果是相同或相近的。
以心率百分比为用户当前的心率与该用户的最大心率的比值为例进行说明。完成某一阶段游戏时用户的预期心率百分比为70%。那么年龄为20岁的用户达到该预期心率百分比时的 心率为140次/分钟。年龄为50岁的用户达到该预期心率百分比时的心率为119次/分钟。可以看出,相比于心率,心率百分比可以更好地衡量不同用户是否达到预期的运动效果。
下面具体介绍电子设备100根据用户的实际心率百分比来调整游戏场景指示用户所做体感动作的运动负荷的实现方式。
图5示例性示出了另一种体感交互方法的流程图。如图5所示,该方法可包括步骤S201~S205。其中:
S201、电子设备100确定游戏难度模型。游戏难度模型可包括各阶段游戏的预期难度级别以及用户的预期心率百分比。
电子设备100确定游戏难度模型的方法可以参考前述图3所示方法中的步骤S101。
与步骤S101不相同的是,电子设备100可以确定各阶段游戏中用户的预期心率百分比。示例性的,第一游戏模式中可包括n各阶段的游戏。第1阶段至第n阶段的游戏的预期难度级别可以分别为d
t1、d
t2、…、d
tn。第1阶段至第n阶段的游戏用户的预期心率百分比可以分别为:HR%
t1、HR%
t2、…、HR%
tn。上述预期心率百分比不限于是一个数值,还可以是一个取值范围。例如用户完成第一阶段游戏时的实际心率百分比属于上述第一阶段游戏的预期心率百分比HR%
t1所表示的范围时,电子设备100可以判断出用户达到第一阶段游戏预期的运动效果。
上述预期心率百分比可以为根据现有技术中的体育知识确定的。本申请实施例对确定预期心率百分比的具体方法不作限定。
S202、电子设备100获取用户的年龄和体型数据。体型数据可以包括体重、身高、肩高、臂长。
S203、电子设备100根据用户的体型数据和游戏难度模型生成游戏场景。
上述步骤S202和步骤S203可以分别参考前述实施例中的步骤S102和步骤S103,这里不再赘述。
S204、电子设备100获取用户在当前阶段游戏的实际心率百分比。
在一种可能的实现方式中,用户可佩带有如图2A所示的心率检测装置。电子设备100可以从该心率检测装置获取用户在游戏进行过程中的实际心率百分比。或者,电子设备100可以从该心率检测装置获取用户在游戏进行过程中的实际心率。进一步的,电子设备100可以根据用户的年龄和实际心率计算得到实际心率百分比。
在一种可能的实现方式中,电子设备100中可包含有心率检测装置。电子设备100可以通过非接触式心率检测方法获取用户的实际心率。然后,电子设备100可以根据用户的年龄和实际心率计算得到实际心率百分比。
本申请实施例对电子设备100获取用户在当前阶段游戏的实际心率百分比的方法不作限定。
S205、电子设备100根据用户在当前阶段游戏的实际心率百分比与预期心率百分比,调整游戏难度模型中下一阶段游戏的难度级别以及游戏场景。
在当前阶段游戏中,若实际心率百分比低于预期心率百分比,例如预期心率百分比减实际心率百分比的值高于a4,或者实际心率百分比低于预期心率百分比的b4倍,电子设备100可以判断出用户未达到当前阶段游戏预期的运动效果。电子设备100可以提高下一阶段游戏的难度级别,并提高游戏场景指示用户所做体感动作的运动负荷。上述a4和b4可以为预设的阈值。a4和b4的值均可以是小于1的正数。本申请实施例对上述a4和b4的具体取值不作限定。
在当前阶段游戏中,若实际心率百分比高于预期心率百分比,例如实际心率百分比减预期心率百分比的值高于a5,或者实际心率百分比高于预期心率百分比的b5倍,电子设备100可以判断出用户所达到的运动效果超过了当前阶段游戏预期的运动效果。电子设备100可以降低下一阶段游戏的难度级别,并降低游戏场景指示用户所做体感动作的运动负荷。上述a5和b5可以为预设的阈值。a5和b5的值均可以是小于1的正数。本申请实施例对上述a5和b5的具体取值不作限定。
电子设备100调整戏难度模型中下一阶段游戏的难度级别以及游戏场景的方法,可以参考前述实施例中电子设备100根据用户在当前阶段游戏的实际心率调整游戏场景指示用户所做体感动作的运动负荷的实现方式。这里不再赘述。
在当前阶段游戏中,若实际心率百分比与预期百分比相等,或者实际心率百分比与预期心率百分比的差值小于a6,电子设备100可以判断出用户所到达的运动效果与当前阶段游戏预期的运动效果相同或者接近。电子设备100可以根据下一阶段游戏的预期难度级别来指示用户进行运动。上述a6可以为预设的阈值。a6的值可以是小于1的正数。本申请实施例对a6的具体取值不作限定。
