WO2023045235A1 - 直播交互方法及装置 - Google Patents
直播交互方法及装置 Download PDFInfo
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- WO2023045235A1 WO2023045235A1 PCT/CN2022/077169 CN2022077169W WO2023045235A1 WO 2023045235 A1 WO2023045235 A1 WO 2023045235A1 CN 2022077169 W CN2022077169 W CN 2022077169W WO 2023045235 A1 WO2023045235 A1 WO 2023045235A1
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- Prior art keywords
- virtual
- video content
- live broadcast
- interface
- prop
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/20—Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
- H04N21/21—Server components or server architectures
- H04N21/218—Source of audio or video content, e.g. local disk arrays
- H04N21/2187—Live feed
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
- H04N21/44—Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
- H04N21/443—OS processes, e.g. booting an STB, implementing a Java virtual machine in an STB or power management in an STB
- H04N21/4437—Implementing a Virtual Machine [VM]
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/47—End-user applications
- H04N21/478—Supplemental services, e.g. displaying phone caller identification, shopping application
- H04N21/4788—Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
Definitions
- the present disclosure relates to the technical field of live broadcast, and in particular to a live interactive method, device, electronic equipment, storage medium and program product.
- the audience can view the sales interface of the game props, and various game props are displayed on the sales interface, and the audience can purchase any game props to their own game accounts.
- the interaction between the audience and the game props needs to be improved.
- the present disclosure provides a live broadcast interaction method, device, electronic equipment, storage medium and program product.
- a live interaction method including:
- the item trading interface of the live broadcast room is displayed on the live broadcast interface
- the virtual props associated with the main object in the first video content are displayed, and the virtual props are props used in the target virtual scene.
- the live interaction method also includes:
- the live interaction method also includes:
- a reminder mark corresponding to the manipulation result is displayed on the live broadcast interface.
- the live interaction method also includes:
- a third video content is displayed in the live broadcast interface, and the third video content includes a video segment generated when the manipulation result meets the preset condition.
- the manipulation result is generated when the second account adopts the second virtual prop; while displaying the third video content, the live interaction method further includes:
- the detailed information of the second virtual prop is displayed in the live broadcast interface.
- a live broadcast interaction method including:
- the virtual props are sent to the viewer end, and the virtual props are used for displaying in the prop trading interface of the live broadcast room.
- the acquiring the virtual props associated with the subject object includes:
- the live interaction method also includes:
- the live interaction method also includes:
- the live interaction method also includes:
- the manipulation result is generated when the second account adopts the second virtual prop; while sending the third video content to the audience, the live interaction method further includes:
- a live broadcast interaction device including:
- the first content display module is configured to display the first video content generated in the target virtual scene in the live broadcast interface
- the transaction interface display module is configured to display the prop transaction interface of the live broadcast room in the live broadcast interface in response to the viewing operation of the prop transaction interface by the first account;
- the virtual prop display module is configured to display virtual props associated with the main object in the first video content on the prop transaction interface, the virtual props being props used in the target virtual scene.
- the device also includes:
- a virtual item determination module configured to determine a first virtual item among the virtual items in response to the trial operation of the virtual item by the first account
- a video content acquisition module configured to acquire the second video content rendered by using the first virtual prop
- the second content display module is configured to display the second video content in the live broadcast interface.
- the device also includes:
- the reminder mark display module is configured to display a reminder corresponding to the manipulation result on the live broadcast interface in response to detecting that the manipulation result of the subject object by the second account in the target virtual scene satisfies a preset condition mark.
- the device also includes:
- the third content display module is configured to display a third video content in the live broadcast interface in response to the viewing operation of the reminder mark, and the third video content includes when the manipulation result satisfies the preset condition The resulting video clip.
- the manipulation result is generated when the second account uses a second virtual item; the device further includes:
- the item information display module is configured to display detailed information of the second virtual item in the live broadcast interface.
- a live broadcast interaction device including:
- the first content sending module is configured to send the first video content generated in the target virtual scene to the viewer, and the first video content is used for displaying in the live interface of the viewer;
- a main object determination module configured to determine a main object in the first video content
- a virtual prop acquisition module configured to acquire the virtual props associated with the subject object, the virtual props being the props used in the target virtual scene;
- the virtual item sending module is configured to send the virtual item to the viewer, and the virtual item is used for display in the item trading interface of the live broadcast room.
- the virtual item acquisition module is configured to search the corresponding relationship between the main object and the virtual item according to the main object, and obtain the virtual item corresponding to the main object.
- the device also includes:
- the request obtaining module is configured to obtain a selection request of the first account for the first virtual item, the selection request carrying the identification of the first virtual item;
- the second content acquiring module is configured to acquire the second video content rendered by using the first virtual prop according to the identifier of the first virtual prop;
- the first content sending module is configured to send the second video content to the viewer.
