WO2022166795A1 - 游戏场景的终端振动评估方法、装置、介质及设备 - Google Patents
游戏场景的终端振动评估方法、装置、介质及设备 Download PDFInfo
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- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
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- G06F3/016—Input arrangements with force or tactile feedback as computer generated output to the user
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
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- A—HUMAN NECESSITIES
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- Y—GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
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- Y02D—CLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
- Y02D30/00—Reducing energy consumption in communication networks
- Y02D30/70—Reducing energy consumption in communication networks in wireless communication networks
Definitions
- the present application relates to the technical field of information processing, and in particular, to a terminal vibration detection technology in a game scene.
- terminal device vibration is mostly simple feedback implementation, such as incoming call reminders, alarm clocks and other scenarios, and there is a lack of terminal vibration evaluation methods for game scenarios, that is, there is no evaluation of the tactile effect of the player's tactile sensation after the terminal device vibrates. standard.
- the embodiments of the present application provide a terminal vibration evaluation method for a game scene, a terminal vibration detection device for a game scene, an electronic device, and a computer-readable storage medium, which can effectively detect the terminal vibration effect in the game scene, thereby helping It is used to reduce the deviation data in the theoretical vibration description file, so that the vibration of the terminal is consistent with the game scene, and further enhance the player's game immersion.
- a method for evaluating terminal vibration of a game scene executed by an electronic device, the method includes: acquiring an actual vibration curve of the target terminal when displaying the target game scene; the target terminal is used for displaying all Describe the equipment of the target game scene; Obtain the theoretical vibration description file associated with the target game scene, and determine the theoretical vibration curve according to the theoretical vibration description file; Determine the target deviation between the actual vibration curve and the theoretical vibration curve data; according to the target deviation data, detect whether the vibration of the target terminal matches the target game scene.
- a terminal vibration detection device for a game scene, the device comprising: an actual vibration curve acquisition module, a theoretical vibration curve acquisition module, a deviation data determination module, and a detection module.
- the above-mentioned actual vibration curve acquisition module is configured to: acquire the actual vibration curve of the target terminal when displaying the target game scene; the target terminal is a device used to display the target game scene; the above-mentioned theoretical vibration curve acquisition module is configured by is configured to: obtain a theoretical vibration description file associated with the target game scene, and determine a theoretical vibration curve according to the theoretical vibration description file; the above deviation data determination module is configured to: determine the actual vibration curve and the theoretical vibration Target deviation data between the curves; the detection module is configured to: detect whether the vibration of the target terminal matches the target game scene according to the target deviation data.
- a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, realizes the terminal vibration evaluation of the game scene according to any embodiment of the first aspect above. method.
- an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute by executing the executable instructions.
- a computer program product or computer program comprising computer instructions stored in a computer readable storage medium.
- the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the terminal vibration evaluation method for the game scene provided in the above embodiments.
- the actual vibration curve of the target terminal (which is the terminal device used to display the target game scene) when the target game scene is displayed is obtained, and the corresponding vibration curve associated with the target game scene is obtained.
- Theoretical vibration description file and determine the theoretical vibration curve according to the theoretical vibration description file; further, determine the target deviation data between the actual vibration curve and the theoretical vibration curve, and according to the target deviation data, detect whether the vibration of the target terminal is consistent with the target match the game scene.
- a standard for detecting whether the terminal vibration matches the game scene (such as game sound and game screen) is provided, which is conducive to promoting the provision of a terminal vibration form consistent with the game scene, thereby improving the sense of substitution in the game and the immersion of the player. .
- FIG. 1 shows a schematic diagram of a system architecture of an exemplary application environment to which a terminal vibration solution of a game scene according to an embodiment of the present application can be applied.
- FIG. 2 schematically shows a flow chart of a method for evaluating terminal vibration in a game scene according to an embodiment of the present application.
- FIG. 3 schematically shows a schematic diagram of a link from vibration start to vibration end according to an embodiment of the present application.
- FIG. 4 shows a schematic flowchart of a method for determining deviation data in an exemplary embodiment of the present application.
- FIG. 5 schematically shows a schematic flowchart of a method for evaluating terminal vibration in a game scene according to another embodiment of the present application.
- FIG. 6 shows a schematic diagram of a vibration curve in an exemplary embodiment of the present application.
- FIG. 7 shows a schematic diagram of a vibration curve in another exemplary embodiment of the present application.
- FIG. 8 schematically shows a schematic flowchart of a method for evaluating terminal vibration in a game scene according to yet another embodiment of the present application.
- FIG. 9 schematically shows a flow chart of a method for evaluating terminal vibration in a game scene according to yet another embodiment of the present application.
- FIG. 10 shows a schematic structural diagram of a terminal vibration detection apparatus for a game scene to which another embodiment of the present application can be applied.
- FIG. 11 shows a schematic structural diagram of a computer system suitable for implementing the electronic device according to the embodiment of the present application.
- Example embodiments will now be described more fully with reference to the accompanying drawings.
- Example embodiments can be embodied in various forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this application will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art.
- the described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments.
- numerous specific details are provided in order to give a thorough understanding of the embodiments of the present application.
- those skilled in the art will appreciate that the technical solutions of the present application may be practiced without one or more of the specific details, or other methods, components, devices, steps, etc. may be employed.
- well-known solutions have not been shown or described in detail to avoid obscuring aspects of the application.
- the vibration effect is invoked when entering the game to remind the player.
- the vibration is flexibly defined according to the in-game interaction, rendering, and rhythm to enhance the player's sense of immersion and realism. For example, for the resurrection of the character or the situation of dangerous attack, the recoil of the gunshot, the shock of the bomb, etc., different vibration effects can be set to stimulate the player's sense of touch, so as to achieve an immersive effect.
- FIG. 1 shows a schematic diagram of a system architecture of an exemplary application environment to which the terminal vibration solution of the game scene provided by the embodiment of the present application can be applied.
- the system architecture 100 may include a game terminal 110 , a network 120 and a game server 130 .
- the game terminal 110 , the network 120 and the game server 130 are connected through the network 120 .