由图5所示的体感交互方法可知,电子设备可以根据实际进行游戏的用户的体型来确定同一难度级别游戏的游戏场景指示用户所做体感动作的运动负荷,并在游戏过程中,根据用户的心率百分比动态调整运动负荷。相比于心率,心率百分比可以反映用户当前的心率与该用户所能达到的最大心率的接近程度,并且更好地衡量用户在游戏过程中所达到的运动效果。那么,根据实时的心率百分比进行调整得到的运动负荷可以更好地与用户的运动能力匹配,从而更好地帮助用户达到预期的运动效果,并避免用户进行难度过高的游戏而产生运动风险。
在游戏过程中,电子设备100还可以根据心率响应率来调整游戏的难度级别以及游戏场景指示用户所做体感动作的运动负荷。
心率响应率可以反映在一定时间内用户心率上升或下降的速度,或者心率百分比上升或下降的速度。即r=Δh/t。或者,r=ΔHR%/t。其中,r可以表示心率响应率。t可以表示时间长度。Δh可以表示在时间长度为t的时间内,这段时间结束时用户的心率减这段时间开始时用户的心率得到的差值。ΔHR%可以表示在时间长度为t的时间内,这段时间结束时用户的心率百分比减这段时间开始时用户的心率百分比得到的差值。心率响应率可包括上升响应率和下降响应率。上升响应率可以表示一定时间内心率或心率百分比上升的速度。下降响应率可以表示一定时间内心率或心率百分比下降的速度。当根据上述心率响应率的计算公式得到的值为正数,该心率响应率为上升响应率。当根据上述心率响应率的计算公式得到的值为负数,该心率响应率为下降响应率。
可以理解的,当确定在某一阶段游戏开始时用户的心率(或心率百分比),以及完成这一阶段游戏时用户的预期心率(或者预期心率百分比),电子设备100可以计算在这一阶段游戏中用户的预期心率响应率。根据预期心率响应率,电子设备100可以更准确地调整游戏的难度级别以及游戏场景指示用户所做体感动作的运动负荷。这样,调整后的运动负荷可以更好地帮助用户达到预期的运动效果。
下面具体介绍电子设备100根据用户的心率响应率来调整游戏场景指示用户所做体感动作的运动负荷的实现方式。
图6示例性示出了另一种体感交互方法的流程图。如图6所示,该方法可包括步骤 S301~S305。其中:
S301、电子设备100确定游戏难度模型。该游戏难度模型可包括各阶段游戏的预期难度级别以及用户的预期心率。
S302、电子设备100可以获取用户的体型数据。其中,体型数据可以包括体重、身高、肩高、臂长。
S303、电子设备100可以根据用户的体型数据和游戏难度模型生成游戏场景。
上述步骤S301~步骤S303可以参考前述图3所示的步骤S101~S103。这里不再赘述。
S304、电子设备100可以获取用户在当前阶段游戏开始时的初始心率。
在一种可能的实现方式中,电子设备100可以利用当前阶段游戏的上一阶段游戏结束时用户的心率,作为当前阶段游戏开始时的初始心率。
在另一种可能的实现方式中,电子设备100可以获取用户在当前游戏阶段开始前或开始后预设时间段内用户的心率,作为当前阶段游戏开始时的初始心率。
S305、电子设备100根据用户在当前阶段游戏的初始心率和预期心率计算预期心率响应率,并根据预期心率响应率调整游戏难度模型中当前阶段游戏的难度级别以及游戏场景。
根据心率响应率的计算公式r=Δh/t,电子设备100可以计算用户在当前阶段游戏的预期心率响应率。其中,预期心率响应率=(预期心率-初始心率)/当前阶段游戏所占时间的长度。
在一种可能的实现方式中,电子设备100可以查心率响应率数据表来调整当前阶段游戏的难度级别。
电子设备100可存储有心率响应率数据表。该心率响应率数据表可用于记录游戏的难度级别与预期心率响应率的关系。下述表1示例性示出了心率响应率数据表中包含的具体内容。
难度级别d | 初始心率h ini(次/分钟) | 预期上升响应率r 1 | 预期下降响应率r 2 |
1 | 80 | 20/t | -5/t |
1 | 100 | 10/t | -10/t |
1 | 120 | 5/t | -20/t |
2 | 80 | 30/t | -10/t |
2 | 100 | 20/t | -20/t |
2 | 120 | 10/t | -30/t |
3 | 80 | 40/t | -20/t |
3 | 100 | 30/t | -30/t |