- the device also includes:
- the manipulation result sending module is configured to send the manipulation result to the viewer in response to detecting that the manipulation result of the subject object by the second account in the target virtual scene satisfies a preset condition, and the manipulation result is used for Instructing the viewer to display a reminder mark in the live broadcast interface.
- the device also includes:
- the second content sending module is configured to send third video content to the viewer, where the third video content includes a video segment generated when the manipulation result satisfies the preset condition.
- the manipulation result is generated when the second account uses a second virtual item; the device further includes:
- the item information sending module is configured to send detailed information of the second virtual item to the viewer.
- an electronic device including:
- the processor is configured to execute the instructions, so as to implement the live broadcast interaction method described in any embodiment of the first aspect or the second aspect.
- a computer-readable storage medium is provided, and when the instructions in the computer-readable storage medium are executed by the processor of the electronic device, the electronic device can execute the above-mentioned first aspect Or the live interaction method described in any embodiment of the second aspect.
- a computer program product includes instructions, and when the instructions are executed by a processor of an electronic device, the electronic device can perform the above-mentioned first aspect or The live broadcast interaction method described in any embodiment of the second aspect.
- the prop trading interface of the live broadcast room is displayed on the live broadcast interface, so that the prop transaction in the live broadcast room
- the virtual props associated with the main object in the first video content are displayed on the interface to realize the association between the video content and the virtual props in the live broadcast interface, which can improve the interaction between the audience and the game props.
- Fig. 1 is an application environment diagram of a live broadcast interaction method according to an exemplary embodiment.
- Fig. 2 is a flow chart of a method for interacting with live broadcast according to an exemplary embodiment.
- Fig. 3 is a flow chart of a method for interacting with live broadcast according to an exemplary embodiment.
- Fig. 4 is a flow chart of a method for interacting with live broadcast according to an exemplary embodiment.
- Fig. 5 is a flow chart of a method for interacting with live broadcast according to an exemplary embodiment.
- Fig. 6 is a flow chart of a live interaction method according to an exemplary embodiment.
- Fig. 7 is a flow chart of a live interaction method according to an exemplary embodiment.
- Fig. 8 is a block diagram of a live broadcast interaction device according to an exemplary embodiment.
- Fig. 9 is a block diagram of another device for interacting with live broadcast according to an exemplary embodiment.
- Fig. 10 is a block diagram of an electronic device according to an exemplary embodiment.
- Fig. 11 is a block diagram of another electronic device according to an exemplary embodiment.
- user information including but not limited to user equipment information, user personal information, etc.
- data including but not limited to data for display, data for analysis, etc.
- the virtual scene is a virtual scene displayed (or provided) when the application program is running on the terminal.
- the virtual scene can be a simulated environment scene of the real world, a semi-simulated and semi-fictitious three-dimensional environment scene, or a purely fictional three-dimensional environment scene.
- the virtual scene can be any one of a two-dimensional virtual scene and a three-dimensional virtual scene.
- the virtual scene can also be used for a virtual scene battle between at least two virtual characters.
- the virtual scene is usually generated by an application program in a computer device such as a terminal and displayed based on hardware (such as a screen) in the terminal.
- the terminal may be a mobile terminal such as a smart phone, a tablet computer, or an e-book reader; or, the terminal may also be a personal computer device such as a notebook computer or a fixed computer.
- the subject object may be a movable object in the virtual scene.
- the subject object may be at least one of virtual characters, virtual animals, and virtual vehicles.
- the main object may be a three-dimensional model created based on animation skeleton technology.
- Each main object has its own shape, volume and orientation in the three-dimensional virtual scene, and occupies a part of the space in the three-dimensional virtual scene.
- Virtual props refer to the props that virtual objects can use in the virtual environment, which can be the skin of game characters, pistols, rifles, sniper rifles, daggers, knives, swords, axes and other virtual weapons that can cause damage to other virtual characters. It can be a supply item such as bullets, or a virtual pendant that can be installed on a designated virtual weapon such as a fast clip, scope, or muffler, and can provide some attribute bonuses to the virtual weapon, or it can be a defensive item such as a shield, armor, or armored vehicle.
- the anchor can sell game props on behalf of others.
- the current prop sales plan in the game live broadcast room is: the anchor can choose the game props to sell when live broadcasting a certain game.
- the game props selected by the anchor can be displayed in the sales panel of the live broadcast room. Viewers can purchase game items from the sales panel into their own game accounts with one click.
- anchor A is broadcasting any game, and configures props such as skins, heroes, and runes that support viewers to purchase the game in the live broadcast room.
- viewer B enters the live broadcast room to watch the live broadcast, he can see the entrance of item sales, find the hero or hero skin he needs, and buy it with one click.
- Viewer B can pre-bind the game account information.