- the game terminal 110 is a terminal device that can run games, wherein the games include console games, PC games or web games, mobile games running on smartphones, tablet computers, etc., and running on large screens such as TVs. Terminal cloud games, etc., but not limited to this.
- the network 120 may be a communication medium of various connection types capable of providing a communication link between the game terminal 110 and the game server 130, such as a wired communication link, a wireless communication link, or an optical fiber cable, etc. This does not limit.
- the game server 130 may be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or may provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud Cloud servers for basic cloud computing services such as communications, middleware services, domain name services, security services, and big data and artificial intelligence platforms.
- the method for evaluating the terminal vibration of the game scene provided by the embodiment of the present application may be executed by any electronic device, for example, by any node in the game server 130; correspondingly, the terminal vibration detection device of the game scene may be set on the game server 130 in.
- the method for evaluating the terminal vibration of the game scene provided by the embodiment of the present application may also be executed by the terminal 110.
- the terminal vibration detection apparatus for the game scene may also be set in the corresponding terminal. In this exemplary embodiment, this No special restrictions are made.
- the game server 130 sends a vibration command to the game terminal 110 to generate vibration.
- vibration influencing factors eg, network factors, terminal motor factors, etc.
- the vibration amplitude during the vibration process of the terminal may also be affected by the vibration influence factor, so that the actual vibration curve deviates from the theoretical vibration curve, so that the actual vibration felt by the player cannot reach the originally designed vibration effect.
- the game server 130 may obtain the actual vibration curve of the target terminal when the target game scene is displayed, and obtain the theoretical vibration description file associated with the target game scene. , and determine the theoretical vibration curve according to the theoretical vibration description file; further, determine the target deviation data between the actual vibration curve and the theoretical vibration curve, and according to the target deviation commercial street, detect whether the vibration of the target terminal is consistent with the target game scene.
- the evaluation methods based on the vibration effect of equipment mainly include the evaluation method of vibration timeliness, the evaluation method of accuracy and stability, and the method of residual stress test vibration, but they have not been combined with the game scene (such as sound and rendering effect) to evaluate the in-game vibration. way of evaluating the effects of vibration.
- the evaluation method of the vibration effect of the terminal provided by the related technology has the following problems: (1) Only the hardware capability of the terminal device is measured, such as the smoothness of the amplitude curve, the influence of the residual force after vibration, and the vibration particle size. , instead of providing a vibration measurement solution in combination with the game scene and player experience.
- the present technical solution provides a terminal vibration evaluation method for a game scene, a terminal vibration detection device for a game scene, and a computer-readable storage medium and electronic equipment for implementing the above method.
- the following is a detailed description of the embodiment of the method for evaluating the terminal vibration of the game scene provided by the present application:
- FIG. 2 shows a schematic flowchart of a method for evaluating terminal vibration in a game scene according to an exemplary embodiment of the present application.
- the method includes:
- Step S210 acquiring the actual vibration curve of the target terminal when the target game scene is displayed; the target terminal is a device for displaying the target game scene.
- Step S220 Acquire a theoretical vibration description file associated with the target game scene, and determine a theoretical vibration curve according to the theoretical vibration description file.
- Step S230 determining target deviation data between the actual vibration curve and the theoretical vibration curve.
- Step S240 according to the target deviation data, detect whether the vibration of the target terminal matches the target game scene.
- the terminal vibration scheme of the game scene provided by the embodiment shown in FIG. 2, by determining the deviation data of the actual vibration curve relative to the theoretical vibration curve, and based on the deviation data, it is detected whether the terminal vibration is consistent with the game scene, thus providing a kind of
- the measurement scheme used to detect whether the terminal vibration matches the game scene is beneficial to improve the match between the terminal vibration and the game scene, which in turn is beneficial to improve the sense of substitution of the game and the immersion of the player.
- the vibration of the terminal can be set according to the content of the current game scene (such as pictures, sounds, etc.) to enhance the sense of substitution in the game and player immersion.
- the above theoretical vibration description file refers to the amplitude value that changes with time, and the game terminal can realize the terminal vibration by analyzing the relevant theoretical vibration description file. For example, for a game scene where the character is under a dangerous attack, a theoretical vibration description file can be developed for the scene, and the game terminal can realize the terminal vibration by parsing the file, providing the player with a realistic feeling when the character is under a dangerous attack.
- step S210 the actual vibration curve of the target terminal when the target game scene is displayed is acquired.
- the target game scene may be any game scene in any game combined with a vibration effect.
- the target terminal is the terminal device that displays the target game scene.
- the vibration influence factor, deviation data, and terminal related to the target game scene are respectively recorded as the target vibration influence factor, target deviation data, and target terminal.
- the vibration data generated by the target terminal can be collected during the process of displaying the target game scene by the target terminal, and according to the generation time of the vibration data, according to the collected data.
- the vibration data constructs the actual vibration curve.
- step S220 a theoretical vibration description file associated with the target game scene is acquired, and a theoretical vibration curve is determined according to the theoretical vibration description file.
- the game terminal sends a vibration command associated with the current game scene to the game server, and the game server determines the theoretical vibration description file 31 to be sent according to the vibration command, and calls the target interface 32 to uniformly package the file, and The game terminal 33 is called to send the packaged theoretical vibration description file to the game terminal. Further, the gaming terminal parses the theoretical vibration description file 34 and generates vibrations.
- the game terminal drives the motor to generate vibration 35, and after the vibration process 36 (eg, cyclic vibration, or vibration of different amplitudes and frequencies in a single vibration process), to the end of the vibration, an end vibration event 37 is triggered, and the game server is reported to the game server. Actual vibration data 38, and finally the vibration stops.
- multiple links such as the time-consuming invocation of actions, the time-consuming of encapsulating actions, the time-consuming of parsing files, and the delay in communication between the gamepad, the game terminal and the gamepad will cause the start-up lag of the vibration.
- the model of the motor of the game terminal, the installation position of the motor in the terminal, etc. will also affect the amplitude or frequency of the vibration during the vibration process, causing the actual vibration curve to deviate from the theoretical vibration curve.