3 | 120 | 20/t | -40/t |
表1
其中,表1中的t可以表示当前阶段游戏所占的时间长度。
由表1可知,当确定了当前阶段游戏用户的初始心率以及用户在当前阶段游戏的预期心率响应率,电子设备100可以查上述心率响应率数据表,来确定当前阶段游戏的难度级别。示例性的,当开始进行某一阶段游戏时,用户的初始心率为80次/分钟,预期心率响应率为30/t。电子设备100可以根据上述心率响应率数据表确定这一阶段游戏的难度级别为2。进一步的,电子设备100可以根据前述实施例中的方法来调整这一阶段游戏的游戏场景,从而使得这一阶段游戏的游戏场景指示用户所做体感动作的运动负荷可以帮助用户达到预期的运 动效果。
本申请实施例对上述表1包含的具体数值不作限定。
其中,该心率响应率数据表中难度级别与初始心率、心率响应率的对应的关系可以是根据大数据统计得到的。并且,电子设备100可以根据用户在实际进行游戏过程中,游戏的难度级别与用户的初始心率、实际的心率响应率的关系来更新上述心率响应率数据表。用户的运动能力可以随着用户运动次数和时间的增长而增长。电子设备100根据用户实际的心率响应率来调整上述心率响应率数据表中的数据,可以使心率响应率数据表与用户的运动能力更好地匹配。这样,根据心率响应率数据表确定出的难度级别以及游戏场景可以更好地帮助用户达到预期的运动效果。
在另一种可能的实现方式中,电子设备100可以根据心率响应率与游戏难度级别的函数关系式来调整当前阶段游戏的难度级别。
电子设备100可存储有预期心率响应率与难度级别、初始心率的函数关系式。其中,预期上升响应率r
1=w
1(d,h
ini)。预期下降响应率r
2=w
2(d,h
ini)。上述w
1(d,h
ini)表示以难度级别d和初始心率h
ini为参数来计算上升响应率的函数关系式。上述w
2(d,h
ini)表示以难度级别d和初始心率h
ini为参数来计算上升响应率的函数关系式。也即是说,当心率响应率为上升响应率,难度级别d=w′
1(r
1,h
ini)。当心率响应率为下降响应率,难度级别d=w′
2(r
2,h
ini)。
在确定当前阶段游戏用户的初始心率以及用户在当前阶段游戏的预期心率响应率后,电子设备100可以根据上述函数关系式确定当前阶段游戏的难度级别。进而,电子设备100可以调整这一阶段的游戏场景。
其中,上述函数关系式可以是电子设备100根据上述心率响应率数据表拟合得到的。本申请实施例对上述预期心率响应率与难度级别、初始心率的函数关系式的具体表达式不作限定。
当确定了当前阶段游戏的难度级别和游戏场景,电子设备100可以在显示屏上显示相应的游戏场景来指示用户进行运动。在当前阶段游戏完成后,电子设备100可以按照上述步骤S304和上述步骤S305的方法来确定下一阶段游戏的难度级别和游戏场景。
需要进行说明的是,图6所示步骤中的心率可以为心率百分比。即电子设备100可以根据预期用户心率百分比的上升或下降的速度来调整游戏难度级别和游戏场景。
由图6所示的体感交互方法可知,电子设备100可以根据用户在某一阶段游戏的初始心率以及预期心率来计算预期心率响应率,并根据该预期心率响应率来调整这一阶段游戏的难度级别和游戏场景。完成经过调整的游戏场景所指示的体感动作,用户所达到的心率(或心率百分比)可以较好地接近这一阶段游戏用户的预期心率(或预期心率百分比)。这样,用户可以更好地达到这一阶段游戏预期的运动效果。
在一些实施例中,电子设备100还可以通过期望用户在运动过程中各肢体的预期位移大小来衡量各阶段游戏的难度级别。可以理解的,一些体感动作仅需要用户的部分肢体移动。例如,扩胸运动仅需要用户的手臂移动。向前踢腿或者向后踢腿仅需要用户的腿部移动。相比于以用户的身体作为整体的预期位移,通过各肢体的预期位移可以更加准确地衡量游戏的难度级别。其中上述各肢体的预期位移的大小可以根据游戏场景中显示在显示屏上道具的像素位移来确定。
具体的,用户的肢体可以划分为头颈部、躯干、左大臂、右大臂、左小臂、右小臂、左大腿、右大腿、左小腿和右小腿这10部分。那么,某一阶段游戏的难度级别可以为在这一阶 段游戏的过程中,各肢体的预期位移乘以各肢体对应的权值之和。某一阶段游戏的难度级别的计算公式可以参考下述公式(7):
d=s
1*l
1+s
2*l
2+…+s
i*l
i+…+s
10*l
10 (7)
其中,i为大于或等于1,且小于或等于10的整数。l
1、l
2、l
3、l
4、l
5、l
