WO2022205901A1 - 直播互动的处理方法及装置 - Google Patents

直播互动的处理方法及装置 Download PDF

Info

Publication number
WO2022205901A1
WO2022205901A1 PCT/CN2021/128482 CN2021128482W WO2022205901A1 WO 2022205901 A1 WO2022205901 A1 WO 2022205901A1 CN 2021128482 W CN2021128482 W CN 2021128482W WO 2022205901 A1 WO2022205901 A1 WO 2022205901A1
Authority
WO
WIPO (PCT)
Prior art keywords
client
target
game
answer
live
Prior art date
Application number
PCT/CN2021/128482
Other languages
English (en)
French (fr)
Inventor
周甜甜
Original Assignee
北京达佳互联信息技术有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 北京达佳互联信息技术有限公司 filed Critical 北京达佳互联信息技术有限公司
Publication of WO2022205901A1 publication Critical patent/WO2022205901A1/zh

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0207Discounts or incentives, e.g. coupons or rebates
    • G06Q30/0236Incentive or reward received by requiring registration or ID from user
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/577Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for watching a game played by other players

Definitions

  • the present disclosure relates to the field of network technologies, and in particular, to a method, device and server for processing live broadcast interaction.
  • the present disclosure provides a processing method, device and server for live broadcast interaction.
  • the technical solutions of the present disclosure are as follows:
  • a method for processing live broadcast interaction including:
  • the step of pushing the target question to a second client playing the game live broadcast initiated by the first client includes:
  • the target question is generated.
  • the step of acquiring the game progress of the first client includes:
  • the step of generating the target question includes:
  • the target chess card is selected from the remaining chess and cards to generate the target question, wherein the target question is used to predict whether the first client will play the target chess card in the next step.
  • the method further includes:
  • the first client is controlled to prohibit the execution of the game operation of the target step within the second preset time period.
  • the step of providing different feedback information to the second client includes:
  • the method further includes:
  • the quantity of virtual reward resources provided to the second client is determined according to the correct rate of the answers of all clients who answered the target question.
  • the step of providing different feedback information to the second client includes:
  • another method for processing live broadcast interaction including:
  • the second client receives the target question pushed by the server; wherein the target question is generated according to the game progress of the first client, and the target question uses predicting a game play indicating a target step for the first client;
  • the second client sends the answer of the second client to the target question to the server;
  • the second client receives feedback information provided by the server; wherein, the feedback information corresponds to a judgment result of whether the answer is correct.
  • the method further includes:
  • the second client pops up a target control for displaying the target question
  • the step of the second client sending the answer of the second client to the target question to the server includes: receiving, by the second client, an input operation of the second client for the target control, Wherein, the input operation is used to instruct the second client to answer the target question; the second client sends the second client's answer to the target question to the server based on the input operation s answer.
  • the target control includes a plurality of answer candidates
  • the step of receiving, by the second client, an input operation of the second client with respect to the target control includes: A selection operation for the plurality of answer candidates.
  • the method further includes:
  • the second client stops displaying the target control.
  • the step of popping up the target control for displaying the target question on the second client side includes: displaying, on the second client side, a simulated operation interface identical to that of the first client side;
  • the step of the second client receiving the input operation of the second client with respect to the target control includes: the second client receiving the input operation with respect to the simulated operation interface.
  • the step of the second client receiving the feedback information provided by the server includes:
  • the second client receives the virtual reward resource provided by the server.
  • another method for processing live broadcast interaction including:
  • the first client sends game progress information to the server when the game live broadcast is enabled, wherein the game progress information is used as a basis for the server to generate target questions, and the target questions are used to indicate that the first The game play of the target step of the client is predicted, the target question is used to be pushed to the second client;
  • the first client receives the prompt information pushed by the server; wherein the prompt information is used to prompt the first client to perform the game operation of the target step after a second preset time period, and the second The preset duration is less than the first preset duration, and the first preset duration is the limit duration set for the game operation of the target step by the game broadcast live by the first client;
  • the first client displays the prompt information.
  • another method for processing live broadcast interaction including:
  • the first client sends game progress information to the server when the game live broadcast is enabled, wherein the game progress information is used as a basis for the server to generate target questions, and the target questions are used to indicate that the first The game play of the target step of the client is predicted, the target question is used to be pushed to the second client;
  • the first client based on the control of the server, prohibits the execution of the game operation of the target step within a second preset time period, wherein the second preset time period is less than the first preset time period, and the first preset time period is less than the first preset time period.
  • a preset duration is a time limit set for the game operation of the target step in the game broadcast by the first client.
  • a processing apparatus for live broadcast interaction including:
  • a first pushing unit configured to push the target question to a second client playing the game live broadcast initiated by the first client, so that the second client displays the target question, wherein the target question is used to indicate the target for the first client Steps of the game operation to predict;
  • a first receiving unit configured to receive an answer to the target question from the second client
  • the first feedback unit is configured to provide different feedback information to the second client according to whether the answer is correct.
  • the first push unit includes:
  • a first obtaining unit configured to obtain the game progress of the first client
  • the first generating unit is configured to generate the target question according to the game progress of the first client.
  • the first obtaining unit includes:
  • the second obtaining unit is configured to obtain the live game screen of the first client
  • the first determining unit is configured to perform image recognition on the live game screen to determine the progress of the game.
  • the first generating unit when the game broadcasted by the first client is a chess and card game, the first generating unit includes:
  • an identification unit configured to identify the remaining chess and cards of the first client
  • the second generating unit is configured to select the target chess and cards from the remaining chess and cards to generate the target question, wherein the target question is used to predict whether the first client will play the target chess and card in the next step.
  • the apparatus further includes:
  • a third obtaining unit configured to obtain the limited duration set by the game operation of the target step of the game broadcast by the first client, and obtain the first preset duration
  • a second determining unit configured to determine a second preset duration according to the first preset duration, where the second preset duration is smaller than the first preset duration
  • the second push unit is configured to push prompt information to the first client, so that the first client displays the prompt information, wherein the prompt information is used to prompt the first client Countdown information for executing the game operation of the target step;
  • the first control unit is configured to control the first client to prohibit the execution of the game operation of the target step within a second preset time period, wherein the second preset time period is smaller than the first preset time period Duration, the first preset duration is the limit duration set by the game broadcasted by the first client as the target step for the game operation.
  • the first feedback unit includes:
  • the second feedback unit is configured to provide virtual reward resources to the second client if the second client's answer is correct.
  • the apparatus further includes:
  • a fourth obtaining unit configured to obtain answers from all clients participating in answering the target question
  • the third determining unit is configured to determine the number of virtual reward resources provided to the second client according to the correct rate of answers of all clients who answered the target question.
  • the first feedback unit includes:
  • a fifth obtaining unit configured to obtain the answers of all clients for all target questions in the process of the game live broadcast of the first client, and obtain answer records;
  • a sorting unit configured to sort all clients according to the number of answers and/or the accuracy of answers according to the answer records
  • a judging unit configured to judge whether to provide virtual reward resources to the second client according to the sorting result of the second client
  • the third feedback unit is configured to provide corresponding feedback information to the second client according to the judgment result.
  • another processing apparatus for live broadcast interaction including:
  • the first receiving unit is configured to receive the target question pushed by the server through the second client when playing the game live broadcast started by the first client; wherein, the target question is based on the game progress of the first client situation, the target question is used to instruct the first client to predict the game operation of the target step;
  • a first sending unit configured to send the second client's answer to the target question to the server through the second client;
  • the second receiving unit is configured to receive, through the second client, feedback information provided by the server; wherein the feedback information corresponds to a judgment result of whether the answer is correct.
  • the apparatus further includes: a display unit configured to pop up a target control for displaying the target question through the second client;
  • the first sending unit includes: a third receiving unit configured to receive, through the second client, an input operation of the second client with respect to the target control, wherein the input operation is used to indicate the The second client's answer to the target question; and a second sending unit configured to send the second client's answer to the target question to the server based on the input operation.
  • the target control includes a plurality of answer candidates
  • the third receiving unit includes an obtaining unit configured to obtain a selection operation of the second client for the plurality of answer candidates.
  • the apparatus further includes:
  • the display unit is configured to stop displaying the target control.
  • the display unit is further configured to display the same simulated operation interface as the operation interface of the first client;
  • the first sending unit is further configured to receive the input operation for the simulated operation interface.
  • the second receiving unit is further configured to receive the virtual reward resource provided by the server when the answer sent by the second client is correct.
  • another processing apparatus for live broadcast interaction including:
  • the sending unit is configured to send the game progress situation to the server through the first client when the game live broadcast is enabled, wherein the game progress situation is used as the basis for the server to generate the target question, and the target question uses the making predictions on game play indicating a target step for the first client, the target question for being pushed to the second client;
  • a receiving unit configured to receive prompt information pushed by the server; wherein the prompt information is used to prompt the first client to perform the game operation of the target step after a second preset duration, and the second The preset duration is less than the first preset duration, and the first preset duration is the limit duration set for the game operation of the target step by the game broadcast live by the first client;
  • a display unit configured to display the prompt information through the first client.
  • another processing apparatus for live broadcast interaction including:
  • the sending unit is configured to send the game progress situation to the server through the first client when the game live broadcast is enabled, wherein the game progress situation is used as the basis for the server to generate the target question, and the target question uses the making predictions on game play indicating a target step for the first client, the target question for being pushed to the second client;
  • the control unit is configured to, based on the control of the server, prohibit the execution of the game operation of the target step within a second preset period of time, wherein the second preset period of time is less than the first preset period of time, and the first preset period of time is A preset duration is a time limit set for the game operation of the target step in the game broadcast by the first client.
  • a server comprising:
  • memory for storing processor-executable instructions
  • the processor is configured to execute the instructions to implement the method for processing live interaction provided by the first aspect, the second aspect, the third aspect, the fourth aspect and any one of the examples thereof.
  • a computer-readable storage medium when the instructions in the computer-readable storage medium are executed by a processor of a server, the server can execute the first aspect, the second aspect, the first The method for processing live broadcast interaction provided by the third aspect, the fourth aspect and any one of the examples thereof.
  • a computer program product including a computer program/instruction, and the computer program/instruction, when executed by a processor, implements the first aspect, the second aspect, the third aspect, and the fourth aspect and the processing method of live interaction provided by any of its examples.
  • the interactive experience increases user stickiness. Users watching the live broadcast can actively predict the game operation of the anchor while watching the live broadcast, and have a more sense of participation in the game. Moreover, the users watching the live broadcast will get different feedback according to whether the prediction is correct, which improves the enthusiasm of users to answer the questions. Thus, the interactive effect of live broadcast is improved.
  • FIG. 1 is a schematic architectural diagram of an application scenario of a method for processing live interaction according to some embodiments of the present disclosure
  • FIG. 2 is a schematic flowchart of a method for processing live interaction according to some embodiments of the present disclosure
  • FIG. 3 is a schematic flowchart of a method for processing live interaction according to other embodiments of the present disclosure.
  • FIG. 4 is a schematic interface diagram of a method for processing live interaction according to some embodiments of the present disclosure.
  • FIG. 5 is a schematic flowchart of a method for processing live interaction according to some embodiments of the present disclosure
  • FIG. 6 is a schematic flowchart of a method for processing live interaction according to some embodiments of the present disclosure
  • FIG. 7 is a schematic flowchart of a method for processing live broadcast interaction according to some embodiments of the present disclosure.
  • FIG. 8 is a block diagram of a processing apparatus for live interaction according to some embodiments of the present disclosure.
  • FIG. 9 is a block diagram of another processing apparatus for live interaction according to some embodiments of the present disclosure.
  • FIG. 10 is a block diagram of another processing apparatus for live interaction according to some embodiments of the present disclosure.
  • FIG. 11 is a block diagram of another processing apparatus for live interaction according to some embodiments of the present disclosure.
  • Fig. 12 is a block diagram of a server according to some embodiments of the present disclosure.
  • the processing method for live broadcast interaction can be applied to the scene of game live broadcast.
  • it may at least include three parties: the client that initiates the live broadcast, the client that plays the live broadcast, and the server.
  • FIG. 1 A schematic diagram of the architecture of an exemplary application scenario is shown in FIG. 1 .
  • the first client that initiates the game live broadcast can run in the first terminal device 11
  • the second client that plays the live broadcast can run in the second terminal device 12 . .
  • the first terminal device 11 and the second terminal device 12 may be electronic devices such as computers, mobile phones, tablet computers, etc., which are configured with a display screen and an interactive input unit, and have information processing capabilities.
  • a communication connection is established between the first terminal device 11 and the server 10 through a network
  • a communication connection is established between the second terminal device 12 and the server 10 through a network.
  • the network used for the communication connection involved in the embodiments of the present disclosure may be a wireless network based on a communication standard, such as WiFi, an operator network (such as 2G, 5G, 4G or 5G), or a combination thereof, or based on other established Some communication methods are not limited in this embodiment of the present disclosure.
  • the server 10 may provide application services to corresponding clients (including the first client and the second client), and provide required services in response to requests from the corresponding clients.
  • the server 10 may be a single server, or may be a server cluster deployed with multiple servers, which is not limited in this embodiment of the present disclosure.
  • the first client can broadcast the screen of the first terminal device 11 live, and the second client can broadcast the game live.
  • the first client and the second client may be different types of clients, for example, the first client may be a client for providing a live broadcast function, and the second client may be a client for providing live viewing functional client; or, in another example, the first client and the second client can also be the same type of client, in which case this type of client can provide both live streaming functionality and viewing Live function.
  • a host wants to live broadcast the game, he can open the first client used for live broadcast in the first terminal device 11 and log in his own ID (Identity document), Then start the live broadcast.
  • a unique ID can also be correspondingly configured to facilitate viewers to find the live broadcast.
  • the picture of the first terminal device 11 can be captured to obtain a live broadcast picture.
  • a live broadcast picture For example, it may be a full screen screen of the first terminal device 11 or a running screen of one or more programs, and the range of the live broadcast screen may be determined according to the selection of the host.
  • the host can open the game program and choose to live broadcast at least the screen of the game program, so that viewers watching the live broadcast can see the screen of the game program in the live broadcast screen.
  • the live broadcast image captured by the first client terminal will be sent to the server 10 .
  • the user watching the live broadcast opens the second client in the second terminal device 12, he can view the entrance of the live broadcast by actively searching for the host ID/live broadcast ID or by being pushed.
  • the entrance can be in the form of a picture.
  • the link of the live broadcast room provided, the user watching the live broadcast clicks the picture in the second terminal device 12 to enter the corresponding live broadcast room, and obtains the live broadcast screen of the first client through the communication connection with the server 10 .
  • FIG. 2 is a flowchart illustrating a method for processing live broadcast interaction according to some embodiments of the present disclosure.