- the game account After the purchase is successful, the game account will have the corresponding product, and the anchor will get certain benefits.
- the live broadcast interaction method in traditional technology is similar to that of an unmanned supermarket.
- the interaction between the audience and the game props is not high, which cannot improve the enthusiasm of the audience to buy.
- the game props in the sales panel are not targeted, and they are not related to the live broadcast of the anchor.
- the video content of is not very relevant.
- the live broadcast interaction method provided by the present disclosure can be applied to the application environment shown in FIG. 1 .
- at least one audience terminal 110 communicates with the live broadcast server 120 through the network
- the anchor terminal 130 communicates with the live broadcast server 120 and the cloud game server 140 through the network.
- the audience terminal 110 runs an application program that can be used for watching live broadcast
- the anchor terminal 130 runs an application program that can be used for live broadcast. It can be understood that the application program used for watching live broadcast and the application program used for live broadcast can be The same application may also be different applications.
- the anchor terminal 130 can run cloud games, and cloud games refer to game methods based on cloud computing.
- the running mode of the cloud game the running subject of the game application program and the presenting subject of the game screen are separated, and the game screen can be displayed on the anchor terminal 130, and the anchor terminal 130 sends the game operation command to the cloud game server 140, and the cloud game server terminal 140 performs video rendering according to the game operation instructions, and returns the game video content to the anchor terminal 130.
- the anchor terminal 130 can also send cloud game-related information to the live broadcast server 120.
- the cloud game-related information can include information such as the game name selected by the anchor, the game role selected by the anchor, and the game account of the anchor.
- the live broadcast server 120 obtains the game video content from the cloud game server 140 according to the cloud game related information, and each viewer 110 obtains the first video content from the live broadcast server 120, and for any viewer 110, displays the acquired video content in the live broadcast interface.
- the first video content the first video content is generated in the target virtual scene.
- the viewer terminal 110 determines the main object in the first video content.
- the item trading interface of the live broadcast room is displayed on the live broadcast interface.
- the prop trading interface the virtual props associated with the main object in the first video content are displayed, and the virtual props are props used in the target virtual scene.
- the viewer terminal 110 also receives the trial operation of the virtual item by the first account, and the live broadcast server 120 obtains the trial request of the first virtual item by the first account, and the trial request carries the identification of the first virtual item; the live broadcast server 120 according to the first virtual item The identification of the virtual prop, acquiring the second video content rendered by using the first virtual prop; sending the second video content to the viewer terminal 110 .
- the audience terminal 110 displays the second video content in the live broadcast interface
- the audience terminal 110 can be, but not limited to, various personal computers, notebook computers, smart phones, and tablet computers.
- the live broadcast server 120 and the cloud game server 140 can use independent server terminals or server terminals composed of multiple server terminals.
- the anchor terminal 130 can be, but not limited to, various personal computers, notebook computers, smart phones, and tablet computers.
- Fig. 2 is a flowchart of a live interaction method shown according to an exemplary embodiment.
- the live interaction method is used in the viewer terminal 110 in the application scenario shown, including the following steps: Step S210, in In the live broadcast interface, the first video content generated in the target virtual scene is displayed; step S220, in response to the first account’s viewing operation on the item transaction interface, display the item transaction interface of the live room in the live broadcast interface; step S230, in the item transaction In the interface, virtual props associated with the main object in the first video content are displayed, and the virtual props are props used in the target virtual scene.
- step S210 the first video content generated in the target virtual scene is displayed on the live broadcast interface.
- the target virtual scene may be a virtual scene used by the anchor.
- the first video content is obtained from the live broadcast server, and the first video content may be video data generated by the host operating the main object in the target virtual scene.
- the viewer terminal displays the first video content in the live broadcast interface.
- step S220 in response to the viewing operation of the item trading interface by the first account, the item trading interface of the live broadcast room is displayed on the live broadcast interface.
- the first account is a viewer user account for watching the live broadcast at the viewer end.
- the entrance of the item trading interface of the live broadcast room can be set in the live broadcast interface.
- the viewer terminal In response to the viewer terminal detecting the trigger operation of the entry by the first account, receiving a viewing operation on the item transaction interface, and displaying the item transaction interface of the live broadcast room on the viewer terminal.
- step S230 virtual props associated with the main object in the first video content are displayed on the prop trading interface, and the virtual props are props used in the target virtual scene.
- the virtual props are props used in the target virtual scene.
- the host can send cloud game-related information to the live broadcast server, and the cloud game-related information can include the game character selected by the host, so that the main object in the first video content can be determined according to the game role.
- the live broadcast server can obtain the virtual props associated with the subject object from the cloud game server, and the live broadcast server sends the virtual props associated with the subject object to the viewer, and the viewer obtains the virtual prop associated with the subject object.