6、l
7、l
8、l
9、l
10可以分别表示头颈部、躯干、左大臂、右大臂、左小臂、右小臂、左大腿、右大腿、左小腿和右小腿的预期位移。s
1、s
2、s
3、s
4、s
5、s
6、s
7、s
8、s
9、s
10可以分别表示头颈部、躯干、左大臂、右大臂、左小臂、右小臂、左大腿、右大腿、左小腿和右小腿对应的权值。
在一种可能的实现方式中,上述各肢体对应的权值可以根据各肢体占人体体重的质量百分比来确定。根据人体体重分布的通用标准,各肢体对应的权重的值可以参考下述表2。
肢体名称 | 男性权重(%) | 女性权重(%) |
头颈部 | 8.6 | 8.2 |
躯干 | 44 | 43.8 |
左大臂 | 2.4 | 2.8 |
右大臂 | 2.4 | 2.8 |
左小臂 | 1.9 | 1.5 |
右小臂 | 1.9 | 1.5 |
左大腿 | 14.2 | 14.1 |
右大腿 | 14.2 | 14.1 |
左小腿 | 5.2 | 5.6 |
右小腿 | 5.2 | 5.6 |
表2
本申请实施例对用户肢体的划分方式以及各肢体对应的权值均不作限定。
当确定了各阶段游戏的难度级别,电子设备100可以根据前述实施例中的方法调整各阶段游戏的游戏场景。这里不再赘述。
由上述方法可知,一些体感动作仅需要用户的部分肢体产生位移。当游戏场景指示用户完成的体感动作均需要用户的部分肢体产生位移,以用户的身体作为整体的预期位移来衡量游戏的难度级别则可能出现较大误差。对用户的肢体进行划分,并通过各肢体的预期位移来衡量游戏的难度级别可以更加准确地确定难度级别。这样,电子设备100可以更准确地调整各阶段游戏的游戏场景指示用户所做体感动作的运动负荷,从而更好地帮助用户达到预期的训练效果。
在一些实施例中,电子设备100可以判断用户的心率是否达到或者超过该用户所能达到的最大心率。当确定用户的心率达到或者超过该用户所能达到的最大心率,电子设备100可以停止游戏或者降低下一阶段游戏的难度级别。这样,可以避免由于运动强度过高而产生晕厥、猝死等运动风险。
或者,电子设备100可以获取用户在游戏过程中的实际位移,并根据前述公式(3)或者公式(7)来计算用户进行游戏时实际达到的难度级别。若确定上述实际达到的难度级别是持续上升的,但用户的心率不再上升或者心率上升的幅度小于预设的阈值,则电子设备100可以停止游戏或者降低下一阶段游戏的难度级别。用户实际达到的难度级别在持续上升可以表示用户实际的运动强度在持续加大。在实际的运动强度持续加大但心率几乎不上升的情况下, 用户的心率极有可能已接近该用户所能达到的最大心率。为了避免用户产生运动风险,电子设备100可以停止游戏或者降低下一阶段游戏的难度级别。
其中,当确定降低后的游戏的难度级别,电子设备100可以根据前述实施例中的方法调整游戏场景,从而降低运动负荷。
在一些实施例中,电子设备100可以检测场地信息,确定游戏的场地中不可达的位置。在确定游戏场景时,电子设备100可以避免游戏场景指示用户完成的体感动作到达或者穿过上述不可达的位置。上述不可达的位置可以包括存在障碍物(如桌子、椅子、墙体等等)的位置。
图7示例性示出了另一种体感交互方法的流程图。如图7所示,该体感交互方法可包括步骤S401~S406。其中:
S401、电子设备100确定游戏难度模型。游戏难度模型可包括各阶段游戏的预期难度级别以及用户的预期心率。
S402、电子设备100获取用户的体型数据。体型数据可包括体重、身高、肩高、臂长。
步骤S401和步骤S402的实现方式可以分别参考前述图3所示方法中的步骤S101和步骤S102。这里不再赘述。
S403、电子设备100检测场地信息。
电子设备100可配置有摄像头。摄像头可以采集用户进行游戏的场地的图像。电子设备100可以根据上述场地的图像提取场地信息。场地信息中可包括场地中不可达的位置的坐标。上述不可达的位置的坐标所在的坐标系可以为上述摄像头的摄像头坐标系。其中,电子设备100可以利用现有图像识别技术领域的目标检测算法来确定场地中不可达的位置。本申请实施例对上述确定场地中不可达的位置的实现方式不作限定。
S404、电子设备100根据用户的体型数据、游戏难度模型和场地信息生成游戏场景。
在基于前述图3所示步骤S103中根据用户的体型数据和游戏难度模型生成游戏场景的基础上,电子设备100在生成游戏场景时还可以结合上述场地信息。其中,电子设备100可以通过摄像头采集的图像确定用户所在的位置与上述不可达的位置之间的距离。进一步的,电子设备100在生成游戏场景时可以避免游戏场景指示用户完成的体感动作到达或者穿过上述不可达的位置。