  • the method for processing live broadcast interaction may be performed by the server 10 shown in FIG. 1 , but the present disclosure is not limited thereto.
  • the interactive processing method can also be performed by any device capable of implementing the corresponding function, such as an in-vehicle device, a mobile device, or a computing device.
  • the method may include the following steps 201 to 203 .
  • step 201 the target question is pushed to the second client playing the game live broadcast initiated by the first client, so that the second client displays the target question.
  • the second client terminal may play the game live broadcast initiated by the first client.
  • the target question may be pushed to the second client.
  • the target question is used to indicate the prediction of the game operation for the target step of the first client.
  • the target step may be one or more steps following the game being broadcast live by the first client.
  • the first client is live broadcasting the landlord, and the game operation of the target step can be the next card playing operation; tactical competitive games) games, then, the game operation of the target step can be the next battle route selected by the player of the first client, etc.
  • the specific content of the target problem is not specifically limited in this embodiment of the present disclosure, which is used to predict the live broadcast of the game The game action of the target step that did not occur is sufficient.
  • target questions may be generated based on the game progress of the first client.
  • the following steps may be included:
  • the target question is generated.
  • the game progress situation is used to indicate the progress of the game.
  • the game progress situation may include the game operation record that has occurred in the game perspective of the first client in the game broadcast by the first client, and other game perspectives may be displayed by the first client.
  • the progress of the game may include the cards that have been played in the current round.
  • Generating target questions according to the progress of the game can increase the flexibility of the content of the questions, improve users' expectations for unknown operations, and increase the game participation of live audiences.
  • the progress of the game may be identified through image recognition technology, or the server 10 may negotiate in advance with the server of the game being broadcast by the first client, and obtain the current information provided by the server of the game during the live broadcast and the current information of the first client. game progress.
  • the step of acquiring the game progress of the first client may include the following steps:
  • image recognition is performed by acquiring the live game screen of the first client.
  • the cards displayed in the current screen are recognized.
  • Image recognition technology can be pre-trained based on an existing image recognition model.
  • some game pictures can be captured in advance, and the target objects of interest can be manually marked in the picture, or the target objects of interest can also be provided.
  • Image material identify whether the target image material appears in the comparison on the live game screen. For example, images of all card faces can be saved in advance. Then, on the live game screen, the card faces that have been compared in the playing area are: Which one.
  • the game progress is determined through image recognition, and accurate game progress can be obtained by analysis without resorting to external information.
  • the above is used to exemplarily describe how to obtain the game progress of the first client, and then, the steps of generating the target question based on the obtained game progress may be performed.
  • a variety of game progress categories may be listed in advance for the game, and a text image corresponding to each game progress category may be preset. Then, after acquiring the game progress situation, it is determined which game progress category the current game progress situation falls into, and then the target problem corresponding to the game progress category can be determined. For example, it is possible to exhaustively enumerate the combinations of categories to which all player-operated characters belong in MOBA games, and then, after obtaining the live game screen to identify which combination the categories of all player-operated characters belong to, find the corresponding problem.
  • the corresponding target question when performing the step of generating the target question according to the obtained game progress situation, may also be generated in real time based on the current game progress situation.
  • the step of generating the target question may include the following steps:
  • the target chess card is selected from the remaining chess and cards to generate the target question, wherein the target question is used to predict whether the first client will play the target chess card in the next step.
  • the current remaining chess and cards of the first client terminal can be identified in the game live broadcast screen by means of image recognition.
  • the target chess card is selected from the remaining chess and cards.
  • the selection rule may be to select a card face larger than the card face played by the previous player in the remaining chess and cards.
  • a target question is generated, and the content of the target question is to ask the host of the first client whether the target chess and cards will be played in the next step.
  • selecting the target chess and cards among the remaining chess and cards may also not select chess and cards.
  • the target question is equivalent to asking the first client whether the next step will be out of cards.
  • the target question is pushed to the second client to cause the second client to display the target question.
  • the manner of displaying may be that a target control displaying the content with the target problem is popped up on the second client terminal.
  • step 202 the second client's answer to the target question is received.
  • an input operation of the second client is received, wherein the input operation of the second client is used to indicate that the second client aims at the target question s answer.
  • the input operation of the second client may be an input operation for the target control.
  • the target control can be a bullet screen, and the content of the bullet screen is the target question. After the user clicks on the bullet screen, an input box can pop up, and the user of the second client can enter a string in the input box to answer.
  • the target control may also include multiple answer candidates, and the user of the second client may select one answer candidate from the multiple answer candidates. By setting multiple candidates, it is convenient for audiences to operate when answering questions.
  • the user's input operation on the target control through the second client can be sent to the server 10 through the network, so that the server 10 can receive it. Displaying the target problem through the target control can conveniently control the popup and disappearance of the target control, improving the user experience.
  • the target control may be the same simulated operation interface as that of the first client, so that the second client may receive an input operation for the simulated operation interface.
  • a pendant pops up, and the pendant is used to display the same interface as the current card playing operation interface of the first client, which may include the current remaining card faces of the first client , as well as the button to play or not to play, etc. In this way, a more immersive experience can be brought to users watching the live broadcast, and it is convenient for the live broadcast audience to quickly determine how to perform input operations.
  • the second client may be controlled to stop displaying the target control, or, to stop receiving the input operation of the second client for the target control, or , the input operation for the target control received by the second client is recorded as an invalid operation, etc.
  • the implementation of some embodiments is to use an image recognition method to determine whether the game broadcast by the first client has performed the target step in the game live broadcast screen game operation.
  • the target question displayed by the target control of the second client is what card will the host play next in the Doudizhu game. Then, when the server 10 recognizes that the user has played the card in the game live screen of the first client, it can be
  • the target control of the second client is controlled to stop displaying, so as to stop receiving the input operation of the second client for the target control.
  • the target question of what skill will be upgraded next by the anchor corresponding to the first client is pushed to the second client. Then, it is recognized in the game live screen of the first client that the user has executed In the case of upgrading the skill, the second client can be controlled to stop displaying the target control for receiving the input answer operation.
  • the shortest duration means that the first client can execute the game operation of the target step after at least the second preset duration.
  • the server 10 may send the specific value of the second preset duration to the second client, so that after the timing reaches the second preset duration, the second client controls to stop receiving input operations/stop displaying the target control, or the like, or , the server 10 may send to the second client an instruction for controlling the second client to stop receiving input operations/stop displaying the target control after the timing reaches the second preset time period.
  • the timing of executing the target step on the host side can be determined, so as to determine whether the problem is still displayed, avoiding the situation that the host side has already executed the target step in the game, and the audience terminal still asks questions about the target step.
  • the target question in order to make the host corresponding to the first client perform the game operation of the target step after the second preset time period, the target question may be pushed to the second client playing the game live broadcast initiated by the first client while executing the game.
  • Pushing prompt information to the first client so that the first client displays the prompt information, wherein the prompt information is used to prompt the first client to perform the countdown information of the game operation of the target step, and the countdown duration is the second preset duration .
  • the limited duration set for the game operation of the target step, that is, in the game broadcast by the first client, the longest operation duration of the game operation of the target step is the second preset duration.
  • the specific way of controlling the first client to prohibit the execution of game operations within the second preset time period may be that the server 10 controls the terminal device running the first client and the game process to stop receiving any interactive device within the second preset time period.
  • control the first client to display a transparent layer on the top layer of the screen of the touch-screen mobile phone, so as to organize the reception of any touch input, etc., which are not limited in the embodiments of the present disclosure, and are only used for exemplary description. .
  • step 203 different feedback information is provided to the second client according to whether the answer is correct.
  • step 202 The method for determining the game operation of the first client to execute the target step has been described in detail in step 202, and will not be repeated here.
  • the first client performs the game operation of the target step, it is equivalent to obtaining the correct answer to the target question.
  • different feedback information can be provided to the second client according to whether the answer of the second client is correct.
  • the second client can be informed whether it answered correctly.
  • users who watch the live broadcast can be encouraged to watch the live broadcast more attentively, the enthusiasm of the audience to answer questions can be improved, and the atmosphere of the live broadcast room can be stimulated, thereby improving the user's experience of watching the live broadcast.
  • virtual reward resources may be provided to the second client.
  • virtual currency for example, virtual currency, coupons, special identifiers, etc.
  • users can get positive feedback when they answer correctly, so that they can continue to participate in answering questions more actively.
  • the amount of virtual reward resources provided to the second client can be determined according to the answers of all clients participating in answering the target question.
  • the following steps may also be performed:
  • the quantity of virtual reward resources provided to the second client is determined according to the correct rate of the answers of all clients who answered the target question.
  • the same number of virtual reward resources can be provided to all clients who correctly answer the target question, and the specific value of the number can be calculated according to a preset calculation rule. High, the lower the number of virtual reward resources, the lower the correct rate of the target question, and the higher the number of virtual reward resources.
  • users who watch the live broadcast can be encouraged to watch the live broadcast more attentively, the enthusiasm of the audience to answer questions can be improved, and the atmosphere of the live broadcast room can be stimulated, thereby improving the user's experience of watching the live broadcast.
  • step 203 provides different feedback information to the second client according to whether the answer is correct, which may include performing the following steps:
  • the question of predicting the game operation can be asked at each step of the game broadcast live by the first client, and then, after executing the game operation in each step, the corresponding game operation can be announced.
  • the answer to the question so that the correct answer rate of the audience for each question can be counted, and then the amount of game coins awarded for each question is determined.
  • the answers to all questions are counted, among all the audience. , determine the top three viewers with the highest accuracy rate of answering all questions, and additionally reward the corresponding number of game coins.
  • users who watch the live broadcast can be encouraged to watch the live broadcast more attentively, which can improve the enthusiasm of the audience to answer questions, and stimulate the atmosphere of the live broadcast room, thereby improving the user's experience of watching the live broadcast.
  • the question of predicting the game operation is pushed to the playing client watching the live broadcast of the game, the answer of the playing client is obtained, and the answer to the question answered by the playing client is correct.
  • the terminal feeds back different information, thereby improving the user's interactive experience when watching the live broadcast and increasing user stickiness.
  • Users who watch the live broadcast can actively predict the game operation of the anchor while watching the live broadcast, and have a more sense of participation in the game.
  • users who watch the live broadcast will get different feedback according to whether the prediction is correct, which will help improve the user's answering questions.
  • the enthusiasm of the live broadcast thereby improving the interactive effect of the live broadcast.
  • This application scenario takes the live broadcast of the Doudizhu game as an example.
  • the anchor when the anchor starts the live broadcast of Doudizhu, the anchor is usually outputting the live broadcast screen.
  • the anchor's card is visible to the audience in the live broadcast room, but what card does the anchor broadcast? , how to play cards, often has nothing to do with the audience.
  • the audience in the live room is just the audience and can only watch.
  • a robot that automatically sends out bullet screens can be set up in the live broadcast room, and further, when it is the main player's turn to play cards, the audience can The client sends a barrage, which is used to ask the host how to play cards next. After the audience clicks on the bullet screen, a dialog box will pop up, and the audience can enter a reply in the dialog box. After the main card is played, it is determined whether the audience answers correctly according to the actual operation of the card. Viewers who answer correctly will be distributed reward coins. You can ask questions about the operation of playing cards multiple times.
  • the live broadcast room After a live broadcast is over, the live broadcast room will be closed, and the top three users with the highest participation in the live broadcast can be calculated, and additional reward coins will be issued. Among them, the issued reward coins can be fed back to the audience through private messages, can be fed back to the audience's account for watching the live broadcast, or can also be fed back to the audience's account associated with the account that watches the live broadcast.
  • the game account registered with the mobile phone number.
  • a pendant pops up on the client side, and the content of the pendant is the same simulated card face as the anchor's current card face.
  • the user can click the pendant to simulate a card play as the user's answer to the anchor's current round of playing cards. For example, if viewer A clicks two 7s, it means that viewer A predicts that the anchor will play a pair of 7s in this round, or he can also click the "I don't care" button, indicating that the anchor will not play this round, and so on.
  • the server can collect the operations of all the viewers participating in the answer, and record the answers of all the viewers. It should be noted that the operation of the audience on the pendant is not really an operation of the anchor's game, but a prediction of the operation.
  • the flow of the processing method for live interaction in the application scenario will be described with reference to FIG. 3 .
  • the host when the host starts a live broadcast, he can use the dedicated client for live broadcast.
  • the client can obtain the pictures on the mobile device running the live client.
  • a countdown of cards can be displayed, as shown in Figure 4.
  • the countdown for playing cards during the live broadcast of the host is used to remind the host to play cards after the countdown is over. In this way, it can provide reserved time for the audience to predict the host's game operation.
  • the duration of the countdown for playing cards set for the main broadcast card can be t1
  • the Dou Dizhu game usually also restricts the player's playing time to no more than t2, and if it exceeds t2, the player will give up playing cards by default.
  • the relationship between t1 and t2 is t1 ⁇ t2, for example, t2 is 25 seconds, and t1 is set to 15 seconds.
  • the audience After entering the host's live broadcast room, the audience can see a pop-up strong reminder in the live broadcast room, reminding the audience to [follow the host and answer questions to get rewards], so as to guide the users of the live broadcast room to participate in the answering activities.
  • the audience In the live broadcast room, the audience can only see the cards in the hands of the anchor, and cannot see the cards of other players.
  • multiple barrages can be popped up in the viewer's client.
  • the content of the barrage can be the problem.
  • the server can generate a problem after identifying the game progress in the obtained live game screen, and push the problem to the audience's client through the barrage.
  • the server After the server obtains the live game screen, it determines that the host is the landlord, and the last player plays a pair of 6. When it is the host's turn to play a card, the remaining cards in the host's hand also include a pair of 10. Then, the server can play the card during the live broadcast. Several barrages were pushed in between [Dear, do you think the landlord can do it? ], or [Dear, will the landlord give out a pair of 10? ⁇ And other issues. Users watching the live broadcast can click on the bullet screen, and then a dialog box will pop up. The audience can enter the answer in the dialog box to reply. After 15 seconds, the bullet screen will stop sending, and the host can play cards after 15 seconds.
  • a pendant can also pop up.
  • the pendant is used to display the same simulated card face as the anchor's current card face.
  • the audience can operate the pendant to simulate the card playing operation.
  • the server After receiving the simulated card playing operation, the server obtains the audience's prediction result of the problem.
  • the host can play cards, and the above-mentioned barrage and pendants will disappear.
  • the server can determine the actual game operation of the host according to the captured live game screen, and then determine the user who answered correctly. Users who answer correctly can get a reward of 10 virtual coins in the live broadcast room. And so on, questions can pop up every time it's the main play card's turn.
  • the live broadcast ends the users with the highest participation in the live broadcast can also be awarded additional game currency rewards.