- the vibration of the game terminal has the following two problems, that is, the delay problem of the vibration and the problem that the actual curve deviates from the ideal curve during the vibration process.
- This technical solution by determining the target deviation data of the actual vibration curve relative to the above theoretical vibration curve, detects whether the vibration of the terminal is consistent with the game scene (such as step S230 and step S240), and provides a method to measure the vibration effect of the terminal in combination with the game scene. standard.
- step S230 when step S230 is specifically implemented to determine the target deviation data between the actual vibration curve and the theoretical vibration curve, a target fitting parameter can be determined according to the actual vibration curve and the theoretical vibration curve, and then the target is fitted parameters as target deviation data.
- Fig. 7 shows the actual vibration curve S1 generated when a certain game scene is displayed, and the theoretical vibration curve S2 determined according to the corresponding theoretical vibration description file.
- the Hausdorff algorithm can be used to calculate the degree of fit between the two.
- the collected vibration data can be fitted to calculate the turning point of the intensity or frequency, and then compared with the theoretical vibration curve to obtain the delay time of the intensity or frequency response (also known as the generation of delay overall index) and trailing duration (also known as trailing overall indicator parameters).
- the original actual vibration curve (the original vibration data non-fitting curve) can be shifted and scaled on the x-axis to obtain the actual vibration intensity or frequency curve.
- the original actual vibration curve is divided into multiple segments.
- ⁇ 2 is the overall deviation variance, specifically the intensity deviation variance or the frequency deviation variance
- X is the relative intensity or relative frequency of the actual vibration
- ⁇ is the relative intensity or frequency of the original input vibration
- N is the preset time unit, the The vibration curve is divided into N segments.
- F may specifically be an overall intensity deviation index (also referred to as an intensity deviation index parameter) or a frequency overall deviation index (also referred to as a frequency deviation index parameter).
- step S240 is performed to detect the target deviation data according to the target deviation data.
- the overall evaluation of vibration can be determined according to the above-mentioned delay overall index parameter, trailing overall index parameter, frequency deviation index parameter and intensity deviation index parameter in combination with the vibration effect influence parameter. index value; further, according to the overall evaluation index value of the vibration, it is detected whether the vibration of the target terminal is consistent with the target game scene.
- the overall vibration evaluation index value F score can be calculated by the following formula:
- a, b, c, and d are all vibration effect parameters
- D is the overall delay index parameter
- T is the overall trailing index parameter
- Fhz is the frequency deviation index parameter
- Fin is the intensity deviation index parameter.
- the overall evaluation index value of vibration can reflect whether the vibration of the target terminal is consistent with the target game scene. For example, when the overall evaluation index value of vibration is higher than the preset evaluation index threshold, it can be considered that the vibration of the target terminal is consistent with the target game scene, and vice versa , when the overall evaluation index value of the vibration is not higher than the preset evaluation index threshold, it can be considered that the vibration of the target terminal does not match the target game scene.
- step S230 when step S230 is specifically implemented to determine the target deviation data between the actual vibration curve and the theoretical vibration curve, the target deviation data between the actual vibration curve and the theoretical vibration curve may be determined according to the target vibration influence factor.
- the method includes:
- Step S410 acquiring the scene identifier corresponding to the target game scene and the terminal identifier of the target terminal displaying the target game scene;
- Step S420 acquiring the game identifier corresponding to the target game scene according to the scene identifier;
- Step S430 according to the terminal identifier, obtain at least one of the following information of the target terminal: motor information of the target terminal, network delay factors related to the target terminal, and Bluetooth information of the target terminal;
- step S440 determining the scene identifier, the game identifier, and the information of the target terminal obtained according to the terminal identifier as the target vibration influence factor.
- the above-mentioned target game scene may be the "yy scene” in “xx game", where the scene is identified as “yy” and the game identification is “xx”, wherein different games or different scenes in the same game may correspond to each other.
- the vibration influence factor includes scene identification and game identification.
- the relevant information of the terminal may also affect the vibration effect of the terminal. Therefore, the physical information of the terminal can be further obtained according to the identification of the terminal currently running the above game (such as the terminal model), such as the quality of the terminal that affects the vibration, the shape of the terminal, and the terminal shape. materials used, etc.
- the motor information of the terminal of this model can also be obtained, such as the motor type, the motor manufacturer, the installation position of the motor on the terminal, and other information that affects the vibration of the terminal.
- network delay factors and Bluetooth information related to the target terminal can also be obtained.
- the above information may affect the start timing of vibration, so that the actual vibration curve of the terminal deviates from the theoretical vibration curve, so it can be used as a vibration influence factor.
- the vibration influence factor of the target game scene (referred to as "target vibration influence factor") is obtained.
- step S450 the target vibration influence factor is predicted through a pre-trained machine learning model to obtain the target deviation data (the specific embodiment will be described in detail in the embodiment corresponding to FIG. 5).
- the technical solution adopts artificial intelligence technology to obtain the deviation data of the above-mentioned game scene, so as to further provide a self-correction solution for terminal vibration.
- FIG. 5 shows a schematic flowchart of a method for evaluating terminal vibration in a game scene in another exemplary embodiment of the present application. Specifically, the following two aspects related to the vibration of the game terminal are described in conjunction with FIG. 5 , including: through steps S540-S560, according to the delay of the vibration, it is detected whether the terminal vibration matches the game scene, and through steps S540'- Step S560', according to the fact that the actual vibration curve deviates from the ideal vibration curve during the vibration process, it is detected whether the vibration of the terminal matches the game scene.
- step S510 and step S520 are respectively the same as that of step S210 and step S220, and details are not repeated here.
- steps S540-step S560 After obtaining the above target impact factor through step S530, the specific implementation of steps S540-step S560 is introduced first:
- step S540 N groups of first sample data are acquired, and a first machine learning model is trained based on the first training sample data.
- the ith group of the first sample data includes: the scene identifier corresponding to the ith game scene, the identifier of the terminal used to display the ith game scene, and the vibration delay duration when the terminal displays the ith game scene, N is a positive integer, i is a positive integer not greater than N. That is, each set of first sample data includes a set of vibration influencing factors, and a delay time period for starting vibration under the influence of the set of vibration influencing factors.