- the viewer itself can identify the first video content and determine the main object in the first video content, so as to obtain the virtual props associated with the main object from the live broadcast server according to the main object in the first video content . After obtaining the virtual props associated with the subject object, the viewer displays the acquired virtual props in the props trading interface.
- the prop transaction interface of the live broadcast room is displayed on the live broadcast interface, thereby
- the virtual props associated with the main object in the first video content are displayed in the prop trading interface of the live broadcast room, and the video content in the live broadcast interface is associated with the virtual props, which can improve the interaction between the audience and the game props, thereby guiding Viewers watching the live room trade virtual items.
- the live interaction method further includes the following steps:
- step S310 in response to the trial operation of the virtual item by the first account, the first virtual item is determined among the virtual items.
- step S320 the second video content rendered by using the first virtual prop is acquired.
- step S330 the second video content is displayed on the live broadcast interface.
- the first virtual item may be a virtual item selected by the first account.
- the viewer displays virtual items in the item trading interface of the live broadcast room, and the viewer can select the displayed virtual items, so that the viewer responds to the trial operation of the virtual items by the first account, Determine the first virtual prop.
- the first virtual prop can be provided with a logo.
- the viewer sends a trial request for the first virtual item to the live broadcast server, and the trial request carries an identifier of the first virtual item.
- the live broadcast server can acquire the second video content rendered by using the first virtual prop from the live broadcast server according to the identifier of the first virtual prop.
- the live broadcast server can also obtain the second video content rendered by using the first virtual prop from the cloud game server according to the identifier of the first virtual prop.
- the viewer acquires the second video content from the live broadcast server, and displays the second video content on the live broadcast interface.
- the second video content is displayed on the audience terminal A that triggers the trial operation, while the video content displayed on the audience terminal B that does not trigger the trial operation is consistent with the current video content of the anchor terminal, and at the If the virtual props tried out in the second video content are different from the virtual props currently being tried by the host, the content of the second video is different from the current video content on the host side.
- the current video content of the anchor is sent to the anchor by the cloud game server
- the second video content is sent by the cloud game server to the live broadcast server, and the viewer pulls it from the live broadcast server.
- the cloud game server can include at least two cloud game hosts.
- the current video content and the second video content at the host end may be provided by different cloud game hosts.
- the second video content rendered by using the first virtual prop is obtained, and the second video content is displayed in the live broadcast interface.
- the live broadcast interaction method further includes: in response to detecting that the second account's manipulation result of the subject object in the target virtual scene satisfies a preset condition, displaying a reminder mark corresponding to the manipulation result on the live broadcast interface.
- the second account is an anchor user account that uses the anchor terminal to perform live broadcast and provide live video content.
- the second account manipulates the main object in the target virtual scene, and if the second account's manipulation effect on the main object satisfies a preset condition, it means that the second account's manipulation performance is wonderful.
- the live broadcast server can detect the manipulation result of the second account. If the manipulation result satisfies the preset conditions, the live broadcast server can send a reminder corresponding to the manipulation result to the viewer, so that the viewer can display in the live broadcast interface the corresponding The reminder mark corresponding to the manipulation result.
- the reminder mark can use static special effect prompts such as bubbles and red dots, and the reminder mark can also use dynamic special effect prompts such as highlighting.
- the preset condition may be a predefined exciting moment in the game.
- the cloud game server can identify the wonderful moment, and when the cloud game server recognizes the wonderful moment, send a reminder message of the wonderful moment to the live broadcast server, so that the reminder mark can be sent to the audience through the live broadcast server.
- the live broadcast server can identify the exciting moments in the game through voice recognition or image recognition technology, and when the live broadcast server recognizes the exciting moments, send a reminder to the audience.
- the live broadcast interaction method further includes: displaying third video content in the live broadcast interface in response to viewing the reminder mark.
- the third video content includes video clips generated when the manipulation result satisfies a preset condition.
- the viewer can click on the reminder mark, so that the viewer can send a view request to the live broadcast server in response to viewing the reminder mark.
- the live broadcast server sends the third video content to the viewer in response to the viewing request, so that the viewer displays the third video content in the live broadcast interface.
- the third video content on the live broadcast server may be a video segment sent to the live broadcast server when the cloud game server detects that the manipulation result of the second account satisfies a preset condition.
- the third video content is displayed in the live broadcast interface in response to the viewing operation of the reminder mark, which is convenient for the user to view the video of the wonderful moment and reduces the user's operation cost.
- the manipulation result is generated when the second account uses the second virtual item; while displaying the third video content, the live broadcast interaction method further includes: displaying detailed information of the second virtual item in the live broadcast interface.
- the viewer can click the reminder mark, so that the viewer sends a view request to the live broadcast server in response to the view operation on the reminder mark.