  • the live broadcast interaction processing method provided by the embodiment of the present disclosure can more actively and effectively drive the atmosphere of the live broadcast room, improve user stickiness, and increase competitiveness among competing products.
  • the embodiment of the present disclosure further provides another processing method for live interaction, which can be executed by the second client terminal 12 controlled by the above-mentioned second terminal device 12, but the present disclosure is not limited to this, and the processing method for live interaction can also be implemented by Any device that performs the corresponding function, for example, an in-vehicle device, a mobile device, or a computing device.
  • the method may include the following steps:
  • Step 501 the second client receives the target question pushed by the server when playing the game live broadcast started by the first client; wherein, the target question is generated according to the game progress of the first client, and the target question is used to indicate the target question.
  • the game operation of the target step of the first client is predicted;
  • Step 502 the second client sends the second client's answer to the target question to the server;
  • Step 503 the second client receives the feedback information provided by the server; wherein the feedback information corresponds to the judgment result of whether the answer is correct.
  • the method may also include:
  • the second client pops up a target control for displaying the target question
  • Step 502 The step of the second client sending the second client's answer to the target question to the server may include: the second client receiving an input operation of the second client for the target control, wherein the input operation is used to instruct the second client The answer to the target question; the second client sends the second client's answer to the target question to the server based on the input operation.
  • the target control includes a plurality of answer candidates
  • the step of receiving an input operation of the second client for the target control may include: obtaining a selection operation of the second client for the plurality of answer candidates.
  • the method may also include:
  • the second client stops displaying the target control.
  • the step of popping up the target control for displaying the target question on the second client terminal may include: displaying the same simulated operation interface as that of the first client terminal on the second client terminal;
  • the step of the second client receiving an input operation for the target control from the second client may include: the second client receiving an input operation for the simulated operation interface.
  • step 503 the step of the second client receiving the feedback information provided by the server may include:
  • the second client receives the virtual reward resource provided by the server.
  • the embodiment of the present disclosure also provides another method for processing live interaction, which can be executed by the above-mentioned first client, but the present disclosure is not limited thereto, and the method for processing live interaction can also be executed by any device capable of implementing corresponding functions , for example, an in-vehicle device, a mobile device, or a computing device. As shown in Figure 6, the method may include:
  • Step 601 the first client sends game progress information to the server when the game live broadcast is enabled, wherein the game progress information is used as the basis for the server to generate target questions, and the target questions are used to indicate the target steps for the first client.
  • the game action is predicted, and the target question is used to be pushed to the second client;
  • Step 602 the first client receives prompt information pushed by the server; wherein, the prompt information is used to prompt the first client to perform the game operation of the target step after a second preset duration, and the second preset duration is less than the first preset duration , the first preset duration is the limit duration set for the game operation of the target step where the game broadcast by the first client is live;
  • Step 603 the first client displays prompt information.
  • the embodiment of the present disclosure also provides another method for processing live interaction, which can be executed by the above-mentioned first client, but the present disclosure is not limited thereto, and the method for processing live interaction can also be executed by any device capable of implementing corresponding functions , for example, an in-vehicle device, a mobile device, or a computing device. As shown in Figure 7, the method may include:
  • Step 701 the first client sends game progress information to the server when the game live broadcast is enabled, wherein the game progress information is used as the basis for the server to generate target questions, and the target questions are used to indicate the target steps for the first client.
  • the game action is predicted, and the target question is used to be pushed to the second client;
  • Step 702 the first client, based on the control of the server, prohibits the execution of the game operation of the target step within a second preset duration, wherein the second preset duration is less than the first preset duration, and the first preset duration is the first preset duration.
  • the game broadcasted by the client is the time limit set for the game operation of the target step.
  • FIG. 8 is a block diagram of a processing apparatus for live broadcast interaction according to some embodiments of the present disclosure.
  • the apparatus includes a first pushing unit 801 , a first receiving unit 802 and a first feedback unit 803 .
  • the first pushing unit 801 is configured to push the target question to the second client playing the game live broadcast initiated by the first client, so that the second client displays the target question, wherein the target question is used to indicate the target question for the first client.
  • the game action of the target step is predicted;
  • a first receiving unit 802 configured to receive an answer from the second client to the target question
  • the first feedback unit 803 is configured to provide different feedback information to the second client according to whether the answer is correct.
  • the first push unit 801 includes:
  • a first obtaining unit configured to obtain the game progress of the first client
  • the first generating unit is configured to generate the target question according to the game progress of the first client.
  • the first obtaining unit includes:
  • the second obtaining unit is configured to obtain the live game screen of the first client
  • the first determining unit is configured to perform image recognition on the live game screen to determine the progress of the game.
  • the first generating unit when the game broadcast live by the first client is a chess and card game, the first generating unit includes:
  • an identification unit configured to identify the remaining chess and cards of the first client
  • the second generating unit is configured to select the target chess and cards from the remaining chess and cards to generate the target question, wherein the target question is used to predict whether the first client will play the target chess and card in the next step.
  • the apparatus may also include:
  • a third obtaining unit configured to obtain the limited duration set by the game operation of the target step of the game broadcast by the first client, and obtain the first preset duration
  • a second determining unit configured to determine a second preset duration according to the first preset duration, where the second preset duration is smaller than the first preset duration
  • the second push unit is configured to push prompt information to the first client, so that the first client displays the prompt information, wherein the prompt information is used to prompt the first client Countdown information for executing the game operation of the target step;
  • the first control unit is configured to control the first client to prohibit the execution of the game operation of the target step within a second preset time period, wherein the second preset time period is smaller than the first preset time period Duration, the first preset duration is the limit duration set by the game broadcasted by the first client as the target step for the game operation.
  • the first feedback unit 803 includes:
  • the second feedback unit is configured to provide virtual reward resources to the second client if the second client's answer is correct.
  • the apparatus further includes:
  • a fourth acquiring unit configured to perform acquiring the answers of all clients participating in answering the target question
  • the third determining unit is configured to determine the number of virtual reward resources provided to the second client according to the correct rate of answers of all clients who answered the target question.
  • the first feedback unit 803 includes:
  • a fifth obtaining unit configured to obtain the answers of all clients for all target questions in the process of the game live broadcast of the first client, and obtain answer records;
  • a sorting unit configured to sort all clients according to the number of answers and/or the accuracy of answers according to the answer records
  • a judging unit configured to judge whether to provide virtual reward resources to the second client according to the sorting result of the second client
  • the third feedback unit is configured to provide corresponding feedback information to the second client according to the judgment result.
  • An embodiment of the present disclosure further provides another apparatus for processing live interaction, which may be configured on a second client.
  • the apparatus may include a first receiving unit 901 , a second sending unit 902 and a second receiving unit 903, of which:
  • the first receiving unit 901 is configured to receive the target question pushed by the server through the second client while playing the game live broadcast started by the first client; wherein, the target question is generated according to the game progress of the first client, the goal question is used to indicate the prediction of the game play for the goal step of the first client;
  • the first sending unit 902 is configured to send the second client's answer to the target question to the server through the second client;
  • the second receiving unit 903 is configured to receive, through the second client, feedback information provided by the server; wherein the feedback information corresponds to a judgment result of whether the answer is correct.
  • the apparatus may further include: a display unit configured to pop up a target control for displaying the target question through the second client;
  • the first sending unit may include: a third receiving unit, configured to receive, through the second client, an input operation of the second client for the target control, wherein the input operation is used to instruct the second client to respond to the target problem.
  • the answer; the second sending unit is configured to send the answer of the second client to the target question to the server based on the input operation.
  • the target control may include a plurality of answer candidates
  • the third receiving unit may include: an obtaining unit configured to obtain a selection operation of the second client for the plurality of answer candidates.
  • the apparatus may also include:
  • the display unit is configured to stop displaying the target control.
  • the display unit may be further configured to display the same simulated operation interface as the operation interface of the first client;
  • the first sending unit may also be configured to receive an input operation for the simulated operation interface.
  • the second receiving unit may be further configured to receive virtual reward resources provided by the server when the answer sent by the second client is correct.
  • the embodiment of the present disclosure also provides another processing apparatus for live interaction, which can be configured on the first client.
  • the apparatus may include a sending unit 1001, a receiving unit 1002, and a display unit 1003, wherein:
  • the sending unit 1001 is configured to send the game progress information to the server through the first client when the game live broadcast is enabled, wherein the game progress information is used as the basis for the server to generate the target question, and the target question is used as the basis for generating the target question. making predictions on game play indicating a target step for the first client, the target question for being pushed to the second client;
  • the receiving unit 1002 is configured to receive prompt information pushed by the server; wherein the prompt information is used to prompt the first client to perform the game operation of the target step after a second preset time period, and the second The preset duration is less than the first preset duration, and the first preset duration is the limit duration set for the game operation of the target step by the game broadcast live by the first client;
  • the display unit 1003 is configured to display the prompt information through the first client.
  • An embodiment of the present disclosure further provides another processing apparatus for live interaction, which may be configured on the first client.
  • the apparatus may include a sending unit 1101 and a control unit 1102, wherein:
  • the sending unit 1101 is configured to send the game progress information to the server through the first client when the game live broadcast is enabled, wherein the game progress information is used as the basis for the server to generate the target question, and the target question is used as the basis for generating the target question. making predictions on game play indicating a target step for the first client, the target question for being pushed to the second client;
  • the control unit 1102 is configured to, based on the control of the server, prohibit the execution of the game operation of the target step within a second preset time period, wherein the second preset time period is smaller than the first preset time period, and the first preset time period is less than the first preset time period.
  • a preset duration is a time limit set for the game operation of the target step in the game broadcast by the first client.
  • an embodiment of the present disclosure further provides a server, which will be described in detail with reference to FIG. 12 .
  • Fig. 12 is a structural block diagram of a server according to some embodiments of the present disclosure.
  • the server is a structural diagram of an exemplary hardware architecture of the server capable of implementing the information processing method and information processing apparatus according to the embodiments of the present disclosure.
  • the server may refer to the electronic device and the server in the embodiment of the present disclosure.
  • the server may include a processor 1201 and a memory 1202 storing computer program instructions.
  • the above-mentioned processor 1201 may include a central processing unit (CPU), or a specific integrated circuit (application specific integrated circuit, ASIC), or may be configured to implement one or more integrated circuits of the embodiments of the present application.
  • CPU central processing unit
  • ASIC application specific integrated circuit
  • Memory 1202 may include mass storage for information or instructions.
  • memory 1202 may include a hard disk drive (HDD), floppy disk drive, flash memory, optical disk, magneto-optical disk, magnetic tape, or universal serial bus (USB) drive or both and a combination of the above.
  • Memory 1202 may include removable or non-removable (or fixed) media, where appropriate. Where appropriate, memory 1202 may be internal or external to the integrated gateway device.
  • memory 1202 is non-volatile solid state memory.
  • memory 1202 includes read only memory (ROM).
  • the ROM may be a mask programmed ROM, programmable ROM (PROM), erasable PROM (EPROM), electrically erasable PROM (EEPROM), electrically rewritable ROM (EAROM) or flash memory, or a combination of two or more of these.
  • PROM programmable ROM
  • EPROM erasable PROM
  • EEPROM electrically erasable PROM
  • EAROM electrically rewritable ROM
  • flash memory or a combination of two or more of these.
  • the processor 1201 performs the following steps by reading and executing the computer program instructions stored in the memory 1202:
  • the step of the processor 1201 performing pushing the target question to the second client playing the game live broadcast initiated by the first client includes:
  • the target question is generated.
  • the step of acquiring the game progress of the first client includes:
  • the processor 1201 executes the step of generating the target question according to the game progress of the first client, including:
  • the target chess card is selected from the remaining chess and cards to generate the target question, wherein the target question is used to predict whether the first client will play the target chess card in the next step.
  • processor 1201 also performs:
  • the first client is controlled to prohibit the execution of the game operation of the target step within the second preset time period.
  • the step of the processor 1201 performing the step of pushing the target question to the second client playing the game live broadcast initiated by the first client includes: controlling the second client to pop up a target control for displaying the target question;
  • the step of receiving the input operation of the second client includes: receiving the input operation of the second client for the target control.
  • the target control includes a plurality of answer candidates
  • the step of the processor 1201 performing the step of receiving an input operation for the target control from the second client includes: receiving a selection of the plurality of answer candidates by the second client.
  • processor 1201 also performs:
  • the second client is controlled to stop displaying the target control.
  • the step of the processor 1201 performing the step of pushing the target question to the second client playing the game live broadcast initiated by the first client includes: controlling the second client to display a simulation operation that is the same as the operation interface of the first client interface;
  • the step that the processor 1201 performs receiving an input operation of the second client includes: receiving an input operation of the second client with respect to the simulated operation interface.
  • the step of providing different feedback information to the second client according to whether the answer is correct or not performed by the processor 1201 includes:
  • the processor 1201 if the answer from the second client is correct, the processor 1201 further executes:
  • the quantity of virtual reward resources provided to the second client is determined according to the correct rate of the answers of all clients who answered the target question.
  • the step of providing different feedback information to the second client according to whether the answer is correct or not performed by the processor 1201 includes:
  • the server may also include transceiver 1203 and bus 1204 .
  • the processor 1201 , the memory 1202 and the transceiver 1203 are connected through the bus 1204 and complete the mutual communication.
  • Bus 1204 includes hardware, software, or both.
  • the bus may include Accelerated Graphics Port (AGP) or other graphics bus, Enhanced Industry Standard Architecture (EISA) bus, Front Side Bus (FSB), HyperTransport (HT) Interconnect, Industry Standard Architecture (ISA) Bus, Infiniband Interconnect, Low Pin Count (LPC) Bus, Memory Bus, Micro Channel Architecture (MCA) Bus, Peripheral Control Interconnect (PCI) Bus, PCI-Express (PCI-X) Bus, Serial Advanced Technology Attachment (SATA) bus, Video Electronics Standards Association Local (VLB) bus or other suitable bus or a combination of two or more of the above.
  • bus 1003 may include one or more buses.
  • an embodiment of the present disclosure also provides a computer-readable storage medium.
  • the instructions in the computer-readable storage medium are executed by a processor of a server, the server can execute the live broadcast interaction provided by the embodiment of the present disclosure. processing method.
  • an embodiment of the present disclosure also provides a computer program product, including a computer program/instruction, when the computer program/instruction is executed by a processor, the processing method for live interaction provided by the embodiment of the present disclosure is implemented.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Strategic Management (AREA)
  • Finance (AREA)
  • Accounting & Taxation (AREA)
  • Development Economics (AREA)
  • Signal Processing (AREA)
  • Marketing (AREA)
  • Game Theory and Decision Science (AREA)
  • Databases & Information Systems (AREA)
  • Economics (AREA)
  • Entrepreneurship & Innovation (AREA)
  • Physics & Mathematics (AREA)
  • General Business, Economics & Management (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • User Interface Of Digital Computer (AREA)
  • Information Transfer Between Computers (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