示例性的,在确定某一阶段游戏的游戏场景时,根据用户的体型数据和游戏难度模型生成的游戏场景指示用户完成的体感动作包括向左跳跃20厘米和向右跳跃20厘米中的任一项。若电子设备100根据前述场地信息确定用户左侧10厘米处为不可达的位置,并且用户右侧30厘米内不存在不可达的位置,那么电子设备100可以生成指示用户完成向右跳跃20厘米的游戏场景。
S405、电子设备100获取用户在当前阶段游戏的实际心率。
步骤S405实现方式可以参考前述图3所示方法中的步骤S104。
S406、电子设备100根据用户在当前阶段游戏的实际心率与预期心率,调整游戏难度模型中下一阶段游戏的难度级别,并结合场地信息调整下一阶段游戏的游戏场景。
电子设备100可以根据用户在游戏过程中的实际心率来调整下一阶段游戏的难度级别。其中,在确定下一阶段游戏的难度级别后,电子设备100可以根据前述实施例中调整游戏场景指示用户所做体感动作的运动负荷的方法,并结合上述场地信息来调整下一阶段游戏的难度级别。
当进入下一阶段游戏,电子设备100可以以上述下一阶段游戏为正在进行的当前阶段的游戏。然后,电子设备100可以根据上述步骤S405和上述步骤S406继续调整后续阶段游戏的难度级别和游戏场景。
需要进行说明的是,上述结合场地信息来确定游戏场景的方法还可以基于前述图5或和图6所示的体感交互方法。即电子设备100在根据心率百分比或者心率响应率来调整游戏场景时,可以结合场地信息,使得调整后的游戏场景指示用户完成的体感动作不会到达或者穿过不可达的位置。
由上述图7所示的体感交互方法可知,电子设备不仅可以通过用户的体型和游戏过程中的心率来调整游戏场景,使得调整后的游戏场景指示用户所做体感动作的运动负荷可以帮助不同的用户更好地达到运动效果。而且,电子设备在上述调整游戏场景的过程中还可以通过确定场地中不可达的位置,来避免用户在运动过程中碰撞到障碍物而受到伤害。
图8示例性示出了前述体感交互方法所涉及的装置。如图8所示,前述体感交互方法所涉及的装置可包括处理器410、显示器420、存储器430、体感动作采集装置440和心率检测装置450。其中:
存储器430可用于存储用户信息、计算机程序。用户信息包括用户名、年龄、性别、身高、体重等等。存储器430还可用于存储用户的心率响应数据表。
处理器410可用于从存储器430中获取用户信息、计算机程序。处理器410可以执行上述计算机程序,以确定前述实施例中的游戏难度模型、生成游戏场景、判断用户的动作是否与预期的动作相符以及用户的动作幅度是否达到预期的动作幅度。
显示器420可用于显示游戏场景。其中,显示器420可以与上述处理器410和上述存储器430集成在一个电子设备中。显示器420与处理器410可以通过总线连接。即显示器420可以为前述图4所示电子设备100中的显示屏194。可选的,显示器420与上述处理器410也可以是分离的装置。当处理器410生成了游戏场景,处理器410可以通过相关通信装置将游戏场景的数据发送给显示器420。然后显示器420可以显示游戏场景。
体感动作采集装置440可用于检测用户的实际动作以及实际的动作幅度。体感动作采集装置440可以将检测得到的用户的实际动作以及实际的动作幅度交由处理器410处理。进而处理器410可以判断用户的动作是否达与预期的动作相符以及用户的动作幅度是否达到预期的动作幅度。
体感动作采集装置440可以是前述实施例中的摄像头194。可选的,体感动作采集装置440还可以是基于惯性传感器的手持装置或穿戴装置。本申请实施例对体感动作采集装置440的类型不作限定。
心率检测装置450可用于检测心率。
在一种可能的实现方式中,心率检测装置450可以与上述处理器410和上述存储器430集成在一个电子设备中。示例性的,电子设备可以通过非接触式心率检测方法获取用户的心率。心率检测装置450可以包括摄像头、计算模块和存储模块。摄像头可用于采集用户的视频图像。计算模块可以从上述视频图像中确定出用户的面部信息,并从该面部信息中提取用户的光电容积脉搏波信号。然后,计算模块可以根据光电容积脉搏波信号计算用户的心率。当心率检测装置450得到用户的心率,心率检测装置450可以将用户的心率交由上述处理器410处理。这样,处理器410可以根据用户的心率调整游戏的难度级别。其中,若上述体感动作采集装置440中包含摄像头,心率检测装置450的摄像头可以是体感动作采集装置440中的摄像头。心率检测装置450的计算模块可以是前述处理器410或者是集成在处理器410 中的一个模块。心率检测装置450的存储模块可以是前述存储器430或者是集成在存储器430中的一个模块。