- the live broadcast server sends the third video content and detailed information of the second virtual prop to the viewer, so that the viewer displays the third video content and the detailed information of the second virtual prop in the live broadcast interface.
- the third video content on the live broadcast server may be a video segment sent to the live broadcast server when the cloud game server detects that the manipulation result of the second account meets the preset conditions.
- the detailed information of the second virtual item may be the detailed information delivered to the live broadcast server when the cloud game server detects that the manipulation result of the second account satisfies a preset condition.
- the detailed information of the second virtual item may be a benefit introduction of the second account using the second virtual item.
- the gain introduction can introduce in detail the gain brought by the second virtual prop used by the second account in this exciting moment, so that the user can clearly see the actual combat value of the second virtual prop.
- the detailed information of the second virtual item is displayed in the live broadcast interface, which is convenient for the user to understand the detailed information of the second virtual item, which can not only improve the user's purchase enthusiasm, but also increase the The experience of virtual props.
- Fig. 4 is a flow chart of a live broadcast interaction method according to an exemplary embodiment. As shown in Fig. 4, the live broadcast interaction method is used in the viewer terminal 110 in the application scenario shown, and includes the following steps.
- step S402 the first video content generated in the target virtual scene is displayed on the live broadcast interface.
- step S404 the main object in the first video content is determined.
- step S406 the virtual props associated with the subject object are acquired, and the virtual props are props used in the target virtual scene.
- step S408 in response to the viewing operation of the item trading interface by the first account, virtual items are displayed on the item trading interface in the live broadcast room.
- step S410 in response to detecting that the result of the second account's manipulation of the subject object in the target virtual scene satisfies a preset condition, a reminder mark corresponding to the manipulation result is displayed on the live broadcast interface.
- the manipulation result is generated when the second account uses the second virtual item.
- step S412 in response to viewing the reminder mark, the third video content and detailed information of the second virtual prop are displayed on the live broadcast interface.
- the third video content includes video clips generated when the manipulation result satisfies a preset condition.
- step S414 in response to the trial operation of the virtual item by the first account, the first virtual item is determined among the virtual items.
- step S416 the second video content rendered by using the first virtual prop is acquired.
- step S4108 the second video content is displayed on the live broadcast interface.
- Fig. 5 is a flow chart of a live broadcast interaction method according to an exemplary embodiment. As shown in Fig. 5, the live broadcast interaction method is used in the live broadcast server 120 in the application scenario shown, and includes the following steps.
- step S510 the first video content generated in the target virtual scene is sent to the viewer, and the first video content is used for display in the live interface of the viewer.
- step S520 the main object in the first video content is determined.
- step S530 the virtual props associated with the subject object are obtained, and the virtual props are props used in the target virtual scene.
- step S540 the virtual props are sent to the viewer, and the virtual props are used for display in the prop trading interface of the live broadcast room.
- obtaining the virtual props associated with the main object includes: according to the main object, searching in the corresponding relationship between the main object and the virtual props to obtain the virtual props corresponding to the main object.
- the live interaction method further includes:
- step S610 a trial request for the first virtual item from the first account is obtained, and the selection request carries the identifier of the first virtual item.
- step S620 according to the identifier of the first virtual prop, the second video content rendered by using the first virtual prop is acquired.
- step S630 send the second video content to the viewer.
- the live interaction method further includes: in response to detecting that the second account's manipulation result on the subject object in the target virtual scene satisfies a preset condition, sending the manipulation result to the audience, where the manipulation result is used to indicate The viewer displays a reminder mark on the live broadcast interface.
- the live interaction method further includes: sending third video content to the viewer, where the third video content includes a video clip generated when the manipulation result satisfies a preset condition.
- the manipulation result is generated when the second account adopts the second virtual prop; while sending the third video content to the viewer, the method further includes: sending detailed information of the second virtual prop to the viewer .
- Fig. 7 is a flow chart of a live broadcast interaction method according to an exemplary embodiment. As shown in Fig. 7, the live broadcast interaction method is used in the live broadcast server 120 in the application scenario shown, and includes the following steps.
- step S702 the first video content generated in the target virtual scene is sent to the audience terminal, and the first video content is used for displaying in the live broadcast interface of the client terminal.
- step S704 the main object in the first video content is determined.
- step S706 the virtual prop associated with the subject object is obtained.
- the virtual props are props used in the target virtual scene.
- a search is performed in the corresponding relationship between the subject object and the virtual prop to obtain the virtual prop corresponding to the subject object.
- step S708 the virtual props are sent to the viewer, and the virtual props are used for display in the prop trading interface of the live broadcast room.
- step S710 a trial request for the first virtual item from the first account is obtained, and the selection request carries the identification of the first virtual item.
- step S712 according to the identifier of the first virtual prop, the second video content rendered by using the first virtual prop is acquired.
- step S714 the second video content is sent to the viewer.