一种直播互动的处理方法、装置及服务器。其中,直播互动的处理方法包括:向播放第一客户端发起的游戏直播的第二客户端推送目标问题,以使第二客户端显示目标问题(201),其中,目标问题用于指示针对第一客户端的目标步骤的游戏操作进行预测;接收第二客户端针对目标问题的答案;根据答案是否正确,向第二客户端提供不同的反馈信息(203)。

Description

直播互动的处理方法及装置
相关申请的交叉引用
本公开基于申请日为2021年3月30日、申请号为202110338939.9号的中国专利申请,并要求该中国专利申请的优先权,该中国专利申请的全部内容在此引入作为参考。
技术领域
本公开涉及网络技术领域,尤其涉及一种直播互动的处理方法、装置及服务器。
背景技术
目前,用户在使用直播平台观看游戏类直播时,可以通过发送评论、发送弹幕、刷礼物等方式在直播间内进行互动。
发明内容
本公开提供一种直播互动的处理方法、装置及服务器。本公开的技术方案如下:
根据本公开实施例的第一方面,提供一种直播互动的处理方法,包括:
向播放第一客户端发起的游戏直播的第二客户端推送目标问题,以使第二客户端显示目标问题,其中,目标问题用于指示针对第一客户端的目标步骤的游戏操作进行预测;
接收第二客户端针对目标问题的答案;
根据答案是否正确,向第二客户端提供不同的反馈信息。
在一些实施例中,向播放第一客户端发起的游戏直播的第二客户端推送目标问题的步骤包括:
获取第一客户端的游戏进度情况;
根据第一客户端的游戏进度情况,生成目标问题。
在一些实施例中,获取第一客户端的游戏进度情况的步骤包括:
获取第一客户端的游戏直播画面;
对游戏直播画面执行图像识别,以确定游戏进度情况。
在一些实施例中,在第一客户端直播的游戏为棋牌类游戏的情况下,根据第一客户端的游戏进度情况,生成目标问题的步骤包括:
识别第一客户端的剩余棋牌;
在剩余棋牌中选择目标棋牌,以生成目标问题,其中,目标问题用于预测第一客户端在下一步是否会出目标棋牌。
在一些实施例中,该方法还包括:
获取第一客户端直播的游戏为目标步骤的游戏操作设置的限制时长,得到第一预设时长;
根据第一预设时长确定第二预设时长,其中,第二预设时长小于第一预设时长;
向第一客户端中推送提示信息,以使第一客户端显示提示信息,其中,提示信息用于提示第一客户端在第二预设时长之后执行目标步骤的游戏操作;
或者,控制第一客户端在第二预设时长之内禁止执行目标步骤的游戏操作。
在一些实施例中,根据答案是否正确,向第二客户端提供不同的反馈信息的步骤包括:
在第二客户端的答案正确的情况下,向第二客户端提供虚拟奖励资源。
在一些实施例中,在第二客户端的答案正确的情况下,该方法还包括:
获取参与回答目标问题的所有客户端的答案;
根据回答目标问题的所有客户端的答案的正确率,确定向第二客户端提供的虚拟奖励资源的数量。
在一些实施例中,根据答案是否正确,向第二客户端提供不同的反馈信息的步骤包括:
获取在第一客户端的游戏直播的过程中所有客户端针对所有目标问题的答案,得到答题记录;
根据答题记录,对所有客户端按照回答次数和/或回答准确率进行排序;
根据第二客户端的排序结果,判断是否向第二客户端提供虚拟奖励资源;
根据判断结果向第二客户端提供对应的反馈信息。
根据本公开实施例的第二方面,还提供了另一种直播互动的处理方法,包括:
第二客户端在播放第一客户端开启的游戏直播的情况下,接收服务器推送的目标问题;其中,所述目标问题是根据所述第一客户端的游戏进度情况生成的,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测;
所述第二客户端向所述服务器发送所述第二客户端针对所述目标问题的答案;
所述第二客户端接收所述服务器提供的反馈信息;其中,所述反馈信息与所述答案是否正确的判断结果对应。
在一些实施例中,所述方法还包括:
所述第二客户端弹出用于显示所述目标问题的目标控件;
所述第二客户端向所述服务器发送所述第二客户端针对所述目标问题的答案的步骤包括:所述第二客户端接收所述第二客户端针对所述目标控件的输入操作,其中,所述输入操作用于指示所述第二客户端针对所述目标问题的答案;所述第二客户端基于所述输入操作向所述服务器发送所述第二客户端针对所述目标问题的答案。
在一些实施例中,所述目标控件包括多个答案候选项,所述第二客户端接收所述第二客户端针对所述目标控件的输入操作的步骤包括:获取所述第二客户端针对所述多个答案候选项的选择操作。
在一些实施例中,所述方法还包括:
所述第二客户端停止显示所述目标控件。
在一些实施例中,所述第二客户端弹出用于显示所述目标问题的目标控件的步骤包 括:所述第二客户端显示与所述第一客户端的操作界面相同的模拟操作界面;
所述第二客户端接收所述第二客户端针对所述目标控件的输入操作的步骤包括:所述第二客户端接收针对所述模拟操作界面的所述输入操作。
在一些实施例中,所述第二客户端接收所述服务器提供的反馈信息的步骤包括:
在所述第二客户端发送的答案正确的情况下,所述第二客户端接收所述服务器提供的虚拟奖励资源。
根据本公开实施例的第三方面,还提供了另一种直播互动的处理方法,包括:
第一客户端在开启游戏直播的情况下,向服务器发送游戏进度情况,其中,所述游戏进度情况用于作为所述服务器生成目标问题的依据,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测,所述目标问题用于被推送至第二客户端;
所述第一客户端接收所述服务器推送的提示信息;其中,所述提示信息用于提示所述第一客户端在第二预设时长之后执行所述目标步骤的游戏操作,所述第二预设时长小于第一预设时长,所述第一预设时长为所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长;
所述第一客户端显示所述提示信息。
根据本公开实施例的第四方面,还提供了另一种直播互动的处理方法,包括:
第一客户端在开启游戏直播的情况下,向服务器发送游戏进度情况,其中,所述游戏进度情况用于作为所述服务器生成目标问题的依据,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测,所述目标问题用于被推送至第二客户端;
所述第一客户端基于所述服务器的控制,在第二预设时长之内禁止执行所述目标步骤的游戏操作,其中,所述第二预设时长小于第一预设时长,所述第一预设时长为所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长。
根据本公开实施例的第五方面,提供一种直播互动的处理装置,包括:
第一推送单元,被配置为向播放第一客户端发起的游戏直播的第二客户端推送目标问题,以使第二客户端显示目标问题,其中,目标问题用于指示针对第一客户端的目标步骤的游戏操作进行预测;
第一接收单元,被配置为接收第二客户端针对目标问题的答案;
第一反馈单元,被配置为根据答案是否正确,向第二客户端提供不同的反馈信息。
在一些实施例中,第一推送单元包括:
第一获取单元,被配置为获取第一客户端的游戏进度情况;
第一生成单元,被配置为根据第一客户端的游戏进度情况,生成目标问题。
在一些实施例中,第一获取单元包括:
第二获取单元,被配置为获取第一客户端的游戏直播画面;
第一确定单元,被配置为对游戏直播画面执行图像识别,以确定游戏进度情况。
在一些实施例中,在第一客户端直播的游戏为棋牌类游戏的情况下,第一生成单元包 括:
识别单元,被配置为识别第一客户端的剩余棋牌;
第二生成单元,被配置为在剩余棋牌中选择目标棋牌,以生成目标问题,其中,目标问题用于预测第一客户端在下一步是否会出目标棋牌。
在一些实施例中,该装置还包括:
第三获取单元,被配置为获取第一客户端直播的游戏为目标步骤的游戏操作设置的限制时长,得到第一预设时长;
第二确定单元,被配置为根据第一预设时长确定第二预设时长,其中,第二预设时长小于第一预设时长;
第二推送单元或第一控制单元;其中,第二推送单元被配置为向第一客户端中推送提示信息,以使第一客户端显示提示信息,其中,提示信息用于提示第一客户端执行目标步骤的游戏操作的倒计时信息;第一控制单元被配置为控制第一客户端在第二预设时长之内禁止执行目标步骤的游戏操作,其中,第二预设时长小于第一预设时长,第一预设时长为第一客户端直播的游戏为目标步骤的游戏操作设置的限制时长。
在一些实施例中,第一反馈单元包括:
第二反馈单元,被配置为在第二客户端的答案正确的情况下,向第二客户端提供虚拟奖励资源。
在一些实施例中,该装置还包括:
第四获取单元,被配置为获取参与回答目标问题的所有客户端的答案;
第三确定单元,被配置为根据回答目标问题的所有客户端的答案的正确率,确定向第二客户端提供的虚拟奖励资源的数量。
在一些实施例中,第一反馈单元包括:
第五获取单元,被配置为获取在第一客户端的游戏直播的过程中所有客户端针对所有目标问题的答案,得到答题记录;
排序单元,被配置为根据答题记录,对所有客户端按照回答次数和/或回答准确率进行排序;
判断单元,被配置为根据第二客户端的排序结果,判断是否向第二客户端提供虚拟奖励资源;
第三反馈单元,被配置为根据判断结果向第二客户端提供对应的反馈信息。
根据本公开实施例的第六方面,还提供了另一种直播互动的处理装置,包括:
第一接收单元,被配置为通过第二客户端在播放第一客户端开启的游戏直播的情况下,接收服务器推送的目标问题;其中,所述目标问题是根据所述第一客户端的游戏进度情况生成的,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测;
第一发送单元,被配置为通过所述第二客户端向所述服务器发送所述第二客户端针对 所述目标问题的答案;
第二接收单元,被配置为通过所述第二客户端接收所述服务器提供的反馈信息;其中,所述反馈信息与所述答案是否正确的判断结果对应。
在一些实施例中,所述装置还包括:显示单元,被配置为通过所述第二客户端弹出用于显示所述目标问题的目标控件;
所述第一发送单元包括:第三接收单元,被配置为通过所述第二客户端接收所述第二客户端针对所述目标控件的输入操作,其中,所述输入操作用于指示所述第二客户端针对所述目标问题的答案;第二发送单元,被配置为基于所述输入操作向所述服务器发送所述第二客户端针对所述目标问题的答案。
在一些实施例中,所述目标控件包括多个答案候选项,所述第三接收单元包括:获取单元,被配置为获取所述第二客户端针对所述多个答案候选项的选择操作。
在一些实施例中,所述装置还包括:
所述显示单元,被配置为停止显示所述目标控件。
在一些实施例中,所述显示单元还被配置为显示与所述第一客户端的操作界面相同的模拟操作界面;
所述第一发送单元还被配置为接收针对所述模拟操作界面的所述输入操作。
在一些实施例中,所述第二接收单元还被配置为在所述第二客户端发送的答案正确的情况下,接收所述服务器提供的虚拟奖励资源。
根据本公开实施例的第七方面,还提供了另一种直播互动的处理装置,包括:
发送单元,被配置为通过第一客户端在开启游戏直播的情况下,向服务器发送游戏进度情况,其中,所述游戏进度情况用于作为所述服务器生成目标问题的依据,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测,所述目标问题用于被推送至第二客户端;
接收单元,被配置为接收所述服务器推送的提示信息;其中,所述提示信息用于提示所述第一客户端在第二预设时长之后执行所述目标步骤的游戏操作,所述第二预设时长小于第一预设时长,所述第一预设时长为所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长;
显示单元,被配置为通过所述第一客户端显示所述提示信息。
根据本公开实施例的第八方面,还提供了另一种直播互动的处理装置,包括:
发送单元,被配置为通过第一客户端在开启游戏直播的情况下,向服务器发送游戏进度情况,其中,所述游戏进度情况用于作为所述服务器生成目标问题的依据,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测,所述目标问题用于被推送至第二客户端;
控制单元,被配置为基于所述服务器的控制,在第二预设时长之内禁止执行所述目标步骤的游戏操作,其中,所述第二预设时长小于第一预设时长,所述第一预设时长为所述 第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长。
根据本公开实施例的第九方面,提供一种服务器,该服务器包括:
处理器;
用于存储处理器可执行指令的存储器;
其中,处理器被配置为执行指令,以实现如第一方面、第二方面、第三方面、第四方面及其任意一个示例所提供的直播互动的处理方法。
根据本公开实施例的第十方面,提供一种计算机可读存储介质,当计算机可读存储介质中的指令由服务器的处理器执行时,使得服务器能够执行如第一方面、第二方面、第三方面、第四方面及其任意一个示例所提供的直播互动的处理方法。
根据本公开实施例的第十一方面,提供一种计算机程序产品,包括计算机程序/指令,计算机程序/指令被处理器执行时实现如第一方面、第二方面、第三方面、第四方面及其任意一个示例所提供的直播互动的处理方法。
通过向观看游戏直播的播放客户端推送预测游戏操作的问题,获取播放客户端的答案,并根据播放客户端回答问题的答案是否正确,向播放客户端反馈不同的信息,从而提高了用户观看直播时的互动体验,增加了用户粘性。观看直播的用户可以在观看直播的同时,主动的对主播的游戏操作进行预测,更有游戏的参与感,并且,观看直播的用户会根据预测是否正确得到不同的反馈,提高用户答题的积极性,从而提高了直播互动效果。
应当理解的是,以上的一般描述和后文的细节描述仅是示例性和解释性的,并不能限制本公开。
附图说明
此处的附图被并入说明书中并构成本说明书的一部分,示出了符合本公开的实施例,并与说明书一起用于解释本公开的原理,并不构成对本公开的不当限定。
图1是根据本公开的一些实施例示出的一种直播互动的处理方法的应用场景的架构示意图;
图2根据本公开的一些实施例示出的一种直播互动的处理方法的流程示意图;
图3是根据本公开的另外一些实施例示出的一种直播互动的处理方法的流程示意图;
图4是根据本公开的一些实施例示出的一种直播互动的处理方法的界面示意图;
图5根据本公开的一些实施例示出的一种直播互动的处理方法的流程示意图;
图6根据本公开的一些实施例示出的一种直播互动的处理方法的流程示意图;
图7根据本公开的一些实施例示出的一种直播互动的处理方法的流程示意图;
图8是根据本公开的一些实施例示出的一种直播互动的处理装置的框图;
图9是根据本公开的一些实施例示出的另一种直播互动的处理装置的框图;
图10是根据本公开的一些实施例示出的另一种直播互动的处理装置的框图;
图11是根据本公开的一些实施例示出的另一种直播互动的处理装置的框图;
图12是根据本公开的一些实施例示出的一种服务器的框图。
具体实施方式
为了使本领域普通人员更好地理解本公开的技术方案,下面将结合附图,对本公开实施例中的技术方案进行清楚、完整地描述。
需要说明的是,本公开的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本公开的实施例能够以除了在这里图示或描述的那些以外的顺序实施。以下示例性实施例中所描述的实施方式并不代表与本公开相一致的所有实施方式。相反,它们仅是与如所附权利要求书中所详述的、本公开的一些方面相一致的装置和方法的例子。
本公开实施例提供的直播互动的处理方法,可以应用于游戏直播的场景。在游戏直播的应用场景的架构中,可以至少包括发起直播的客户端、播放直播的客户端以及服务器三方。
一种示例性的应用场景的架构示意图如图1所示,发起游戏直播的第一客户端可以运行在第一终端设备11中,播放直播的第二客户端可以运行在第二终端设备12中。
第一终端设备11和第二终端设备12可以是诸如计算机、手机、平板电脑等配置有显示屏和交互输入单元、且具有信息处理能力的电子设备。第一终端设备11与服务器10之间通过网络建立通讯连接,第二终端设备12与服务器10之间通过网络建立通讯连接。本公开实施例中所涉及的通讯连接所使用的网络可以是基于通信标准的无线网络,如WiFi,运营商网络(如2G、5G、4G或5G),或它们的组合等,或者基于其它已有的通讯方式,本公开实施例对此不作限定。
服务器10可以向对应的客户端(包括第一客户端和第二客户端)提供应用服务,响应对应客户端的请求提供需求的服务。服务器10可以是单独的服务器,也可以是多个服务器部署的服务器集群,本公开实施例对此不作限定。
第一客户端可以直播第一终端设备11的画面,第二客户端可以播放游戏直播。作为一种示例,第一客户端和第二客户端可以是不同类型的客户端,例如,第一客户端可以是用于提供直播功能的客户端,第二客户端可以是用于提供观看直播功能的客户端;或者,在另一个示例中,第一客户端和第二客户端也可以是相同类型的客户端,在这种情况下,这种类型的客户端能够同时提供直播功能和观看直播功能。
在如图1所示的应用场景中,一个主播在想要进行游戏直播时,可以打开第一终端设备11中用于直播的第一客户端,登录自己的ID(Identity document,身份标识),然后开启直播。其中,每个直播在被开启之后,也可以对应的被配置一个唯一的ID,以便于观众查找该直播。
第一客户端在运行时,可以捕获到第一终端设备11的画面,得到直播画面。举例而 言,可以是第一终端设备11的全屏画面或某一个/多个程序的运行画面,可以根据主播的选择确定直播画面的范围。在第一客户端运行之后,主播可以打开游戏程序,选择至少将游戏程序的画面进行直播,这样,观看直播的观众可以在直播画面里看到游戏程序的画面。