- the vibration delay duration in each group of first sample data is determined as follows:
- a vibration curve of the amplitude Y as a function of time t is shown.
- the theoretical vibration description file before adjustment associated with the ith game scene and determine the theoretical vibration curve of the ith game scene according to the theoretical vibration description file before adjustment (as shown in the figure Vibration curve A) shown in dashed line in 6.
- the actual vibration curve of the terminal when displaying the i-th game scene (vibration curve B as shown in the solid line in Figure 6), wherein the actual vibration curve is the theoretical vibration of the terminal before the adjustment according to the existence of the vibration influence factor. generated by the description file.
- the first machine learning model is trained and tested by using the above-mentioned first sample data, so that the trained first machine learning model satisfies the preset model evaluation index.
- Model evaluation metrics such as AUC, F1 score, and model improvement are used to evaluate the predictive ability of the model.
- step S550 the target vibration delay time corresponding to the target game scene is determined according to the target vibration influence factor through the trained first machine learning model.
- step S560 a delay error value corresponding to the target game scene is obtained; according to whether the target vibration delay time is greater than the delay error value, it is determined whether the vibration of the target terminal is consistent with the target game scene .
- the above-mentioned delay error value may be related to a game scene, and may be determined according to actual requirements, which is not limited in this technical solution.
- the target vibration delay time is greater than the delay error value
- the current vibration delay time is not within the error range, which has affected the player's sense of immersion
- the detection result is that the vibration of the target terminal is not within the error range. It is consistent with the target game scene; if the target vibration delay time is not greater than the delay error value, it means that the current vibration delay time is within the error range and does not affect the player's immersion, and the detection result is the target terminal The vibration matches the target game scene.
- the technical solution adopts the difference between the theoretical vibration curve and the actual vibration curve Fit degree, as a measure of terminal vibration effect.
- FIG. 7 there is shown a vibration curve in which the amplitude Y changes with time t, wherein the vibration curve S1 is an actual vibration curve, and the vibration curve S2 is a theoretical vibration curve.
- the fit between the theoretical vibration curve S2 shown in FIG. 7 and the actual vibration curve S1 actually generated by the terminal device can be calculated.
- the above-mentioned degree of fit can be calculated by using the Hausdorff algorithm.
- the specific plans are as follows:
- step S540' M groups of second sample data are obtained, and a second machine learning model is trained based on the second training sample data.
- the jth group of second sample data includes: the scene identifier corresponding to the jth game scene, the identifier of the terminal used to display the above jth game scene, and the vibration fitting degree when the terminal displays the jth game scene, and M is A positive integer, j is a positive integer not greater than M. That is, each set of second sample data includes a set of vibration influencing factors, and the degree of fit between the actual vibration curve and the theoretical vibration curve under the influence of the set of vibration influencing factors.
- the vibration fitting degree in each group of second sample data is determined as follows:
- the jth group of second sample data For the jth group of second sample data, obtain the theoretical vibration description file before adjustment associated with the jth game scene, and determine the theoretical vibration curve of the jth game scene according to the theoretical vibration description file before adjustment (as shown in FIG. 7 ) Vibration curve shown S2), and obtain the actual vibration curve (vibration curve S1 as shown in Figure 7) of the terminal when displaying the jth game scene, the actual vibration curve is that the terminal is in the situation where the vibration influence factor exists The following is generated according to the theoretical vibration profile before the adjustment.
- the second machine learning model is trained and tested through the above-mentioned second sample data, so that the trained second machine learning model satisfies a preset model evaluation index.
- AUC may be used.
- F1 score, and model improvement are used to evaluate the predictive ability of the model.
- step S550' through the second machine learning model after training, according to the target vibration influence factor, determine the target vibration fit degree corresponding to the target game scene.
- step S560 ′ the fitting degree error value corresponding to the target game scene is obtained; according to whether the target vibration fitting degree is greater than the fitting degree error value, it is determined whether the vibration of the target terminal matches the target vibration The game scene matches.
- the above-mentioned fitting degree error value may be related to the game scene, and may be determined according to actual requirements, which is not limited in this technical solution.
- the target vibration fit is greater than the fit error value
- the detection result is the vibration of the target terminal. Does not match the target game scene; if the target vibration fit is not greater than the fit error value, it means that the current vibration fit is within the error range and does not affect the player's immersion, and the detection result is The vibration of the target terminal matches the target game scene.
- FIG. 8 shows a schematic flowchart of a method for evaluating terminal vibration of a game scene in another exemplary embodiment of the present application, and the embodiment shown in the figure is performed on the basis of FIG. 2 .
- step S850 is executed to adjust the theoretical vibration description file according to the target deviation data to obtain the adjusted theoretical vibration description file. Since the deviation data in the adjusted theoretical vibration description file is canceled, the vibration generated based on the adjusted theoretical vibration description file can make the vibration of the terminal match the target game scene (such as sound and picture), which is conducive to improving the game.
- the target game scene such as sound and picture
- the technical solution not only provides a solution for detecting terminal vibration in a game scene, but also provides a self-correction solution for a scene where the vibration does not match the game scene.
- step S850 is: determining a deviation cancellation factor according to the target deviation data; and adjusting the theoretical vibration description file based on the deviation cancellation factor to obtain an adjusted theoretical vibration description file.
- the deviation offset factor can be obtained by multiplying the obtained target deviation data by a preset coefficient according to actual requirements. Furthermore, the original theoretical vibration description file is adjusted based on the deviation cancellation factor to obtain an adjusted theoretical vibration description file.
- step S840 is: according to the target vibration delay time, determine the first deviation cancellation factor; Each time point is advanced by the time length corresponding to the first deviation cancellation factor, and the adjusted theoretical vibration description file is obtained.
- the obtained target vibration delay time is multiplied by a preset coefficient to obtain the first offset cancellation factor.
- the preset coefficient may take a value of 1.