在一种可能的实现方式中,心率检测装置450与上述处理器410是分离的装置。心率检测装置450可以例如是可用于检测心率的智能手环、心率监测胸带等。处理器410可以通过相关通信装置从心率检测装置获取用户的心率。
另外,前述实施例中的心率百分比和心率响应率可以为心率检测装置450计算得到的,也可以是处理器410计算得到的。本申请实施例对此不作限定。
在本申请实施例中,电子设备100显示第一体感交互内容。该第一体感交互内容可以为前述实施例中第一阶段的游戏。第一阶段的游戏的难度级别越高,第一体感交互内容的体感动作的运动负荷越高。同样的,电子设备100显示第二体感交互内容。该第二体感交互内容可以为前述实施例中第二阶段的游戏。第一阶段的游戏和第二阶段的游戏时两个相邻阶段的游戏。
其中,电子设备100可以根据获取到的用户数据来确定第一体感交互内容的体感动作的运动负荷。上述用户数据可以包括以下一项或多项:身高、体重、肩高、臂长。示例性的,电子设备100可以根据用户的身高和体重来预判用户的体能。对于身高相同的用户,体重越重,电子设备100可以预判该用户的体能越差。或者,电子设备100可以根据用户的身高和体重计算用户的BMI。电子设备100可以预判BMI越高的用户体能越差。上述用户数据还可以包括体脂率,单位时间耗氧量,本申请实施例对此不作限定。
在本申请实施例中,电子设备100检测到用户在执行上述第一体感交互内容的第一动作。上述第一动作可以是体感交互内容中的任意一个体感动作。电子设备100获取用户在执行上述第一动作时的第一心脏数据。该第一心脏数据可以是心率或者心率百分比。其中,若第一心脏数据为心率,与第一体感交互内容关联的第一预期心脏数据也为心率。若第一心脏数据为心率百分比,与第一体感交互内容关联的第一预期心脏数据也为心率百分比。在一些实施例中,第一预期心脏数据可以是预期用户完成第一体感交互内容所达到的心脏数据的具体值或者是所达到的心脏数据所在的范围。
用户的第一心脏数据与第一预期心脏数据相同可以表示第一体感交互内容的体感动作的运动负荷对用户是合适的。用户的第一心脏数据与第一预期心脏数据不同可以表示第一体感交互内容的体感动作的运动负荷对用户过于简单或者过于困难。
在本申请实施例中,电子设备100可以获取用户的第二心脏数据。第二心脏数据可以为心率或者心率百分比。其中,第二心脏数据与第一预期心脏数据均为心率,或者均为心率百分比。上述第二心脏数据可以是用户在第一体感交互内容结束前任意时间的心脏数据。优选的,第二心脏数据可以是用户在电子设备开始显示第一体感交互内容后的第一时间的心脏数据。上述第一时间可以是1秒、2秒等短暂的时间。本申请实施例对第一时间的长度不作限定。或者,第二心脏数据可以是用户在电子设备开始显示第一体感交互内容前的第二时间的心脏数据。上述第二时间可以是1秒、2秒等短暂的时间。本申请实施例对第二时间的长度不作限定。
在本申请实施例中,电子设备100可以根据第二心脏数据和上述第一预期心脏数据计算第一心率响应率。具体的,电子设备100可以计算第二心脏数据和第一预期心脏数据的差值,并除以从获取第二心脏数据的时间开始到第一体感交互内容结束这一过程的时间长度,得到上述第一心率响应率。
上述实施例中所用,根据上下文,术语“当…时”可以被解释为意思是“如果…”或“在… 后”或“响应于确定…”或“响应于检测到…”。类似地,根据上下文,短语“在确定…时”或“如果检测到(所陈述的条件或事件)”可以被解释为意思是“如果确定…”或“响应于确定…”或“在检测到(所陈述的条件或事件)时”或“响应于检测到(所陈述的条件或事件)”。