在第一客户端开启一个游戏直播之后,第一客户端捕获到的直播画面会发送至服务器10。观看直播的用户在打开第二终端设备12中的第二客户端之后,可以通过主动搜索主播ID/直播ID或被推送的方式查看到该直播的入口,例如,该入口可以是通过图片的形式提供的直播间链接,观看直播的用户在第二终端设备12中点击该图片,则可以进入对应的直播间,通过与服务器10的通讯连接,获取到第一客户端的直播画面。
下面基于本公开实施例提供的应用场景,对本公开实施例提供的直播互动的处理方法进行说明。
图2是根据本公开的一些实施例示出的一种直播互动的处理方法的流程图,该直播互动的处理方法可以通过如图1所示的服务器10执行,但是本公开不限于此,该直播互动的处理方法也可以由能够实现相应功能的任何设备执行,例如,车载装置、移动装置或计算装置。该方法可以包括以下步骤201~步骤203。
在步骤201中,向播放第一客户端发起的游戏直播的第二客户端推送目标问题,以使第二客户端显示目标问题。
第一客户端在发起游戏直播之后,第二客户端可以播放第一客户端发起的游戏直播。在第二客户端播放第一客户端发起的游戏直播之后,可以向第二客户端推送目标问题。
其中,目标问题用于指示针对第一客户端的目标步骤的游戏操作进行预测。目标步骤可以是第一客户端正在直播的游戏接下来的一个或多个步骤。示例性的,第一客户端正在直播斗地主,目标步骤的游戏操作可以是下一步的出牌操作;或者,第一客户端正在直播MOBA(Multiplayer Online Battle Arena的缩写,可译为多人在线战术竞技游戏)类游戏,那么,目标步骤的游戏操作可以是第一客户端的玩家下一次选择的对战路线,等等,本公开实施例对目标问题的具体内容不作具体限定,用于预测游戏直播未发生的目标步骤的游戏操作即可。
在一些实施例中,可以根据第一客户端的游戏进度情况生成目标问题。在一些实施例中,向播放第一客户端发起的游戏直播的第二客户端推送目标问题时,可以包括如下步骤:
获取第一客户端的游戏进度情况;
根据第一客户端的游戏进度情况,生成目标问题。
游戏进度情况用于表示游戏的进度,示例性的,游戏进度情况可以包括第一客户端直播的游戏中,第一客户端的游戏视角当前已发生的游戏操作记录,其它游戏视角可被第一客户端的游戏视角观察到的游戏操作记录,等等。例如,以斗地主游戏为例,游戏进度情况可以包括本轮已出的牌。
根据游戏进度情况生成目标问题,可以增加问题内容的灵活性,提高用户对未知操作的期待,增加直播观众的游戏参与感。
游戏进度情况可以是通过图像识别技术识别得到的,也可以是服务器10与第一客户端正在直播的游戏的服务端预先协商好,在直播期间获取游戏的服务器提供的、第一客户端当前的游戏进度情况。
其中,以通过图像识别技术识别游戏进度情况为例,获取第一客户端的游戏进度情况的步骤可以包括如下步骤:
获取第一客户端的游戏直播画面;
对游戏直播画面执行图像识别,以确定游戏进度情况。
也即,通过获取第一客户端的游戏直播画面,进行图像识别,例如,在斗地主游戏中,识别当前画面中显示的出牌。图像识别技术可以基于已有的图像识别模型,预先通过训练得到,示例性的,可以预先捕获一些游戏画面,在画面中通过人工标注出感兴趣的目标物体,或者,也可以提供感兴趣的目标图像素材,在游戏直播画面中识别比对是否出现目标图像素材,例如,可以预先保存有所有牌面的图像,然后,在游戏直播画面中,在出牌区域内比对已出的牌面是哪一张。
通过图像识别确定游戏进度情况,可以在不借助于外部信息的情况下,分析得到准确的游戏进度情况。
以上用于示例性的说明如何获取第一客户端的游戏进度情况,接着,可以执行基于得到的游戏进度情况,生成目标问题的步骤。
在一些实施例中,在执行根据得到的游戏进度情况,生成目标问题的步骤时,可以预先针对该游戏列举出多种游戏进度类别,并预先设置好针对每种游戏进度类别对应的文图,然后,在获取游戏进度情况之后,确定当前的游戏进度情况落入哪一个游戏进度类别,就可以确定该游戏进度类别对应的目标问题。例如,可以穷举出MOBA类游戏中所有玩家操纵角色所属类别的组合,然后,在获取到游戏直播画面中识别出所有玩家操作角色所属类别属于哪一种组合之后,查找对应的问题。
在另一个示例中,在执行根据得到的游戏进度情况,生成目标问题的步骤时,还可以是基于当前的游戏进度情况即时的生成对应的目标问题。示例性的,针对棋牌类游戏,还提供了一种实施方式,根据第一客户端的游戏进度情况,生成目标问题的步骤可以包括如下步骤:
识别第一客户端的剩余棋牌;
在剩余棋牌中选择目标棋牌,以生成目标问题,其中,目标问题用于预测第一客户端在下一步是否会出目标棋牌。
也即,可以通过图像识别方式,在游戏直播画面中识别第一客户端当前剩余的棋牌。然后,根据预设的一些选择规则,在剩余棋牌中选择目标棋牌,示例性的,选择规则可以是在剩余棋牌中,选择比上家出牌的牌面更大的牌面。进而,根据选择出的目标棋牌,生成目标问题,目标问题的内容是询问第一客户端的主播下一步是否会出目标棋牌。其中,在剩余棋牌中选择目标棋牌也可以是不选择棋牌,相应的,目标问题相当于询问第一客户 端下一步是否会不出牌。
通过在剩余棋牌中选择一个棋牌询问观众是否会出该棋牌,可以提高观众的互动感。
在生成目标问题之后,向第二客户端推送目标问题,以使第二客户端显示目标问题。显示的方式可以是在第二客户端弹出显示有目标问题的内容的目标控件。
在步骤202中,接收第二客户端针对目标问题的答案。
在向第二客户端推送目标问题之后,在第一客户端执行目标步骤的游戏操作之前,接收第二客户端的输入操作,其中,第二客户端的输入操作用于表示第二客户端针对目标问题的答案。
示例性的,在目标问题时通过目标控件显示的情况下,第二客户端的输入操作可以是针对目标控件的输入操作。例如,目标控件可以是弹幕,弹幕的内容是目标问题,用户在点击弹幕之后,可以弹出输入框,第二客户端的用户在输入框内输入字符串作答。或者,目标控件也可以包括多个答案候选项,第二客户端的用户可以在多个答案候选项中选择一个答案候选项。通过设置多个候选项,可以方便观众答题时的操作。用户通过第二客户端针对目标控件的输入操作,可以通过网络发送至服务器10,以使服务器10接收。通过目标控件显示目标问题,可以方便的控制目标控件弹出和消失,提高用户的体验。
在另一个示例中,目标控件可以是与第一客户端的操作界面相同的模拟操作界面,这样,第二客户端可以接收针对模拟操作界面的输入操作。例如,可以在第一客户端直播斗地主游戏的过程中,弹出一个挂件,挂件用于显示与第一客户端当前的出牌操作界面相同的界面,可以包括第一客户端当前剩余的牌面,以及出牌、不出牌的按钮等。这样,可以为观看直播的用户带来更沉浸感的体验,方便直播观众快速的明确如何进行输入操作。
在第一客户端的游戏直播已经执行了目标步骤的游戏操作的情况下,那么,目标问题的答案就相当于被游戏直播画面所公开了。因此,需要在第一客户端执行目标步骤的游戏操作之前,接收第二客户端的输入操作。
示例性的,为了执行步骤202,可以在确定第一客户端执行目标步骤的游戏操作之后,控制第二客户端停止显示目标控件,或者,停止接收第二客户端针对目标控件的输入操作,或者,将第二客户端接收到的针对目标控件的输入操作记为无效操作,等等,通过上述示例性的实施方式,可以实现在第一客户端执行目标步骤的游戏操作之前,接收第二客户端的输入操作。
其中,为了确定第一客户端是否已经执行目标步骤的游戏操作,一些实施例的实施方式为,通过图像识别的方法,在游戏直播画面中确定第一客户端直播的游戏是否已经执行了目标步骤的游戏操作。
例如,第二客户端的目标控件显示的目标问题是斗地主游戏中主播下一步出什么牌,那么,在服务器10在第一客户端的游戏直播画面中识别到用户已经出牌的情况下,则可以控制第二客户端的目标控件停止显示,从而停止接收第二客户端针对目标控件的输入操作。
又如,在MOBA类游戏中,向第二客户端推送第一客户端对应的主播下一个升级的技能是什么技能的目标问题,那么,在第一客户端的游戏直播画面中识别出用户已经执行技能的升级的情况下,则可以控制第二客户端停止显示用于接收输入答案操作的目标控件。
或者,为了确定第一客户端是否已经执行目标步骤的游戏操作,还可以提供另一种示例性的实施方式,服务器10可以提前为执行目标步骤的游戏操作设置一个最短时长(第二预设时长)。最短时长是指,第一客户端最少要在第二预设时长之后,才可以执行目标步骤的游戏操作。那么,服务器10可以向第二客户端发送第二预设时长的具体数值,从而,由第二客户端在计时达到第二预设时长之后,控制停止接收输入操作/停止显示目标控件等,或者,服务器10可以在计时达到第二预设时长之后,向第二客户端发送用于控制第二客户端停止接收输入操作/停止显示目标控件的指令。通过上述实施方式,可以确定主播端执行目标步骤的时机,从而确定是否仍然显示问题,避免出现主播已经执行了游戏中的目标步骤,观众端仍然针对目标步骤提问的情况。
在一些实施例中,为了使第一客户端对应的主播在第二预设时长之后执行目标步骤的游戏操作,可以在执行向播放第一客户端发起的游戏直播的第二客户端推送目标问题步骤之前,执行如下步骤:
向第一客户端中推送提示信息,以使第一客户端显示提示信息,其中,提示信息用于提示第一客户端执行目标步骤的游戏操作的倒计时信息,倒计时的时长为第二预设时长。
控制第一客户端在第二预设时长之内禁止执行目标步骤的游戏操作,其中,第二预设时长小于第一预设时长,其中,第一预设时长为第一客户端直播的游戏为目标步骤的游戏操作设置的限制时长,也即,在第一客户端直播的游戏中,目标步骤的游戏操作的最长操作时长是第二预设时长。控制第一客户端在第二预设时长之内禁止执行游戏操作的具体方式可以是,服务器10在第二预设时长之内控制运行第一客户端和游戏进程的终端设备停止接收任何交互装置的输入操作,或者,控制第一客户端显示一个透明图层在触屏手机的画面顶层,以组织接收任何触摸输入,等等,本公开实施例对此不作限定,仅用于示例性的说明。
在步骤203中,根据答案是否正确,向第二客户端提供不同的反馈信息。
第一客户端执行目标步骤的游戏操作的确定方法,在步骤202中已经进行详细的说明,在此不再赘述。在确定第一客户端执行目标步骤的游戏操作之后,相当于得到了目标问题的正确答案,那么,可以根据第二客户端的答案是否正确,向第二客户端提供不同的反馈信息。例如,可以通知第二客户端是否正确作答。这样,通过提供不同的反馈信息,可以激励观看直播的用户更专注的观看直播,提高观众回答问题的积极性,带动直播间的氛围,从而提高用户观看直播的体验。
示例性的,在第二客户端的答案正确的情况下,可以向第二客户端提供虚拟奖励资源。例如,虚拟货币、优惠卡券、特殊身份标识等等。这样,为了获取虚拟奖励资源,用户在 回答正确时可以得到正向的反馈,从而更积极的继续参与回答问题。
在一些实施例中,在虚拟奖励资源可以量化的情况下,可以根据所有参与回答目标问题的客户端的回答情况,确定对第二客户端提供的虚拟奖励资源的数量。相应的,在执行向第二客户端提供虚拟奖励资源步骤之前,还可以执行如下步骤:
获取参与回答目标问题的所有客户端的答案;
根据回答目标问题的所有客户端的答案的正确率,确定向第二客户端提供的虚拟奖励资源的数量。
示例性的,可以向所有对目标问题回答正确的客户端提供相同的虚拟奖励资源的数量,数量的具体数值可以根据预设的计算规则计算,一个示例的实施方式中,目标问题的正确率越高,虚拟奖励资源的数量越低,目标问题的正确率越低,虚拟奖励资源的数量越高。通过提供不同的反馈信息,可以激励观看直播的用户更专注的观看直播,提高观众回答问题的积极性,带动直播间的氛围,从而提高用户观看直播的体验。
在另一个示例中,步骤203根据答案是否正确,向第二客户端提供不同的反馈信息,可以包括执行如下步骤:
获取在第一客户端的游戏直播的过程中所有客户端针对所有目标问题的答案,得到答题记录;
根据答题记录,对所有客户端按照回答次数和/或回答准确率进行排序;
根据第二客户端的排序结果,判断是否向第二客户端提供虚拟奖励资源;
根据判断结果向第二客户端提供对应的反馈信息。
例如,结合以上步骤提供的示例,在一个具体应用场景中,可以在对第一客户端直播的游戏的每个步骤提出预测游戏操作的问题,然后,在执行每个步骤游戏操作之后,揭晓对应问题的答案,从而可以统计观众针对每个问题的回答正确率,然后,确定每个问题奖励的游戏币数量,最后,在游戏直播结束后,对所有问题的回答情况进行统计,在所有观众中,确定对所有问题的回答准确率最高的前三名观众,额外的奖励对应数量的游戏币。通过对所有观众的回答情况排序并对应的反馈奖励,可以激励观看直播的用户更专注的观看直播,提高观众回答问题的积极性,带动直播间的氛围,从而提高用户观看直播的体验。
本公开的实施例提供的直播互动的处理方法,通过向观看游戏直播的播放客户端推送预测游戏操作的问题,获取播放客户端的答案,并根据播放客户端回答问题的答案是否正确,向播放客户端反馈不同的信息,从而提高了用户观看直播时的互动体验,增加了用户粘性。观看直播的用户可以在观看直播的同时,主动的对主播的游戏操作进行预测,更有游戏的参与感,并且,观看直播的用户会根据预测是否正确得到不同的反馈,有助于提高用户答题的积极性,从而提高了直播互动效果。
下面结合一种具体应用场景,对本公开实施例提供的直播互动的处理方法的实施方式进行说明。
该应用场景以斗地主游戏的直播为例,在已有技术中,主播在开播斗地主直播时,通常是主播在输出直播画面,主播的牌面对直播间观众可见,但是主播出什么牌,如何出牌,往往和观众没有关系。在这种情况下,直播间的观众只是观众,只能观看而已。为了提高直播间的互动氛围,可以靠主播带动,以及观众发送评论、弹幕等进行互动。
基于本公开实施例提供的直播互动的处理方法,在一种示例性的实施方式中,可以在直播间内设置自动发弹幕的机器人,进而,在轮到主播出牌时,可以在观众的客户端发送弹幕,弹幕用于提问主播接下来如何出牌。观众点击弹幕之后可以弹出对话框,观众可以在对话框内输入回复。在主播出牌之后,根据出牌的实际操作确定观众是否回答正确。回答正确的观众将被分发奖励币。可以对多次出牌的操作进行提问,在一场直播结束后,直播间关闭,可以计算出本场直播中参与度最高的前三名用户,额外的发放奖励币。其中,发放的奖励币可以通过私信的方式反馈给观众,可以反馈给观众的观看直播的账户,或者,也可以反馈给观众的与观看直播的账户相关联的账户,例如,用户通过观看直播账户的手机号注册的游戏账户。
在此基础上,还提供了另一种示例性的实施方式,除了通过直播间机器人发送弹幕进行提问,还可以在每次轮到主播出牌,且主播未出牌时,在观众的客户端弹出一个挂件,挂件的内容为与主播当前牌面相同的模拟牌面,用户可以点击挂件模拟出牌,以作为用户对主播本轮出牌进行预测的答案。例如,观众A点击了两个7,则表示观众A预测主播本轮将要出对7,或者也可以点击“要不起”的按钮,表示主播本轮不出牌,等等。服务器可以收集到所有参与回答的观众的操作,记录所有观众的答案。需要说明的是,观众针对挂件的操作并不是真的对主播的游戏进行了操作,而是对操作的预测。
在一些实施例中,结合图3对该应用场景下直播互动的处理方法的流程进行说明。
首先,主播在开启一个直播时,可以使用直播专用的客户端。该客户端可以获得运行直播客户端的移动端设备上的画面。
主播在开播之后,在主播的移动端设备上,可以显示出牌倒计时,如图4所示。主播直播时的出牌倒计时用于提醒主播在倒计时结束之后才可以出牌,这样,可以为观众预测主播的游戏操作提供预留的时间。其中,为主播出牌设置的出牌倒计时的时长可以是t1,而斗地主游戏通常也限制玩家的出牌时长不可以超过t2,超过t2则默认玩家放弃出牌。那么,t1和t2的关系是t1<t2,例如,t2为25秒,t1设置为15秒。
观众在进入主播的直播间之后,可以在直播间看到弹出的强提醒,提醒观众【关注主播并回答问题来取奖励】,以引导直播间用户参与答题活动。观众在直播间内只能看到主播手中的牌面,看不到其它玩家的牌面。
结合上述示例,在轮到主播出牌时,可以在观众的客户端内弹出多条弹幕。弹幕的内容可以是问题。服务器可以在获取到的游戏直播画面,识别出游戏进度情况之后,生成问题,并将问题通过弹幕推送到观众的客户端。
例如,服务器获取到游戏直播画面之后,确定主播身份为地主,上家出牌为对6,在 轮到主播出牌时,主播手中剩下的牌面还包括对10,那么,服务器可以在直播间推送多条弹幕【亲,你觉得地主能要不?】,或者【亲,地主会不会出对10?】等问题。观看直播的用户可以点击弹幕,接着,会弹出对话框,观众可以在对话框内输入答案进行答复,在15秒之后将停止发送弹幕,主播在15秒之后可以出牌。
其中,在轮到主播出牌的期间,除了发送弹幕,还可以弹出一个挂件,挂件用于显示与主播当前牌面相同的模拟牌面,观众可以对挂件进行操作,模拟出牌操作,服务器接收到模拟出牌操作之后,得到观众对问题的预测结果。
在倒计时15秒结束之后,主播可以出牌,上述的弹幕和挂件都消失。在主播出牌之后,服务器可以根据捕获到的游戏直播画面确定主播的实际游戏操作,进而确定回答正确的用户。回答正确的用户可以获得直播间10个虚拟币的奖励。依此类推,在每次轮到主播出牌时,都可以弹出问题。当本场直播结束后,本场直播参与度最高的用户还可以额外的被授予游戏币的奖励。
在这个应用场景中,通过本公开实施例提供的直播互动的处理方法,可以更加主动、有效的带动直播间的氛围,提高用户粘性,增加在竞品中的竞争力。