- each time point in the theoretical vibration description file is advanced by the time length corresponding to the first deviation cancellation factor to obtain an adjusted theoretical vibration description file.
- the duration corresponding to the first deviation cancellation factor is the duration shown in t0 to t1
- the actual vibration curve (as shown by the solid line in FIG. 6 ) can be obtained.
- Vibration curve B) shown in Figure 6 can theoretically have the same start-up time as the theoretical vibration curve (vibration curve A shown by the dotted line in Figure 6), thereby eliminating the problem of terminal vibration start-up delay/hysteresis.
- step S850 is: according to the target vibration fit, determine a second deviation cancellation factor; cancel according to the second deviation
- the amplitude values corresponding to each time point in the theoretical vibration description file are processed by factors to obtain an adjusted theoretical vibration description file.
- the second deviation cancellation factor can be obtained by multiplying the obtained vibration fitting degree by a preset coefficient according to actual requirements.
- the preset coefficient can take a value of 1.
- the amplitude value at the corresponding time point in the original theoretical vibration description file is processed to obtain an adjusted theoretical vibration description file.
- the actual vibration curve (the vibration curve S1 shown in FIG. 7 ) can theoretically be the same as the theoretical vibration curve (as shown in FIG.
- the degree of fit between the vibration curves S2) shown in 7 is 1, thereby eliminating the problem that the actual curve deviates from the theoretical curve during the terminal vibration process.
- step S860 is executed: in response to the target terminal invoking the vibration command associated with the target game scene, send the theoretical vibration The description file is sent to the target terminal, so that the target terminal generates a vibration that matches the target game scene based on the adjusted theoretical vibration description file.
- the delay/delay of the terminal vibration startup and the problem that the actual vibration curve deviates from the theoretical vibration curve during the vibration process can be effectively avoided , so that the vibration of the terminal can be matched with the target game scene (such as sound and picture), which is beneficial to improve the immersion of the player.
- step S850 in response to a plurality of target terminals invoking vibration instructions associated with the target game scene, the target interface is called to format the theoretical vibration description file through the target interface. Protocol conversion to obtain a theoretical vibration description file in a unified format. And, sending the theoretical vibration description file in a unified format to the plurality of target terminals, so that after the target terminal parses the adjusted theoretical vibration description file, the vibration generates vibration consistent with the target game scene.
- the above-mentioned target interface can shield differences between different game terminal manufacturers and differences between different game platforms, and is essentially an interface that satisfies a unified protocol (for example, an interface that uniformly encapsulates the vibration calling interface of each terminal manufacturer. tgpa). Therefore, the development process of the game vibration description file only needs to focus on the vibration effect in the scene, and the above target interface is called to deliver the theoretical vibration description file in a unified format to the terminal, so that the bottom layer of the terminal can generate vibration effects without paying attention to different game platforms or terminals.
- Manufacturer differences That is, there is no need to formulate different evaluation standards for different equipment terminals, and when debugging the vibration effect, there is no need to do debugging and correction for each manufacturer individually, which ultimately saves manpower and material resources.
- the above-mentioned target interface is used as the unified calling interface of each game terminal, so that the vibration influence factor and the vibration delay time/vibration fit degree in the game scene can be reported to the cloud through this interface.
- Massive data learning and training are carried out on the lag time and the vibration effect diagram in the scene (as shown in the fitting curve training process 92 in Figure 9).
- the regularity of big data can be used to train uncertain factors into quantifiable vibration offsets. factor, and then put it into actual use in turn to cancel the interference factor.
- the trained data 93 is generated by training the machine learning model, and it is further judged whether the original file 94 (ie, the theoretical vibration description file 91 before adjustment) needs to be adjusted.
- the device 1000 for detecting terminal vibration in a game scene includes: an actual vibration curve acquisition module 1001 , a theoretical vibration curve acquisition module 1002 , a deviation data determination module 1003 and a detection module 1004 .
- the above-mentioned actual vibration curve acquisition module 1001 is configured to: acquire the actual vibration curve of the target terminal when displaying the target game scene; the target terminal is a device used to display the target game scene; the above-mentioned theoretical vibration curve acquisition module 1002 , is configured to: obtain a theoretical vibration description file associated with the target game scene, and determine a theoretical vibration curve according to the theoretical vibration description file; the above deviation data determination module 1003 is configured to: determine the actual vibration curve and all the Target deviation data between the theoretical vibration curves; the detection module 1004 is configured to: detect whether the vibration of the target terminal matches the target game scene according to the target deviation data.
- the above deviation data determination module 1003 is specifically configured to: determine a target fitting parameter according to the actual vibration curve and the theoretical vibration curve, and use the target fitting parameter as the target deviation data.
- the above deviation data determination module 1003 is specifically configured to: determine the delay overall index parameter, the trailing overall index parameter, the frequency according to the actual vibration curve and the theoretical vibration curve The deviation index parameter and the intensity deviation index parameter; the above-mentioned detection module 1004 is specifically configured to: combine the vibration effect influence parameter, according to the delay overall index parameter, the trailing overall index parameter, the frequency deviation index parameter and the The intensity deviates from the index parameter, and the overall vibration evaluation index value is determined; according to the overall vibration evaluation index value, it is detected whether the vibration of the target terminal is consistent with the target game scene.
- the above deviation data determination module 1003 is specifically configured to: determine target deviation data between the actual vibration curve and the theoretical vibration curve according to the target vibration influence factor.
- the above deviation data determination module 1003 is specifically configured to: acquire the scene identifier corresponding to the above target game scene and the terminal identifier of the above target terminal; and obtain the above target according to the above scene identifier
- the above-mentioned scene identifier, game identifier, and the above-mentioned target terminal information obtained according to the above-mentioned terminal identifier are determined as the above-mentioned target vibration influence factor.
- the above-mentioned target deviation data includes a target vibration delay time; the above-mentioned apparatus further includes a first model training module 1005 .