- step S716 in response to detecting that the result of the second account's manipulation of the subject object in the target virtual scene satisfies a preset condition, the manipulation result is sent to the audience.
- the manipulation result is used to instruct the viewer to display a reminder mark in the live broadcast interface.
- the manipulation result is generated when the second account uses the second virtual item.
- step S7108 the detailed information of the third video content and the second virtual prop is sent to the viewer.
- the third video content includes video clips generated when the manipulation result satisfies a preset condition.
- Fig. 8 is a block diagram of a live broadcast interaction device 800 according to an exemplary embodiment.
- the device 800 includes a first content display module 802 , a transaction interface display module 804 , and a virtual item display module 806 .
- the first content display module 802 is configured to display the first video content generated in the target virtual scene in the live broadcast interface;
- the transaction interface display module 804 is configured to respond to the viewing operation of the item transaction interface by the first account,
- the prop trading interface of the live broadcast room is displayed in the live broadcast interface;
- the virtual prop display module 806 is configured to display the virtual props associated with the main object in the first video content in the prop trading interface, and the virtual props are the virtual props obtained in the target virtual scene props used.
- the device 800 further includes: a virtual item determination module, configured to determine the first virtual item among the virtual items in response to a trial operation of the virtual item by the first account; a video content acquisition module, configured to In order to obtain the second video content rendered by using the first virtual prop; the second content display module is configured to display the second video content in the live broadcast interface.
- a virtual item determination module configured to determine the first virtual item among the virtual items in response to a trial operation of the virtual item by the first account
- a video content acquisition module configured to In order to obtain the second video content rendered by using the first virtual prop
- the second content display module is configured to display the second video content in the live broadcast interface.
- the device 800 further includes: a prompt mark display module, configured to display in the live broadcast interface the same The reminder mark corresponding to the manipulation result.
- the device 800 further includes: a third content display module, configured to display a third video content on the live broadcast interface in response to the operation of checking the reminder mark, the third video content includes a manipulation result that satisfies the preset The resulting video clip when the condition is set.
- a third content display module configured to display a third video content on the live broadcast interface in response to the operation of checking the reminder mark, the third video content includes a manipulation result that satisfies the preset The resulting video clip when the condition is set.
- the manipulation result is generated when the second account adopts the second virtual item; the device 800 further includes: an item information display module configured to display detailed information of the second virtual item in the live broadcast interface.
- Fig. 9 is a block diagram of a live broadcast interaction device 900 according to an exemplary embodiment.
- the device 900 includes a first content sending module 902, a subject object determining module 904, a virtual item acquiring module 906, and a virtual item sending module 908.
- the first content sending module 902 is configured to send the first video content generated in the target virtual scene to the audience, and the first video content is used to display in the live broadcast interface of the audience;
- the subject object determination module 904 is configured to determine The main object in the first video content;
- the virtual prop acquiring module 906 is configured to acquire the virtual prop associated with the main object, and the virtual prop is the prop used in the target virtual scene;
- the virtual prop sending module 908 is configured to send the virtual prop From the props to the audience, the virtual props are used for display in the props trading interface of the live broadcast room.
- the virtual item acquisition module 906 is configured to search the corresponding relationship between the main object and the virtual item according to the main object, and obtain the virtual item corresponding to the main object.
- the device 900 further includes: a request acquisition module configured to acquire a first account's selection request for the first virtual item, where the selection request carries an identifier of the first virtual item; a second content acquisition module, It is configured to obtain the second video content rendered by using the first virtual item according to the identification of the first virtual item; the first content sending module is configured to send the second video content to the viewer.
- a request acquisition module configured to acquire a first account's selection request for the first virtual item, where the selection request carries an identifier of the first virtual item
- a second content acquisition module It is configured to obtain the second video content rendered by using the first virtual item according to the identification of the first virtual item
- the first content sending module is configured to send the second video content to the viewer.
- the device 900 further includes: a manipulation result sending module, configured to send the manipulation result to the viewer in response to detecting that the second account's manipulation result on the subject object in the target virtual scene satisfies a preset condition , the manipulation result is used to instruct the viewer to display a reminder mark on the live interface.
- a manipulation result sending module configured to send the manipulation result to the viewer in response to detecting that the second account's manipulation result on the subject object in the target virtual scene satisfies a preset condition , the manipulation result is used to instruct the viewer to display a reminder mark on the live interface.
- the apparatus 900 further includes: a second content sending module configured to send third video content to the viewer, the third video content including video clips generated when the manipulation result satisfies a preset condition.
- the manipulation result is generated when the second account uses the second virtual item; the device 900 further includes: an item information sending module configured to send detailed information of the second virtual item to the audience.
- Fig. 10 is a block diagram of an electronic device 1000 for live broadcast interaction according to an exemplary embodiment.