本公开实施例还提供了另一种直播互动的处理方法,可以由上述的第二客户端控制第二终端设备12执行,但是本公开不限于此,该直播互动的处理方法也可以由能够实现相应功能的任何设备执行,例如,车载装置、移动装置或计算装置。该方法可以包括如下步骤:
步骤501,第二客户端在播放第一客户端开启的游戏直播的情况下,接收服务器推送的目标问题;其中,目标问题是根据第一客户端的游戏进度情况生成的,目标问题用于指示针对第一客户端的目标步骤的游戏操作进行预测;
步骤502,第二客户端向服务器发送第二客户端针对目标问题的答案;
步骤503,第二客户端接收服务器提供的反馈信息;其中,反馈信息与答案是否正确的判断结果对应。
在一些实施例中,该方法还可以包括:
第二客户端弹出用于显示目标问题的目标控件;
步骤502第二客户端向服务器发送第二客户端针对目标问题的答案的步骤可以包括:第二客户端接收第二客户端针对目标控件的输入操作,其中,输入操作用于指示第二客户端针对目标问题的答案;第二客户端基于输入操作向服务器发送第二客户端针对目标问题的答案。
在一些实施例中,目标控件包括多个答案候选项,接收第二客户端针对目标控件的输入操作的步骤可以包括:获取第二客户端针对多个答案候选项的选择操作。
在一些实施例中,该方法还可以包括:
第二客户端停止显示目标控件。
在一些实施例中,第二客户端弹出用于显示目标问题的目标控件的步骤可以包括:第二客户端显示与第一客户端的操作界面相同的模拟操作界面;
第二客户端接收第二客户端针对目标控件的输入操作的步骤可以包括:第二客户端接收针对模拟操作界面的输入操作。
在一些实施例中,步骤503第二客户端接收服务器提供的反馈信息的步骤可以包括:
在第二客户端发送的答案正确的情况下,第二客户端接收服务器提供的虚拟奖励资源。
上述由第二客户端执行的直播互动的处理方法的实施例中未详述的部分,可以参考对图2~图4所示实施例提供的直播互动的处理方法中对第二客户端所执行方法的流程和技术效果的说明,在此不再赘述。
本公开实施例还提供了另一种直播互动的处理方法,可以由上述的第一客户端执行,但是本公开不限于此,该直播互动的处理方法也可以由能够实现相应功能的任何设备执行,例如,车载装置、移动装置或计算装置。如图6所示,该方法可以包括:
步骤601,第一客户端在开启游戏直播的情况下,向服务器发送游戏进度情况,其中,游戏进度情况用于作为服务器生成目标问题的依据,目标问题用于指示针对第一客户端的目标步骤的游戏操作进行预测,目标问题用于被推送至第二客户端;
步骤602,第一客户端接收服务器推送的提示信息;其中,提示信息用于提示第一客户端在第二预设时长之后执行目标步骤的游戏操作,第二预设时长小于第一预设时长,第一预设时长为第一客户端直播的游戏为目标步骤的游戏操作设置的限制时长;
步骤603,第一客户端显示提示信息。
上述由第一客户端执行的直播互动的处理方法的实施例中未详述的部分,可以参考对图2~图4所示实施例提供的直播互动的处理方法中对第一客户端所执行方法的流程和技术效果的说明,在此不再赘述。
本公开实施例还提供了另一种直播互动的处理方法,可以由上述的第一客户端执行,但是本公开不限于此,该直播互动的处理方法也可以由能够实现相应功能的任何设备执行,例如,车载装置、移动装置或计算装置。如图7所示,该方法可以包括:
步骤701,第一客户端在开启游戏直播的情况下,向服务器发送游戏进度情况,其中,游戏进度情况用于作为服务器生成目标问题的依据,目标问题用于指示针对第一客户端的目标步骤的游戏操作进行预测,目标问题用于被推送至第二客户端;
步骤702,第一客户端基于服务器的控制,在第二预设时长之内禁止执行目标步骤的游戏操作,其中,第二预设时长小于第一预设时长,第一预设时长为第一客户端直播的游戏为目标步骤的游戏操作设置的限制时长。
上述由第一客户端执行的直播互动的处理方法的实施例中未详述的部分,可以参考对图2~图4所示实施例提供的直播互动的处理方法中对第一客户端所执行方法的流程和技术效果的说明,在此不再赘述。
图8是根据本公开的一些实施例示出的一种直播互动的处理装置的框图。参照图8,该装置包括第一推送单元801,第一接收单元802和第一反馈单元803。
第一推送单元801,被配置为向播放第一客户端发起的游戏直播的第二客户端推送目标问题,以使第二客户端显示目标问题,其中,目标问题用于指示针对第一客户端的目标步骤的游戏操作进行预测;
第一接收单元802,被配置为接收第二客户端针对目标问题的答案;
第一反馈单元803,被配置为根据答案是否正确,向第二客户端提供不同的反馈信息。
在一些实施例中,第一推送单元801包括:
第一获取单元,被配置为获取第一客户端的游戏进度情况;
第一生成单元,被配置为根据第一客户端的游戏进度情况,生成目标问题。
在一些实施例中,第一获取单元包括:
第二获取单元,被配置为获取第一客户端的游戏直播画面;
第一确定单元,被配置为对游戏直播画面执行图像识别,以确定游戏进度情况。
在一些实施例中,在第一客户端直播的游戏为棋牌类游戏的情况下,第一生成单元包括:
识别单元,被配置为识别第一客户端的剩余棋牌;
第二生成单元,被配置为在剩余棋牌中选择目标棋牌,以生成目标问题,其中,目标问题用于预测第一客户端在下一步是否会出目标棋牌。
在一些实施例中,该装置还可以包括:
第三获取单元,被配置为获取第一客户端直播的游戏为目标步骤的游戏操作设置的限制时长,得到第一预设时长;
第二确定单元,被配置为根据第一预设时长确定第二预设时长,其中,第二预设时长小于第一预设时长;
第二推送单元或第一控制单元;其中,第二推送单元被配置为向第一客户端中推送提示信息,以使第一客户端显示提示信息,其中,提示信息用于提示第一客户端执行目标步骤的游戏操作的倒计时信息;第一控制单元被配置为控制第一客户端在第二预设时长之内禁止执行目标步骤的游戏操作,其中,第二预设时长小于第一预设时长,第一预设时长为第一客户端直播的游戏为目标步骤的游戏操作设置的限制时长。
在一些实施例中,第一反馈单元803包括:
第二反馈单元,被配置为在第二客户端的答案正确的情况下,向第二客户端提供虚拟奖励资源。
在一些实施例中,该装置还包括:
第四获取单元,被配置为执行获取参与回答目标问题的所有客户端的答案;
第三确定单元,被配置为根据回答目标问题的所有客户端的答案的正确率,确定向第二客户端提供的虚拟奖励资源的数量。
在一些实施例中,第一反馈单元803包括:
第五获取单元,被配置为获取在第一客户端的游戏直播的过程中所有客户端针对所有目标问题的答案,得到答题记录;
排序单元,被配置为根据答题记录,对所有客户端按照回答次数和/或回答准确率进行排序;
判断单元,被配置为根据第二客户端的排序结果,判断是否向第二客户端提供虚拟奖励资源;
第三反馈单元,被配置为根据判断结果向第二客户端提供对应的反馈信息。
关于上述实施例中的装置,其中各个模块执行操作的具体方式及其有益效果已经在有关该方法的实施例中进行了详细描述,此处将不做详细阐述说明。
本公开实施例还提供了另一种直播互动的处理装置,可以配置于第二客户端,如图9所示,该装置可以包括第一接收单元901、第二发送单元902和第二接收单元903,其中:
第一接收单元901被配置为通过第二客户端在播放第一客户端开启的游戏直播的情况下,接收服务器推送的目标问题;其中,目标问题是根据第一客户端的游戏进度情况生成的,目标问题用于指示针对第一客户端的目标步骤的游戏操作进行预测;
第一发送单元902被配置为通过第二客户端向服务器发送第二客户端针对目标问题的答案;
第二接收单元903被配置为通过第二客户端接收服务器提供的反馈信息;其中,反馈信息与答案是否正确的判断结果对应。
在一些实施例中,该装置还可以包括:显示单元,被配置为通过第二客户端弹出用于显示目标问题的目标控件;
相应的,第一发送单元可以包括:第三接收单元,被配置为通过第二客户端接收第二客户端针对目标控件的输入操作,其中,输入操作用于指示第二客户端针对目标问题的答案;第二发送单元,被配置为基于输入操作向服务器发送第二客户端针对目标问题的答案。
在一些实施例中,目标控件可以包括多个答案候选项,第三接收单元可以包括:获取单元,被配置为获取第二客户端针对多个答案候选项的选择操作。
在一些实施例中,该装置还可以包括:
显示单元,被配置为停止显示目标控件。
在一些实施例中,显示单元还可以被配置为显示与第一客户端的操作界面相同的模拟操作界面;
第一发送单元还可以被配置为接收针对模拟操作界面的输入操作。
在一些实施例中,第二接收单元还可以被配置为在第二客户端发送的答案正确的情况下,接收服务器提供的虚拟奖励资源。
关于上述实施例中的装置,其中各个模块执行操作的具体方式及其有益效果已经在有关该方法的实施例中进行了详细描述,此处将不做详细阐述说明。
本公开实施例还提供了另一种直播互动的处理装置,可以配置于第一客户端,如图10所示,该装置可以包括发送单元1001、接收单元1002和显示单元1003,其中:
发送单元1001被配置为通过第一客户端在开启游戏直播的情况下,向服务器发送游戏进度情况,其中,所述游戏进度情况用于作为所述服务器生成目标问题的依据,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测,所述目标问题用于被推送至第二客户端;
接收单元1002被配置为接收所述服务器推送的提示信息;其中,所述提示信息用于提示所述第一客户端在第二预设时长之后执行所述目标步骤的游戏操作,所述第二预设时长小于第一预设时长,所述第一预设时长为所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长;
显示单元1003被配置为通过所述第一客户端显示所述提示信息。
关于上述实施例中的装置,其中各个模块执行操作的具体方式及其有益效果已经在有关该方法的实施例中进行了详细描述,此处将不做详细阐述说明。
本公开实施例还提供了另一种直播互动的处理装置,可以配置于第一客户端,如图11所示,该装置可以包括发送单元1101和控制单元1102,其中:
发送单元1101被配置为通过第一客户端在开启游戏直播的情况下,向服务器发送游戏进度情况,其中,所述游戏进度情况用于作为所述服务器生成目标问题的依据,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测,所述目标问题用于被推送至第二客户端;
控制单元1102被配置为基于所述服务器的控制,在第二预设时长之内禁止执行所述目标步骤的游戏操作,其中,所述第二预设时长小于第一预设时长,所述第一预设时长为所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长。
关于上述实施例中的装置,其中各个模块执行操作的具体方式及其有益效果已经在有关该方法的实施例中进行了详细描述,此处将不做详细阐述说明。
基于同一发明构思,本公开实施例还提供了一种服务器,具体结合图12进行详细说明。
图12是根据本公开的一些实施例示出的一种服务器的结构框图。
如图12所示,该服务器能够实现根据本公开实施例中的信息处理方法以及信息处理装置的服务器的示例性硬件架构的结构图。该服务器可以指代本公开实施例中的电子设备以及服务器。
该服务器可以包括处理器1201以及存储有计算机程序指令的存储器1202。
上述处理器1201可以包括中央处理器(CPU),或者特定集成电路(application specific integrated circuit,ASIC),或者可以被配置成实施本申请实施例的一个或多个集成电路。
存储器1202可以包括用于信息或指令的大容量存储器。举例来说而非限制,存储器1202可包括硬盘驱动器(hard disk drive,HDD)、软盘驱动器、闪存、光盘、磁光盘、 磁带或通用串行总线(universal serial bus,USB)驱动器或者两个及其以上这些的组合。在合适的情况下,存储器1202可包括可移除或不可移除(或固定)的介质。在合适的情况下,存储器1202可在综合网关设备的内部或外部。在特定实施例中,存储器1202是非易失性固态存储器。在特定实施例中,存储器1202包括只读存储器(ROM)。在合适的情况下,该ROM可以是掩模编程的ROM、可编程ROM(PROM)、可擦除PROM(EPROM)、电可擦除PROM(EEPROM)、电可改写ROM(EAROM)或闪存,或者两个或及其以上这些的组合。
处理器1201通过读取并执行存储器1202中存储的计算机程序指令,以执行如下步骤:
向播放第一客户端发起的游戏直播的第二客户端推送目标问题,以使第二客户端显示目标问题,其中,目标问题用于指示针对第一客户端的目标步骤的游戏操作进行预测;
接收第二客户端的输入操作,以得到第二客户端针对目标问题的答案;
根据答案是否正确,向第二客户端提供不同的反馈信息。
在一些实施例中,处理器1201执行向播放第一客户端发起的游戏直播的第二客户端推送目标问题的步骤包括:
获取第一客户端的游戏进度情况;
根据第一客户端的游戏进度情况,生成目标问题。
在一些实施例中,获取第一客户端的游戏进度情况的步骤包括:
获取第一客户端的游戏直播画面;
对游戏直播画面执行图像识别,以确定游戏进度情况。
在一些实施例中,在第一客户端直播的游戏为棋牌类游戏的情况下,处理器1201执行根据第一客户端的游戏进度情况,生成目标问题的步骤包括:
识别第一客户端的剩余棋牌;
在剩余棋牌中选择目标棋牌,以生成目标问题,其中,目标问题用于预测第一客户端在下一步是否会出目标棋牌。
在一些实施例中,处理器1201还执行:
获取第一客户端直播的游戏为目标步骤的游戏操作设置的限制时长,得到第一预设时长;
根据第一预设时长确定第二预设时长,其中,第二预设时长小于第一预设时长;
向第一客户端中推送提示信息,以使第一客户端显示提示信息,其中,提示信息用于提示第一客户端在第二预设时长之后执行目标步骤的游戏操作;
或者,控制第一客户端在第二预设时长之内禁止执行目标步骤的游戏操作。
在一些实施例中,处理器1201执行向播放第一客户端发起的游戏直播的第二客户端推送目标问题的步骤包括:控制第二客户端中弹出用于显示目标问题的目标控件;
接收第二客户端的输入操作的步骤包括:接收第二客户端针对目标控件的输入操作。
在一些实施例中,目标控件包括多个答案候选项,处理器1201执行接收第二客户端 针对目标控件的输入操作的步骤包括:接收第二客户端针对多个答案候选项的选择。
在一些实施例中,处理器1201还执行:
控制第二客户端停止显示目标控件。
在一些实施例中,处理器1201执行向播放第一客户端发起的游戏直播的第二客户端推送目标问题的步骤包括:控制第二客户端中显示与第一客户端的操作界面相同的模拟操作界面;
处理器1201执行接收第二客户端的输入操作的步骤包括:接收第二客户端针对模拟操作界面的输入操作。
在一些实施例中,处理器1201执行根据答案是否正确,向第二客户端提供不同的反馈信息的步骤包括:
在第二客户端的答案正确的情况下,向第二客户端提供虚拟奖励资源。
在一些实施例中,在第二客户端的答案正确的情况下,处理器1201还执行:
获取参与回答目标问题的所有客户端的答案;
根据回答目标问题的所有客户端的答案的正确率,确定向第二客户端提供的虚拟奖励资源的数量。
在一些实施例中,处理器1201执行根据答案是否正确,向第二客户端提供不同的反馈信息的步骤包括:
获取在第一客户端的游戏直播的过程中所有客户端针对所有目标问题的答案,得到答题记录;
根据答题记录,对所有客户端按照回答次数和/或回答准确率进行排序;
根据第二客户端的排序结果,判断是否向第二客户端提供虚拟奖励资源;
根据判断结果向第二客户端提供对应的反馈信息。
在一些实施例中,该服务器还可包括收发器1203和总线1204。其中,如图12所示,处理器1201、存储器1202和收发器1203通过总线1204连接并完成相互间的通信。
总线1204包括硬件、软件或两者。举例来说而非限制,总线可包括加速图形端口(AGP)或其他图形总线、增强工业标准架构(EISA)总线、前端总线(FSB)、超传输(HT)互连、工业标准架构(ISA)总线、无限带宽互连、低引脚数(LPC)总线、存储器总线、微信道架构(MCA)总线、外围控件互连(PCI)总线、PCI-Express(PCI-X)总线、串行高级技术附件(SATA)总线、视频电子标准协会局部(VLB)总线或其他合适的总线或者两个或更多个以上这些的组合。在合适的情况下,总线1003可包括一个或多个总线。尽管本申请实施例描述和示出了特定的总线,但本申请考虑任何合适的总线或互连。
基于同一发明构思,本公开实施例还提供了一种计算机可读存储介质,当计算机可读存储介质中的指令由服务器的处理器执行时,使得服务器能够执行如本公开实施例提供的直播互动的处理方法。
基于同一发明构思,本公开实施例还提供了一种计算机程序产品,包括计算机程序/指令,计算机程序/指令被处理器执行时实现本公开实施例提供的直播互动的处理方法。
本领域技术人员在考虑说明书及实践这里公开的发明后,将容易想到本公开的其它实施方案。本申请旨在涵盖本公开的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本公开的一般性原理并包括本公开未公开的本技术领域中的公知常识或惯用技术手段。说明书和实施例仅被视为示例性的,本公开的真正范围和精神由下面的权利要求指出。
本公开所有实施例均可以单独被执行,也可以与其他实施例相结合被执行,均视为本公开要求的保护范围。
应当理解的是,本公开并不局限于上面已经描述并在附图中示出的精确结构,并且可以在不脱离其范围进行各种修改和改变。本公开的范围仅由所附的权利要求来限制。