- the above-mentioned first model training module 1005 is configured to: obtain N groups of first sample data, and the i-th group of first sample data includes: a scene identifier corresponding to the i-th game scene; The identifier of the terminal, and the vibration delay duration when the terminal displays the above-mentioned i-th game scene, N is a positive integer, and i is a positive integer not greater than N; the first machine learning model is trained based on the above-mentioned N groups of first sample data , so that the trained first machine learning model satisfies the preset model evaluation index, and the trained first machine learning model is used to determine the target vibration delay time.
- the above-mentioned apparatus further includes a first sample processing module 1006 .
- the above-mentioned first sample processing module 1006 is configured to: for the i-th group of first sample data, obtain a pre-adjustment theoretical vibration description file associated with the above-mentioned i-th game scene; according to the above-mentioned pre-adjustment theoretical vibration description file , determine the theoretical vibration curve of the i-th game scene; obtain the actual vibration curve of the terminal when displaying the i-th game scene, and the above-mentioned actual vibration curve is generated by the above-mentioned terminal according to the theoretical vibration description file before the above-mentioned adjustment in the presence of the vibration influence factor. ; Comparing the above-mentioned theoretical vibration curve and the actual vibration curve, obtain the vibration delay time length when the terminal displays the above-mentioned i-th game scene.
- the above-mentioned deviation data determination module 1003 is further configured to: determine, through the above-mentioned first machine learning model after the above-mentioned training, according to the above-mentioned target vibration influence factor, the corresponding corresponding to the above-mentioned target game scene The target vibration delay time.
- the detection module 1004 is specifically configured to: obtain a delay error value corresponding to the target game scene; and when the target vibration delay time is greater than the delay error value, It is determined that the detection result is that the vibration of the target terminal does not match the target game scene.
- the above-mentioned target deviation data includes the target vibration fitting degree; the above-mentioned apparatus further includes a second model training module 1005'.
- the above-mentioned second model training module 1005' is configured to: acquire M groups of second sample data, and the jth group of second sample data includes: a scene identifier corresponding to the jth game scene, a terminal for displaying the above jth game scene and the vibration fitting degree when the terminal displays the above jth game scene; M is a positive integer, and j is a positive integer not greater than M; the second machine learning model is trained based on the above-mentioned M group of second sample data, so that the training The second machine learning model after training satisfies the preset model evaluation index, and the second machine learning model after training is used to determine the degree of fit of the target vibration.
- the above-mentioned apparatus further includes: a second sample processing module 1006'.
- the above-mentioned second sample processing module 1005' is configured to: for the jth group of second sample data, obtain the pre-adjustment theoretical vibration description file associated with the above jth game scene; according to the pre-adjustment theoretical vibration description file, determine The theoretical vibration curve of the jth game scene; obtain the actual vibration curve of the terminal when displaying the jth game scene, and the above-mentioned actual vibration curve is generated by the above-mentioned terminal in the presence of the vibration influence factor according to the above-mentioned theoretical vibration description file before adjustment; compare From the theoretical vibration curve and the actual vibration curve, the amplitude deviation sequence when the terminal displays the jth game scene is obtained, and the vibration fitting degree is calculated according to the amplitude deviation sequence.
- the above deviation data determination module 1002 is further configured to: determine the corresponding target game scene according to the above target vibration influence factor according to the above-mentioned second machine learning model after the above-mentioned training. The target vibration fit.
- the detection module 1004 is specifically configured to: obtain a fitting error value corresponding to the target game scene; in the case that the target vibration fitting degree is greater than the fitting error value Next, it is determined that the detection result is that the vibration of the target terminal does not match the target game scene.
- the above-mentioned apparatus further includes: an adjustment processing module 1007 and a sending module 1008 .
- the above-mentioned adjustment processing module 1007 is configured to: adjust the above-mentioned theoretical vibration description file according to the above-mentioned target deviation data to obtain an adjusted theoretical vibration description file;
- the above-mentioned sending module 1008 is configured to: in response to the call initiated by the above-mentioned target terminal The above-mentioned vibration command associated with the target game scene sends the above-mentioned adjusted theoretical vibration description file to the above-mentioned target terminal, so that the above-mentioned target terminal generates a vibration consistent with the above-mentioned target game scene based on the above-mentioned adjusted theoretical vibration description file.
- the adjustment processing module 1007 is specifically configured to: determine a deviation offset factor according to the target deviation data; perform adjustment processing on the theoretical vibration description file based on the deviation offset factor, and obtain an adjustment After the theoretical vibration description file.
- the target deviation data includes a target vibration delay time; the adjustment processing module 1007 is further configured to: determine a first deviation cancellation factor according to the target vibration delay time; Each time point in the above-mentioned theoretical vibration description file is advanced by the time length corresponding to the above-mentioned first deviation cancellation factor, so as to obtain an adjusted theoretical vibration description file.
- the target deviation data includes a target vibration fit; the adjustment processing module 1007 is further configured to: determine a second deviation offset factor according to the target vibration fit; The amplitude values corresponding to each time point in the theoretical vibration description file are processed according to the second deviation cancellation factor to obtain an adjusted theoretical vibration description file.
- the above-mentioned sending module 1008 is specifically configured to: in response to a plurality of target terminals invoking the vibration instructions associated with the above-mentioned target game scene, call the target interface, so as to pass the above-mentioned target interface to the target interface.
- the above-mentioned adjusted theoretical vibration description file is subjected to format protocol conversion to obtain a unified format of the theoretical vibration description file; the unified format of the theoretical vibration description file is sent to the above-mentioned multiple target terminals, so that the target terminal can parse the above-mentioned adjusted theoretical vibration description.
- the vibration produces a vibration that matches the target game scene above.
- Fig. 11 shows a schematic structural diagram of a computer system suitable for implementing the electronic device of the embodiment of the present invention.
- the computer system 1100 includes a processor 1101, wherein the processor 1101 may include: a graphics processing unit (Graphics Processing Unit, GPU), a central processing unit (Central Processing Unit, CPU), which can be stored in a read-only A program in a memory (Read-Only Memory, ROM) 1102 or a program loaded from a storage section 1108 into a random access memory (Random Access Memory, RAM) 1103 executes various appropriate actions and processes. In the RAM 1103, various programs and data necessary for system operation are also stored.