在上述实施例中,可以全部或部分地通过软件、硬件、固件或者其任意组合来实现。当使用软件实现时,可以全部或部分地以计算机程序产品的形式实现。所述计算机程序产品包括一个或多个计算机指令。在计算机上加载和执行所述计算机程序指令时,全部或部分地产生按照本申请实施例所述的流程或功能。所述计算机可以是通用计算机、专用计算机、计算机网络、或者其他可编程装置。所述计算机指令可以存储在计算机可读存储介质中,或者从一个计算机可读存储介质向另一个计算机可读存储介质传输,例如,所述计算机指令可以从一个网站站点、计算机、服务器或数据中心通过有线(例如同轴电缆、光纤、数字用户线)或无线(例如红外、无线、微波等)方式向另一个网站站点、计算机、服务器或数据中心进行传输。所述计算机可读存储介质可以是计算机能够存取的任何可用介质或者是包含一个或多个可用介质集成的服务器、数据中心等数据存储设备。所述可用介质可以是磁性介质,(例如,软盘、硬盘、磁带)、光介质(例如DVD)、或者半导体介质(例如固态硬盘)等。
本领域普通技术人员可以理解实现上述实施例方法中的全部或部分流程,该流程可以由计算机程序来指令相关的硬件完成,该程序可存储于计算机可读取存储介质中,该程序在执行时,可包括如上述各方法实施例的流程。而前述的存储介质包括:ROM或随机存储记忆体RAM、磁碟或者光盘等各种可存储程序代码的介质。
Claims (25)
- 一种体感交互方法,其特征在于,所述方法包括:电子设备获取用户数据;所述电子设备显示第一体感交互内容;所述第一体感交互内容的体感动作的运动负荷根据所述用户数据确定,所述用户数据用于预判用户的体能,其中,预判出的体能越优,所述第一体感交互内容的体感动作的运动负荷越高;所述电子设备检测到所述用户在执行所述第一体感交互内容的第一动作;所述电子设备获取所述用户在执行所述第一动作时的第一心脏数据;所述电子设备比较所述第一心脏数据和所述第一体感交互内容关联的第一预期心脏数据,所述电子设备显示第二体感交互内容;所述第二体感交互内容为所述第一体感交互内容的下一个阶段所述电子设备显示的内容;如果所述电子设备的比较结果指示所述第一心脏数据和所述第一预期心脏数据不同,则所述第二体感交互内容的体感动作与第三体感交互内容的体感动作的运动负荷不同;其中,所述第三体感交互内容为所述用户执行所述第一动作时所述第一心脏数据和所述第一预期心脏数据相同的前提下预设要显示的交互内容。
- 根据权利要求1所述的方法,其特征在于,还包括:如果所述比较结果指示所述第一心脏数据和所述第一预期心脏数据相同,则所述第二体感交互内容与所述第三体感交互内容相同。
- 根据权利要求1或2所述的方法,其特征在于,所述第一心脏数据和所述第一预期心脏数据不同,具体包括:所述第一心脏数据超出所述第一预期心脏数据的范围。
- 根据权利要求3所述的方法,其特征在于,所述第二体感交互内容的体感动作与所述第三体感交互内容的体感动作的运动负荷不同,具体包括:如果所述第一心脏数据低于所述第一预期心脏数据,则所述第二体感交互内容的体感动作比所述第三体感交互内容的体感动作的运动负荷更高。
- 根据权利要求3或4所述的方法,其特征在于,所述第二体感交互内容的体感动作与所述第三体感交互内容的体感动作的运动负荷不同,具体包括:如果所述第一心脏数据高于所述第一预期心脏数据,则所述第二体感交互内容的体感动作比所述第三体感交互内容的体感动作的运动负荷更低。
- 根据权利要求1-5中任一项所述的方法,其特征在于,所述第一心脏数据是所述电子设备从另一心脏数据检测设备获取的,所述电子设备与所述心脏数据检测设备建立有通信连接;或者,所述第一心脏数据是所述电子设备计算得到的。
- 根据权利要求1-6中任一项所述的方法,其特征在于,所述体感动作的运动负荷包括以下一项或多项:所述体感动作的幅度、在相同时间长度内完成相同所述体感动作的次数、所述体感动作的类型。
- 根据权利要求7所述的方法,其特征在于,所述体感动作的幅度为以所述用户的身体为整体的预期位移,或者为所述用户各部分肢体的预期位移之和。
- 根据权利要求1-8中任一项所述的方法,其特征在于,所述方法还包括:若所述电子设备判断出所述第一心脏数据大于或者等于所述用户心脏数据的最大值,所述电子设备暂停所述第一体感交互内容,或者,所述电子设备显示第四体感交互内容;所述 第四体感交互内容的体感动作比所述第一体感交互内容的体感动作的运动负荷更低。
- 根据权利要求1-9中任一项所述的方法,其特征在于,所述方法还包括:所述电子设备检测所述用户所在的场地信息;所述场地信息包括所述用户所在场地中存在障碍物的位置的坐标,所述障碍物为与所述用户的距离在第一预设距离范围内的物体;所述电子设备根据所述场地信息改变所述第一体感交互内容和所述第二体感交互内容;改变后的所述第一体感交互内容和所述第二体感交互内容的体感动作朝避开所述障碍物的方向进行。