Claims (44)

  1. 一种直播互动的处理方法,包括:
    向播放第一客户端发起的游戏直播的第二客户端推送目标问题,以使所述第二客户端显示所述目标问题,其中,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测;
    接收所述第二客户端针对所述目标问题的答案;根据所述答案是否正确,向所述第二客户端提供不同的反馈信息。
  2. 根据权利要求1所述的直播互动的处理方法,其中,所述方法还包括:
    获取所述第一客户端的游戏进度情况;
    根据所述第一客户端的游戏进度情况,生成所述目标问题。
  3. 根据权利要求2所述的直播互动的处理方法,其中,所述获取所述第一客户端的游戏进度情况包括:
    获取所述第一客户端的游戏直播画面;
    对所述游戏直播画面执行图像识别,以确定所述游戏进度情况。
  4. 根据权利要求3所述的直播互动的处理方法,其中,在所述第一客户端直播的游戏为棋牌类游戏的情况下,所述根据所述第一客户端的游戏进度情况,生成所述目标问题包括:
    识别所述第一客户端的剩余棋牌;
    在所述剩余棋牌中选择目标棋牌,以生成所述目标问题,其中,所述目标问题用于预测所述第一客户端在下一步是否会出所述目标棋牌。
  5. 根据权利要求1所述的直播互动的处理方法,其中,所述方法还包括:
    获取所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长,得到第一预设时长;
    根据所述第一预设时长确定第二预设时长,其中,所述第二预设时长小于所述第一预设时长;
    向所述第一客户端中推送提示信息,以使所述第一客户端显示所述提示信息,其中,所述提示信息用于提示所述第一客户端在所述第二预设时长之后执行所述目标步骤的游戏操作。
  6. 根据权利要求1所述的直播互动的处理方法,其中,所述根据所述答案是否正确,向所述第二客户端提供不同的反馈信息的步骤包括:
    在所述第二客户端的答案正确的情况下,向所述第二客户端提供虚拟奖励资源。
  7. 根据权利要求6所述的直播互动的处理方法,其中,所述在所述第二客户端的答案正确的情况下,所述方法还包括:
    获取参与回答所述目标问题的所有客户端的答案;以及
    根据所述回答所述目标问题的所有客户端的答案的正确率,确定向所述第二客户端提 供的所述虚拟奖励资源的数量。
  8. 根据权利要求1所述的直播互动的处理方法,其中,所述根据所述答案是否正确,向所述第二客户端提供不同的反馈信息的步骤包括:
    获取在所述第一客户端的游戏直播的过程中所有客户端针对所有目标问题的答案,得到答题记录;
    根据所述答题记录,对所有客户端按照回答次数和/或回答准确率进行排序;
    根据所述第二客户端的排序结果,判断是否向所述第二客户端提供所述虚拟奖励资源;
    根据判断结果向所述第二客户端提供对应的反馈信息。
  9. 根据权利要求1所述的直播互动的处理方法,所述方法还包括:
    获取所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长,得到第一预设时长;
    根据所述第一预设时长确定第二预设时长,其中,所述第二预设时长小于所述第一预设时长;
    控制所述第一客户端在所述第二预设时长之内禁止执行所述目标步骤的游戏操作。
  10. 一种直播互动的处理方法,包括:
    第二客户端在播放第一客户端开启的游戏直播的情况下,接收服务器推送的目标问题;其中,所述目标问题是根据所述第一客户端的游戏进度情况生成的,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测;
    所述第二客户端向所述服务器发送所述第二客户端针对所述目标问题的答案;
    所述第二客户端接收所述服务器提供的反馈信息;其中,所述反馈信息与所述答案是否正确的判断结果对应。
  11. 根据权利要求10所述的直播互动的处理方法,其中,所述方法还包括:
    所述第二客户端弹出用于显示所述目标问题的目标控件;
    所述第二客户端向所述服务器发送所述第二客户端针对所述目标问题的答案的步骤包括:所述第二客户端接收所述第二客户端针对所述目标控件的输入操作,其中,所述输入操作用于指示所述第二客户端针对所述目标问题的答案;所述第二客户端基于所述输入操作向所述服务器发送所述第二客户端针对所述目标问题的答案。
  12. 根据权利要求11所述的直播互动的处理方法,其中,所述目标控件包括多个答案候选项,所述第二客户端接收所述第二客户端针对所述目标控件的输入操作的步骤包括:获取所述第二客户端针对所述多个答案候选项的选择操作。
  13. 根据权利要求11所述的直播互动的处理方法,其中,所述方法还包括:
    所述第二客户端停止显示所述目标控件。
  14. 根据权利要求11所述的直播互动的处理方法,其中,
    所述第二客户端弹出用于显示所述目标问题的目标控件的步骤包括:所述第二客户端 显示与所述第一客户端的操作界面相同的模拟操作界面;
    所述第二客户端接收所述第二客户端针对所述目标控件的输入操作的步骤包括:所述第二客户端接收针对所述模拟操作界面的所述输入操作。
  15. 根据权利要求10所述的直播互动的处理方法,其中,所述第二客户端接收所述服务器提供的反馈信息的步骤包括:
    在所述第二客户端发送的答案正确的情况下,所述第二客户端接收所述服务器提供的虚拟奖励资源。
  16. 一种直播互动的处理方法,包括:
    第一客户端在开启游戏直播的情况下,向服务器发送游戏进度情况,其中,所述游戏进度情况用于作为所述服务器生成目标问题的依据,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测,所述目标问题用于被推送至第二客户端;
    所述第一客户端接收所述服务器推送的提示信息;其中,所述提示信息用于提示所述第一客户端在第二预设时长之后执行所述目标步骤的游戏操作,所述第二预设时长小于第一预设时长,所述第一预设时长为所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长;
    所述第一客户端显示所述提示信息。
  17. 一种直播互动的处理方法,包括:
    第一客户端在开启游戏直播的情况下,向服务器发送游戏进度情况,其中,所述游戏进度情况用于作为所述服务器生成目标问题的依据,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测,所述目标问题用于被推送至第二客户端;
    所述第一客户端基于所述服务器的控制,在第二预设时长之内禁止执行所述目标步骤的游戏操作,其中,所述第二预设时长小于第一预设时长,所述第一预设时长为所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长。
  18. 一种直播互动的处理装置,包括:
    第一推送单元,被配置为向播放第一客户端发起的游戏直播的第二客户端推送目标问题,以使所述第二客户端显示所述目标问题,其中,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测;
    第一接收单元,被配置为接收所述第二客户端针对所述目标问题的答案;
    第一反馈单元,被配置为根据所述答案是否正确,向所述第二客户端提供不同的反馈信息。
  19. 根据权利要求18所述的直播互动的处理装置,其中,所述第一推送单元包括:
    第一获取单元,被配置为获取所述第一客户端的游戏进度情况;
    第一生成单元,被配置为根据所述第一客户端的游戏进度情况,生成所述目标问题。
  20. 根据权利要求19所述的直播互动的处理装置,其中,所述第一获取单元包括:
    第二获取单元,被配置为获取所述第一客户端的游戏直播画面;
    第一确定单元,被配置为对所述游戏直播画面执行图像识别,以确定所述游戏进度情况。
  21. 根据权利要求20所述的直播互动的处理装置,其中,在所述第一客户端直播的游戏为棋牌类游戏的情况下,所述第一生成单元包括:
    识别单元,被配置为识别所述第一客户端的剩余棋牌;
    第二生成单元,被配置为在所述剩余棋牌中选择目标棋牌,以生成所述目标问题,其中,所述目标问题用于预测所述第一客户端在下一步是否会出所述目标棋牌。
  22. 根据权利要求18所述的直播互动的处理装置,其中,所述装置还包括:
    第三获取单元,被配置为获取所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长,得到第一预设时长;
    第二确定单元,被配置为根据所述第一预设时长确定第二预设时长,其中,所述第二预设时长小于所述第一预设时长;
    第二推送单元或第一控制单元;其中,所述第二推送单元被配置为向所述第一客户端中推送提示信息,以使所述第一客户端显示所述提示信息,其中,所述提示信息用于提示所述第一客户端执行所述目标步骤的游戏操作的倒计时信息;所述第一控制单元被配置为控制所述第一客户端在第二预设时长之内禁止执行所述目标步骤的游戏操作,其中,所述第二预设时长小于第一预设时长,所述第一预设时长为所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长。
  23. 根据权利要求18所述的直播互动的处理装置,其中,所述第一反馈单元包括:
    第二反馈单元,被配置为在所述第二客户端的答案正确的情况下,向所述第二客户端提供虚拟奖励资源。
  24. 根据权利要求23所述的直播互动的处理装置,其中,所述装置还包括:
    第四获取单元,被配置为获取参与回答所述目标问题的所有客户端的答案;
    第三确定单元,被配置为根据所述回答所述目标问题的所有客户端的答案的正确率,确定向所述第二客户端提供的所述虚拟奖励资源的数量。
  25. 根据权利要求18所述的直播互动的处理装置,其中,所述第一反馈单元包括:
    第五获取单元,被配置为获取在所述第一客户端的游戏直播的过程中所有客户端针对所有目标问题的答案,得到答题记录;
    排序单元,被配置为根据所述答题记录,对所有客户端按照回答次数和/或回答准确率进行排序;
    判断单元,被配置为根据所述第二客户端的排序结果,判断是否向所述第二客户端提供所述虚拟奖励资源;
    第三反馈单元,被配置为根据判断结果向所述第二客户端提供对应的反馈信息。
  26. 一种直播互动的处理装置,其中,包括:
    第一接收单元,被配置为通过第二客户端在播放第一客户端开启的游戏直播的情况 下,接收服务器推送的目标问题;其中,所述目标问题是根据所述第一客户端的游戏进度情况生成的,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测;
    第一发送单元,被配置为通过所述第二客户端向所述服务器发送所述第二客户端针对所述目标问题的答案;
    第二接收单元,被配置为通过所述第二客户端接收所述服务器提供的反馈信息;其中,所述反馈信息与所述答案是否正确的判断结果对应。
  27. 根据权利要求26所述的直播互动的处理装置,其中,
    所述装置还包括:显示单元,被配置为通过所述第二客户端弹出用于显示所述目标问题的目标控件;并且
    所述第一发送单元包括:第三接收单元,被配置为通过所述第二客户端接收所述第二客户端针对所述目标控件的输入操作,其中,所述输入操作用于指示所述第二客户端针对所述目标问题的答案;第二发送单元,被配置为基于所述输入操作向所述服务器发送所述第二客户端针对所述目标问题的答案。
  28. 根据权利要求27所述的直播互动的处理装置,其中,所述目标控件包括多个答案候选项,所述第三接收单元包括:获取单元,被配置为获取所述第二客户端针对所述多个答案候选项的选择操作。
  29. 根据权利要求27所述的直播互动的处理装置,其中,所述装置还包括:
    所述显示单元,被配置为停止显示所述目标控件。
  30. 根据权利要求27所述的直播互动的处理装置,其中,
    所述显示单元还被配置为显示与所述第一客户端的操作界面相同的模拟操作界面;
    所述第一发送单元还被配置为接收针对所述模拟操作界面的所述输入操作。
  31. 根据权利要求26所述的直播互动的处理方法,其中,所述第二接收单元还被配置为在所述第二客户端发送的答案正确的情况下,接收所述服务器提供的虚拟奖励资源。
  32. 一种直播互动的处理装置,包括:
    发送单元,被配置为通过第一客户端在开启游戏直播的情况下,向服务器发送游戏进度情况,其中,所述游戏进度情况用于作为所述服务器生成目标问题的依据,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测,所述目标问题用于被推送至第二客户端;
    接收单元,被配置为接收所述服务器推送的提示信息;其中,所述提示信息用于提示所述第一客户端在第二预设时长之后执行所述目标步骤的游戏操作,所述第二预设时长小于第一预设时长,所述第一预设时长为所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长;
    显示单元,被配置为通过所述第一客户端显示所述提示信息。
  33. 一种直播互动的处理装置,包括:
    发送单元,被配置为通过第一客户端在开启游戏直播的情况下,向服务器发送游戏进度情况,其中,所述游戏进度情况用于作为所述服务器生成目标问题的依据,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测,所述目标问题用于被推送至第二客户端;
    控制单元,被配置为基于所述服务器的控制,在第二预设时长之内禁止执行所述目标步骤的游戏操作,其中,所述第二预设时长小于第一预设时长,所述第一预设时长为所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长。
  34. 一种服务器,包括:
    处理器;
    用于存储所述处理器可执行指令的存储器;
    其中,所述处理器被配置为执行所述指令,以实现以下操作:
    向播放第一客户端发起的游戏直播的第二客户端推送目标问题,以使所述第二客户端显示所述目标问题,其中,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测;
    接收所述第二客户端针对所述目标问题的答案;
    根据所述答案是否正确,向所述第二客户端提供不同的反馈信息。
  35. 根据权利要求34所述的服务器,其中,所述处理器还被配置为执行所述指令,以实现以下操作:
    获取所述第一客户端的游戏进度情况;
    根据所述第一客户端的游戏进度情况,生成所述目标问题。
  36. 根据权利要求35所述的服务器,其中,所述处理器还被配置为执行所述指令,以实现以下操作:
    获取所述第一客户端的游戏直播画面;
    对所述游戏直播画面执行图像识别,以确定所述游戏进度情况。
  37. 根据权利要求36所述的服务器,其中,在所述第一客户端直播的游戏为棋牌类游戏的情况下,所述处理器还被配置为执行所述指令,以实现以下操作:
    识别所述第一客户端的剩余棋牌;
    在所述剩余棋牌中选择目标棋牌,以生成所述目标问题,其中,所述目标问题用于预测所述第一客户端在下一步是否会出所述目标棋牌。
  38. 根据权利要求34所述的服务器,其中,所述处理器还被配置为执行所述指令,以实现以下操作:
    获取所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长,得到第一预设时长;
    根据所述第一预设时长确定第二预设时长,其中,所述第二预设时长小于所述第一预设时长;
    向所述第一客户端中推送提示信息,以使所述第一客户端显示所述提示信息,其中,所述提示信息用于提示所述第一客户端在所述第二预设时长之后执行所述目标步骤的游戏操作。
  39. 根据权利要求34所述的服务器,其中,所述处理器还被配置为执行所述指令,以实现以下操作:
    在所述第二客户端的答案正确的情况下,向所述第二客户端提供虚拟奖励资源。
  40. 根据权利要求39所述的服务器,其中,所述在所述第二客户端的答案正确的情况下,所述处理器还被配置为执行所述指令,以实现以下操作:
    获取参与回答所述目标问题的所有客户端的答案;
    根据所述回答所述目标问题的所有客户端的答案的正确率,确定向所述第二客户端提供的所述虚拟奖励资源的数量。
  41. 根据权利要求34所述的服务器,其中,所述处理器还被配置为执行所述指令,以实现以下操作:
    获取在所述第一客户端的游戏直播的过程中所有客户端针对所有目标问题的答案,得到答题记录;
    根据所述答题记录,对所有客户端按照回答次数和/或回答准确率进行排序;
    根据所述第二客户端的排序结果,判断是否向所述第二客户端提供所述虚拟奖励资源;
    根据判断结果向所述第二客户端提供对应的反馈信息。
  42. 根据权利要求33所述的服务器,其中,所述处理器还被配置为执行所述指令,以实现以下操作:
    获取所述第一客户端直播的游戏为所述目标步骤的游戏操作设置的限制时长,得到第一预设时长;
    根据所述第一预设时长确定第二预设时长,其中,所述第二预设时长小于所述第一预设时长;
    控制所述第一客户端在所述第二预设时长之内禁止执行所述目标步骤的游戏操作。
  43. 一种非易失性计算机可读存储介质,当所述计算机可读存储介质中的指令由服务器的处理器执行时,使得所述服务器能够执行以下操作:
    向播放第一客户端发起的游戏直播的第二客户端推送目标问题,以使所述第二客户端显示所述目标问题,其中,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测;
    接收所述第二客户端针对所述目标问题的答案;
    根据所述答案是否正确,向所述第二客户端提供不同的反馈信息。
  44. 一种计算机程序产品,包括计算机程序/指令,其中,所述计算机程序/指令被处理器执行时实现以下操作:
    向播放第一客户端发起的游戏直播的第二客户端推送目标问题,以使所述第二客户端显示所述目标问题,其中,所述目标问题用于指示针对所述第一客户端的目标步骤的游戏操作进行预测;
    接收所述第二客户端针对所述目标问题的答案;
    根据所述答案是否正确,向所述第二客户端提供不同的反馈信息。
PCT/CN2021/128482 2021-03-30 2021-11-03 直播互动的处理方法及装置 WO2022205901A1 (zh)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202110338939.9A CN113101673B (zh) 2021-03-30 2021-03-30 直播互动的处理方法、装置及服务器
CN202110338939.9 2021-03-30