- the electronic device 1000 may be a mobile phone, a computer, a digital broadcast terminal, a messaging device, a game console, a tablet device, a medical device, a fitness device, a personal digital assistant, and the like.
- electronic device 1000 may include one or more of the following components: processing component 1002, memory 1004, power supply component 1006, multimedia component 1008, audio component 1010, input/output (I/O) interface 1012, sensor component 1014 and communication component 1016.
- the processing component 1002 generally controls the overall operations of the electronic device 1000, such as those associated with display, telephone calls, data communications, camera operations, and recording operations.
- the processing component 1002 may include one or more processors 1020 to execute instructions to complete all or part of the steps of the above method. Additionally, processing component 1002 may include one or more modules that facilitate interaction between processing component 1002 and other components. For example, processing component 1002 may include a multimedia module to facilitate interaction between multimedia component 1008 and processing component 1002 .
- the memory 1004 is configured to store various types of data to support operations at the electronic device 1000 . Examples of such data include instructions for any application or method operating on the electronic device 1000, contact data, phonebook data, messages, pictures, videos, and the like.
- the memory 1004 may be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable Programmable Read Only Memory (EPROM), Programmable Read Only Memory (PROM), Read Only Memory (ROM), Magnetic Memory, Flash Memory, Magnetic Disk, Optical Disk or Graphene Memory.
- SRAM static random access memory
- EEPROM electrically erasable programmable read-only memory
- EPROM erasable Programmable Read Only Memory
- PROM Programmable Read Only Memory
- ROM Read Only Memory
- Magnetic Memory Flash Memory
- Magnetic Disk Magnetic Disk
- Optical Disk or Graphene Memory Graphene Memory
- the power supply component 1006 provides power to various components of the electronic device 1000 .
- Power supply components 1006 may include a power management system, one or more power supplies, and other components associated with generating, managing, and distributing power for electronic device 1000 .
- the multimedia component 1008 includes a screen providing an output interface between the electronic device 1000 and a user.
- the screen may include a liquid crystal display (LCD) and a touch panel (TP).
- the screen may be implemented as a touch screen to receive an input signal from a user.
- the touch panel includes one or more touch sensors to sense touches, swipes, and gestures on the touch panel. The touch sensor may not only sense a boundary of a touch or swipe action, but also detect duration and pressure associated with the touch or swipe action.
- the multimedia component 1008 includes a front camera and/or a rear camera. When the electronic device 1000 is in an operation mode, such as a shooting mode or a video mode, the front camera and/or the rear camera can receive external multimedia data.
- Each front camera and rear camera can be a fixed optical lens system or have focal length and optical zoom capability.
- the audio component 1010 is configured to output and/or input audio signals.
- the audio component 1010 includes a microphone (MIC) configured to receive an external audio signal when the electronic device 1000 is in an operation mode, such as a call mode, a recording mode, and a voice recognition mode. Received audio signals may be further stored in memory 1004 or sent via communication component 1016 .
- the audio component 1010 also includes a speaker for outputting audio signals.
- the I/O interface 1012 provides an interface between the processing component 1002 and a peripheral interface module, and the peripheral interface module may be a keyboard, a click wheel, a button, and the like. These buttons may include, but are not limited to: a home button, volume buttons, start button, and lock button.
- Sensor assembly 1014 includes one or more sensors for providing status assessments of various aspects of electronic device 1000 .
- the sensor component 1014 can detect the open/closed state of the electronic device 1000, the relative positioning of components, such as the display and the keypad of the electronic device 1000, and the sensor component 1014 can also detect the electronic device 1000 or components of the electronic device 1000 The position change of , the presence or absence of user contact with the electronic device 1000 , the orientation or acceleration/deceleration of the device 1000 and the temperature change of the electronic device 1000 .
- the sensor assembly 1014 may include a proximity sensor configured to detect the presence of nearby objects in the absence of any physical contact.
- the sensor assembly 1014 may also include an optical sensor, such as a CMOS or CCD image sensor, for use in imaging applications.
- the sensor component 1014 may also include an acceleration sensor, a gyroscope sensor, a magnetic sensor, a pressure sensor or a temperature sensor.
- the communication component 1016 is configured to facilitate wired or wireless communication between the electronic device 1000 and other devices.
- the electronic device 1000 can access a wireless network based on a communication standard, such as WiFi, an operator network (such as 2G, 3G, 4G or 5G), or a combination thereof.
- the communication component 1016 receives broadcast signals or broadcast related information from an external broadcast management system via a broadcast channel.
- the communication component 1016 also includes a near field communication (NFC) module to facilitate short-range communication.
- the NFC module may be implemented based on Radio Frequency Identification (RFID) technology, Infrared Data Association (IrDA) technology, Ultra Wide Band (UWB) technology, Bluetooth (BT) technology and other technologies.