- 根据权利要求1-10中任一项所述的方法,其特征在于,所述用户数据包括以下一项或多项:身高、体重、肩高、臂长。
- 根据权利要求1-11中任一项所述的方法,其特征在于,所述第一预期心脏数据和所述第一心脏数据均为心率,或者均为心率百分比;所述心率百分比用于衡量所述用户的心率与所述用户的最大心率之间的关系。
- 一种体感交互方法,其特征在于,所述方法包括:电子设备获取用户数据;所述电子设备显示第一体感交互内容;所述第一体感交互内容的体感动作的运动负荷根据所述用户数据确定,所述用户数据用于预判用户的体能,其中,预判出的体能越优,所述第一体感交互内容的体感动作的运动负荷越高;所述电子设备获取所述用户的第二心脏数据;所述第二心脏数据为所述用户在结束所述第一体感交互内容的体感动作之前的心脏数据;所述电子设备根据所述第二心脏数据和所述第一体感交互内容关联的第一预期心脏数据,计算第一心率响应率,所述第一心率响应率用于指示所述用户在进行所述第一体感交互内容的体感动作的过程中心脏数据变化的预期速率;基于所述第二心脏数据和所述第一心率响应率,所述电子设备改变所述第一体感交互内容的体感动作的运动负荷,并显示所述运动负荷改变后的第一体感交互内容;如果所述第二心脏数据不变且所述第一心率响应率越高,或者,如果所述第一心率响应率不变且所述第二心脏数据越大,则改变后的所述第一体感交互内容的体感动作的运动负荷越高。
- 根据权利要求13所述的方法,其特征在于,所述第二心脏数据为所述用户在所述电子设备开始显示所述第一体感交互内容后的第一时间的心脏数据;或者,所述第二心脏数据为所述用户在所述电子设备开始显示所述第一体感交互内容前的第二时间的心脏数据。
- 根据权利要求13或14所述的方法,其特征在于,所述体感动作的运动负荷包括以下一项或多项:所述体感动作的幅度、在相同时间长度内完成相同所述体感动作的次数、所述体感动作的类型。
- 根据权利要求13-15中任一项所述的方法,其特征在于,所述体感动作的幅度为以所述用户的身体为整体的预期位移,或者为所述用户各部分肢体的预期位移之和。
- 根据权利要求13-16中任一项所述的方法,其特征在于,所述第二心脏数据是所述电子设备从另一心脏数据检测设备获取的,所述电子设备与所述心脏数据检测设备建立有通信连接;或者,所述第二心脏数据是所述电子设备计算得到的。
- 根据权利要求13-17中任一项所述的方法,其特征在于,所述方法还包括:若所述电子设备判断出所述第二心脏数据大于或者等于所述用户心脏数据的最大值,所 述电子设备暂停所述第一体感交互内容,或者,所述电子设备显示第四体感交互内容;所述第四体感交互内容的体感动作比所述第一体感交互内容的体感动作的运动负荷更低。
- 根据权利要求13-18中任一项所述的方法,其特征在于,所述方法还包括:所述电子设备检测所述用户所在的场地信息;所述场地信息包括所述用户所在场地中存在障碍物的位置的坐标,所述障碍物为与所述用户的距离在第一预设距离范围内的物体;所述电子设备根据所述场地信息改变所述第一体感交互内容;改变后的所述第一体感交互内容的体感动作朝避开所述障碍物的方向进行。
- 根据权利要求13-19中任一项所述的方法,其特征在于,所述用户数据包括以下一项或多项:身高、体重、肩高、臂长。
- 根据权利要求13-20中任一项所述的方法,其特征在于,所述第二心脏数据和所述第一预期心脏数据均为心率,或者均为心率百分比;所述心率百分比用于衡量所述用户的心率与所述用户的最大心率之间的关系。
- 一种电子设备,其特征在于,包括:显示器、处理器、存储器、心脏数据检测装置、体感动作采集装置;所述显示器用于显示体感交互内容;所述心脏数据检测装置用于检测用户的心脏数据;所述体感动作采集装置用于检测所述用户执行的体感交互内容的体感动作;所述存储器用于存储计算机程序;所述处理器用于调用所述计算机程序,使得所述电子设备执行如权利要求1-21中任一项所述的方法。
- 根据权利要求22所述的电子设备,其特征在于,所述心脏数据检测装置包括:摄像头。
- 一种计算机存储介质,其特征在于,包括:计算机指令;当所述计算机指令在电子设备上运行时,使得所述电子设备执行如权利要求1-21中任一项所述的方法。
- 一种计算机程序产品,其特征在于,当所述计算机程序产品在电子设备上运行时,使得所述电子设备执行如权利要求1-21中任一项所述的方法。
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