Publications (1)

Publication Number Publication Date
WO2022205901A1 true WO2022205901A1 (zh) 2022-10-06

Family

ID=76713126

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2021/128482 WO2022205901A1 (zh) 2021-03-30 2021-11-03 直播互动的处理方法及装置

Country Status (2)

Country Link
CN (1) CN113101673B (zh)
WO (1) WO2022205901A1 (zh)

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113101673B (zh) * 2021-03-30 2024-02-09 北京达佳互联信息技术有限公司 直播互动的处理方法、装置及服务器
CN115379262B (zh) * 2022-07-12 2024-05-31 网易(杭州)网络有限公司 游戏的操作控制方法、装置、系统和电子设备

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20070117617A1 (en) * 2005-11-21 2007-05-24 Microsoft Corporation Spectator mode for a game
CN110881144A (zh) * 2018-09-05 2020-03-13 武汉斗鱼网络科技有限公司 一种基于直播平台的数据处理方法以及相关设备
CN112272580A (zh) * 2018-04-06 2021-01-26 诺维数字娱乐私人有限公司 在线游戏环境与实况事件的视频流传输的同步
CN112565798A (zh) * 2020-10-28 2021-03-26 腾讯科技(深圳)有限公司 直播互动实现方法及计算机可读存储介质
CN113101673A (zh) * 2021-03-30 2021-07-13 北京达佳互联信息技术有限公司 直播互动的处理方法、装置及服务器

Family Cites Families (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8579686B2 (en) * 2011-04-21 2013-11-12 The Predictor Llc Gaming event prediction system and method
CN105169697A (zh) * 2015-07-28 2015-12-23 上海斐讯数据通信技术有限公司 一种基于移动终端的麻将胡牌控制方法及系统
CN106182006B (zh) * 2016-08-09 2018-07-27 北京光年无限科技有限公司 面向智能机器人的棋牌交互数据处理方法及装置
CN107454436A (zh) * 2017-09-28 2017-12-08 广州酷狗计算机科技有限公司 互动方法、装置、服务器以及存储介质
CN108347650B (zh) * 2018-01-29 2020-03-06 广州虎牙信息科技有限公司 一种确定互动结果的方法、装置、存储介质及电子设备
CN109286852B (zh) * 2018-11-09 2021-07-02 广州酷狗计算机科技有限公司 直播间的竞赛方法及装置
CN110366023B (zh) * 2019-06-10 2021-12-07 北京字节跳动网络技术有限公司 一种直播互动方法、装置、介质和电子设备
CN110505491B (zh) * 2019-07-16 2020-11-06 北京达佳互联信息技术有限公司 一种直播的处理方法、装置、电子设备及存储介质
CN111246225B (zh) * 2019-12-25 2022-02-08 北京达佳互联信息技术有限公司 信息交互方法、装置、电子设备及计算机可读存储介质
CN111240544B (zh) * 2020-01-06 2020-11-24 腾讯科技(深圳)有限公司 虚拟场景的数据处理方法、装置、设备及存储介质

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20070117617A1 (en) * 2005-11-21 2007-05-24 Microsoft Corporation Spectator mode for a game
CN112272580A (zh) * 2018-04-06 2021-01-26 诺维数字娱乐私人有限公司 在线游戏环境与实况事件的视频流传输的同步
CN110881144A (zh) * 2018-09-05 2020-03-13 武汉斗鱼网络科技有限公司 一种基于直播平台的数据处理方法以及相关设备
CN112565798A (zh) * 2020-10-28 2021-03-26 腾讯科技(深圳)有限公司 直播互动实现方法及计算机可读存储介质
CN113101673A (zh) * 2021-03-30 2021-07-13 北京达佳互联信息技术有限公司 直播互动的处理方法、装置及服务器

Also Published As

Publication number Publication date
CN113101673B (zh) 2024-02-09
CN113101673A (zh) 2021-07-13

Similar Documents

Publication Publication Date Title
CN109068182B (zh) 基于直播进行游戏的直播间进入方法、系统、终端及装置
US20200324203A1 (en) Interactive events platform
CN109005417B (zh) 基于直播进行游戏的直播间进入方法、系统、终端及装置
WO2022205901A1 (zh) 直播互动的处理方法及装置
WO2016078189A1 (zh) 一种基于视频直播的互动方法及相关设备、系统
US11623144B2 (en) Intervention server and intervention program
EP3305384A1 (en) Method and system for providing goal attainment online speed quiz game
CN112527171B (zh) 多媒体文件播放方法、装置、设备及介质
CN110944229A (zh) 一种针对直播间对象的数据处理方法及装置
JP2022191133A (ja) ゲームライブ放送インタラクティブな方法、デバイス、電子機器および記憶媒体
CN111770356A (zh) 一种基于游戏直播的互动方法和装置
CN110366023B (zh) 一种直播互动方法、装置、介质和电子设备
CN109831697A (zh) 违规处理时长的检测方法及系统
US20140011594A1 (en) Electronic Social Trivia Game and Computer Application and Related Methods
CN110384929B (zh) 一种游戏互动方法、装置、介质和电子设备
CN110336957B (zh) 一种视频制作方法、装置、介质和电子设备
CN112691385B (zh) 出装信息获取方法、装置、电子设备、服务器及存储介质
CN110417728B (zh) 一种在线互动方法、装置、介质和电子设备
KR20210142515A (ko) 시청자 참여형 양방향 인터랙션 방송 서비스 제공 방법, 장치 및 컴퓨터프로그램
CN110384930A (zh) 一种互动游戏群组构建方法、装置、介质和电子设备
CN110384931A (zh) 一种多角色互动方法、装置、介质和电子设备
CN113365135B (zh) 虚拟奖励的显示的方法、装置和电子设备
JP7127903B1 (ja) ゲームシステム、それに用いるコンピュータプログラム、及び制御方法
JP7122777B1 (ja) ゲームシステム、それに用いるコンピュータプログラム、及び制御方法
CN112804557B (zh) 交互方法、系统、装置、电子设备及存储介质

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 21934537

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

32PN Ep: public notification in the ep bulletin as address of the adressee cannot be established

Free format text: NOTING OF LOSS OF RIGHTS PURSUANT TO RULE 112(1) EPC (EPO FORM 1205N DATED 21/11/2023)