- a processor (GPU/CPU) 1101, a ROM 1102, and a RAM 1103 are connected to each other through a bus 1104.
- An Input/Output (I/O) interface 1105 is also connected to the bus 1104 .
- the following components are connected to the I/O interface 1105: an input section 1106 including a keyboard, a mouse, etc.; an output section 1107 including a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and a speaker, etc. ; a storage part 1108 including a hard disk and the like; and a communication part 1109 including a network interface card such as a LAN (Local Area Network) card, a modem, and the like.
- the communication section 1109 performs communication processing via a network such as the Internet.
- Drivers 1110 are also connected to I/O interface 1105 as needed.
- a removable medium 1111 such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is mounted on the drive 1110 as needed so that a computer program read therefrom is installed into the storage section 1108 as needed.
- embodiments of the present application include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the method illustrated in the flowchart.
- the computer program may be downloaded and installed from the network via the communication portion 1109, and/or installed from the removable medium 1111.
- the computer system 1100 may further include an AI (Artificial Intelligence, artificial intelligence) processor for processing computing operations related to machine learning.
- AI Artificial Intelligence, artificial intelligence
- the computer-readable medium shown in the embodiments of the present application may be a computer-readable signal medium or a computer-readable storage medium, or any combination of the above two.
- the computer-readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus or device, or a combination of any of the above.
- Computer readable storage media may include, but are not limited to, electrical connections with one or more wires, portable computer disks, hard disks, random access memory (RAM), read only memory (ROM), erasable Erasable Programmable Read Only Memory (EPROM), flash memory, optical fiber, portable Compact Disc Read-Only Memory (CD-ROM), optical storage device, magnetic storage device, or any suitable of the above The combination.
- a computer-readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.
- a computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code therein.
- Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing.
- a computer-readable signal medium can also be any computer-readable medium other than a computer-readable storage medium that can transmit, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device .
- Program code embodied on a computer-readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, etc., or any suitable combination of the foregoing.
- each block in the flowchart or block diagrams may represent a module, segment, or portion of code that contains one or more logical functions for implementing the specified functions executable instructions.
- the functions noted in the blocks may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved.
- the units involved in the embodiments of the present application may be implemented in software or hardware, and the described units may also be provided in a processor. Among them, the names of these units do not constitute a limitation on the unit itself under certain circumstances.
- the present application also provides a computer-readable medium.
- the computer-readable medium may be included in the electronic device described in the above embodiments; it may also exist alone without being assembled into the electronic device. middle.
- the above-mentioned computer-readable medium carries one or more programs, and when the above-mentioned one or more programs are executed by an electronic device, enables the electronic device to implement the methods described in the above-mentioned embodiments.
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Abstract
Description
Claims (22)
- 一种游戏场景的终端振动评估方法,由电子设备执行,所述方法包括:获取显示目标游戏场景时目标终端的实际振动曲线;所述目标终端是用于显示所述目标游戏场景的设备;获取与所述目标游戏场景关联的理论振动描述文件,根据所述理论振动描述文件确定理论振动曲线;确定所述实际振动曲线与所述理论振动曲线之间的目标偏差数据;根据所述目标偏差数据,检测所述目标终端的振动是否与所述目标游戏场景吻合。
- 根据权利要求1所述的方法,所述确定所述实际振动曲线与所述理论振动曲线之间的目标偏差数据,包括:根据所述实际振动曲线和所述理论振动曲线确定目标拟合参数,将所述目标拟合参数作为所述目标偏差数据。
- 根据权利要求2所述的方法,所述根据所述实际振动曲线与所述理论振动曲线确定目标拟合参数,包括:根据所述实际振动曲线和所述理论振动曲线,确定延迟整体指标参数、拖尾整体指标参数、频率偏离指标参数和强度偏离指标参数;所述根据所述目标偏差数据,检测所述目标终端的振动是否与所述目标游戏场景吻合,包括:结合振动效果影响参数,根据所述延迟整体指标参数、所述拖尾整体指标参数、所述频率偏离指标参数和所述强度偏离指标参数,确定振动整体评估指标值;根据所述振动整体评估指标值,检测所述目标终端的振动是否与所述目标游戏场景吻合。
- 根据权利要求1所述的方法,所述确定所述实际振动曲线与所述理论振动曲线之间的目标偏差数据,包括:根据目标振动影响因子,确定所述实际振动曲线与所述理论振动曲线之间的目标偏差数据。
- 根据权利要求4所述的方法,所述目标振动影响因子是通过以下方式确定的:获取所述目标游戏场景对应的场景标识、以及所述目标终端的终端标识;根据所述场景标识,获取所述目标游戏场景对应的游戏标识;根据所述终端标识,获取所述目标终端的以下信息中的至少一种:所述目标终端的物理信息、所述目标终端的马达信息、所述目标终端相关的网络延迟因素、以及所述目标终端的蓝牙信息;将所述场景标识、所述游戏标识、以及根据所述终端标识获取的所述目 标终端的信息,确定为所述目标振动影响因子。
- 根据权利要求4所述的方法,所述目标偏差数据包括目标振动延时时长;所述方法还包括:获取N组第一样本数据,第i组第一样本数据包括:第i游戏场景对应的场景标识、用于显示所述第i游戏场景的终端的标识、以及所述终端显示所述第i游戏场景时的振动延时时长;所述N为正整数,所述i为不大于N的正整数;基于所述N组第一样本数据训练第一机器学习模型,以使训练后的第一机器学习模型满足预设的模型评价指标,所述训练后的第一机器学习模型用于确定所述目标振动延时时长。
- 根据权利要求6所述的方法,所述终端显示所述第i游戏场景时的振动延时时长是通过以下方式确定的:对于第i组第一样本数据,获取与所述第i游戏场景关联的调整前的理论振动描述文件;根据所述调整前的理论振动描述文件,确定所述第i游戏场景的理论振动曲线;获取显示所述第i游戏场景时终端的实际振动曲线,所述实际振动曲线为所述终端在振动影响因子存在的情况下根据所述调整前的理论振动描述文件产生的;对比所述理论振动曲线和所述实际振动曲线,得到所述终端显示所述第i游戏场景时的振动延时时长。
- 根据权利要求6所述的方法,所述根据目标振动影响因子,确定所述实际振动曲线与所述理论振动曲线之间的目标偏差数据,包括:通过所述训练后的第一机器学习模型,根据所述目标振动影响因子,确定所述目标游戏场景对应的目标振动延时时长。
- 根据权利要求6所述的方法,所述根据所述目标偏差数据,检测所述目标终端的振动是否与所述目标游戏场景吻合,包括:获取所述目标游戏场景对应的延时误差值;在所述目标振动延时时长大于所述延时误差值的情况下,确定检测结果为所述目标终端的振动未与所述目标游戏场景吻合。
- 根据权利要求4所述的方法,所述目标偏差数据包括目标振动拟合度;所述方法还包括:获取M组第二样本数据,第j组第二样本数据包括:第j游戏场景对应的场景标识、用于显示所述第j游戏场景的终端的标识、以及所述终端显示所述第j游戏场景时的振动拟合度;所述M为正整数,所述j为不大于M的正整数;基于所述M组第二样本数据训练第二机器学习模型,以使训练后的第 二机器学习模型满足预设的模型评价指标,所述训练后的第二机器学习模型用于确定所述目标振动拟合度。
- 根据权利要求10所述的方法,所述终端显示所述第j游戏场景时的振动拟合度是通过以下方式确定的:对于第j组第二样本数据,获取与所述第j游戏场景关联的调整前的理论振动描述文件;根据所述调整前的理论振动描述文件,确定所述第j游戏场景的理论振动曲线;获取显示所述第j游戏场景时终端的实际振动曲线,所述实际振动曲线为所述终端在振动影响因子存在的情况下根据所述调整前的理论振动描述文件产生的;对比所述理论振动曲线和所述实际振动曲线,得到终端显示所述第j游戏场景时的振幅偏差序列,并根据所述振幅偏差序列计算所述振动拟合度。
- 根据权利要求10所述的方法,所述根据目标振动影响因子,确定所述实际振动曲线与所述理论振动曲线之间的目标偏差数据,包括:通过所述训练后的第二机器学习模型,根据所述目标振动影响因子,确定所述目标游戏场景对应的目标振动拟合度。
- 根据权利要求10所述的方法,所述根据所述目标偏差数据,检测所述目标终端的振动是否与所述目标游戏场景吻合,包括:获取所述目标游戏场景对应的拟合度误差值;在所述目标振动拟合度大于所述拟合度误差值的情况下,确定检测结果为所述目标终端的振动未与所述目标游戏场景吻合。
- 根据权利要求1所述的方法,所述方法还包括:根据所述目标偏差数据调整所述理论振动描述文件,得到调整后的理论振动描述文件;响应于所述目标终端发起的调用所述目标游戏场景关联的振动指令,发送所述调整后的理论振动描述文件至所述目标终端,以使所述目标终端基于所述调整后的理论振动描述文件,产生振动与所述目标游戏场景吻合的振动。
- 根据权利要求14所述的方法,所述根据所述目标偏差数据调整所述理论振动描述文件,得到调整后的理论振动描述文件,包括:根据所述目标偏差数据确定偏差抵消因子;基于所述偏差抵消因子对所述理论振动描述文件进行调整处理,得到所述调整后的理论振动描述文件。
- 根据权利要求14所述的方法,所述目标偏差数据包括目标振动延时时长;所述根据所述目标偏差数据调整所述理论振动描述文件,得到调整后的理论振动描述文件,包括:根据所述目标振动延时时长,确定第一偏差抵消因子;将所述理论振动描述文件中各个时点均提前所述第一偏差抵消因子对应的时长,得到所述调整后的理论振动描述文件。
- 根据权利要求14所述的方法,所述目标偏差数据包括目标振动拟合度;所述根据所述目标偏差数据调整所述理论振动描述文件,得到调整后的理论振动描述文件,包括:根据所述目标振动拟合度,确定第二偏差抵消因子;根据所述第二偏差抵消因子处理所述理论振动描述文件中各个时点对应的振幅值,得到所述调整后的理论振动描述文件。
- 根据权利要求14所述的方法,所述响应于所述目标终端发起的调用所述目标游戏场景关联的振动指令,发送所述调整后的理论振动描述文件至所述目标终端,以使所述目标终端基于所述调整后的理论振动描述文件,产生振动与所述目标游戏场景吻合的振动,包括:响应于多个所述目标终端发起的调用所述目标游戏场景关联的振动指令,调用目标接口,以通过所述目标接口对所述调整后的理论振动描述文件进行格式协议转换,得到统一格式的理论振动描述文件;将统一格式的理论振动描述文件发送至所述多个目标终端,以使所述目标终端解析所述调整后的理论振动描述文件后,振动产生与所述目标游戏场景吻合的振动。
- 一种游戏场景的终端振动检测装置,所述装置包括:实际振动曲线获取模块,被配置为:获取显示目标游戏场景时目标终端的实际振动曲线;所述目标终端是用于显示所述目标游戏场景的设备;理论振动曲线获取模块,被配置为:获取与所述目标游戏场景关联的理论振动描述文件,根据所述理论振动描述文件确定理论振动曲线;偏差数据确定模块,被配置为:确定所述实际振动曲线与所述理论振动曲线之间的目标偏差数据;检测模块,被配置为:根据所述目标偏差数据,检测所述目标终端的振动是否与所述目标游戏场景吻合。
- 一种计算机可读存储介质,其上存储有计算机程序;所述计算机程序被处理器执行时实现如权利要求1至18中任意一项所述的游戏场景的终端振动评估方法。
- 一种电子设备,包括:处理器;以及存储器,用于存储所述处理器的可执行指令;其中,所述处理器配置为经由执行所述可执行指令来执行权利要求1至18中任意一项所述的游戏场景的终端振动评估方法。
- 一种计算机程序产品,包括指令,当其在计算机上运行时,使得计算机实现权利要求1至18中任意一项所述的游戏场景的终端振动评估方法。
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