- RFID Radio Frequency Identification
- IrDA Infrared Data Association
- UWB Ultra Wide Band
- Bluetooth Bluetooth
- electronic device 1000 may be implemented by one or more application specific integrated circuits (ASICs), digital signal processors (DSPs), digital signal processing devices (DSPDs), programmable logic devices (PLDs), field programmable A programmable gate array (FPGA), controller, microcontroller, microprocessor or other electronic component implementation for performing the methods described above.
- ASICs application specific integrated circuits
- DSPs digital signal processors
- DSPDs digital signal processing devices
- PLDs programmable logic devices
- FPGA field programmable A programmable gate array
- controller microcontroller, microprocessor or other electronic component implementation for performing the methods described above.
- a computer-readable storage medium including instructions, such as the memory 1004 including instructions, which can be executed by the processor 1020 of the electronic device 1000 to complete the above method.
- the computer readable storage medium may be ROM, random access memory (RAM), CD-ROM, magnetic tape, floppy disk, and optical data storage device, among others.
- a computer program product is also provided, the computer program product includes instructions, and the above instructions can be executed by the processor 1020 of the electronic device 1000 to complete the above method.
- Fig. 11 is a block diagram of an electronic device 1100 for live broadcast interaction according to an exemplary embodiment.
- the electronic device 1100 may be a server.
- electronic device 1100 includes processing component 1120 , which further includes one or more processors, and a memory resource represented by memory 1122 for storing instructions executable by processing component 1120 , such as application programs.
- the application program stored in memory 1122 may include one or more modules each corresponding to a set of instructions.
- the processing component 1120 is configured to execute instructions to perform the above method.
- the electronic device 1100 may also include a power supply component 1124 configured to perform power management of the electronic device 1100, a wired or wireless network interface 1126 configured to connect the electronic device 1100 to a network, and an input-output (I/O) interface 1128.
- the electronic device 1100 can operate based on an operating system stored in the memory 1122, such as Windows Server, Mac OS X, Unix, Linux, FreeBSD or the like.
- a computer-readable storage medium including instructions, such as the memory 1122 including instructions, which can be executed by the processor of the electronic device 1100 to complete the above method.
- the storage medium may be a computer readable storage medium such as ROM, random access memory (RAM), CD-ROM, magnetic tape, floppy disk, and optical data storage device, for example.
- a computer program product is further provided, the computer program product includes instructions, and the above instructions can be executed by a processor of the electronic device 1100 to complete the above method.
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Abstract
本公开关于一种直播交互方法、装置、电子设备、存储介质及程序产品,涉及直播技术领域,在直播界面中,展示目标虚拟场景中产生的第一视频内容;响应于第一账户对道具交易界面的查看操作,在所述直播界面中展示直播间的道具交易界面;在所述道具交易界面中,展示与所述第一视频内容中的主体对象关联的虚拟道具,所述虚拟道具为在所述目标虚拟场景中所使用的道具。
Description
相关申请的交叉引用
本申请基于申请号为202111114147.X、申请日为2021年09月23日的中国专利申请提出,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本申请作为参考。
本公开涉及直播技术领域,尤其涉及一种直播交互方法、装置、电子设备、存储介质及程序产品。
随着网络技术的进步和发展,网络直播得到了非常明显的发展和应用,得益于直播平台的交互性和娱乐性,越来越多的用户开始使用直播平台进行娱乐消遣,因此,游戏直播也应运而生。
相关技术中,观众观看游戏直播过程中,可以查看游戏道具的售卖界面,在该售卖界面中展示各种各样的游戏道具,观众可以购买任一游戏道具至自己的游戏账户中。然而,在游戏直播过程中,观众与游戏道具之间的互动性有待提高。
发明内容
本公开提供一种直播交互方法、装置、电子设备、存储介质及程序产品。
根据本公开实施例的第一方面,提供一种直播交互方法,包括:
在直播界面中,展示目标虚拟场景中产生的第一视频内容;
响应于第一账户对道具交易界面的查看操作,在所述直播界面中展示直播间的道具交易界面;
在所述道具交易界面中,展示与所述第一视频内容中的主体对象关联的虚拟道具,所述虚拟道具为在所述目标虚拟场景中所使用的道具。
在其中一个实施例中,所述直播交互方法还包括:
响应于所述第一账户对所述虚拟道具的试用操作,在所述虚拟道具中确定第一虚拟道具;
获取采用所述第一虚拟道具进行渲染得到的第二视频内容;
在所述直播界面中展示所述第二视频内容。
在其中一个实施例中,所述直播交互方法还包括:
响应于检测到第二账户在所述目标虚拟场景中对所述主体对象的操控结果满足预设条件,在所述直播界面中展示与所述操控结果对应的提醒标记。
在其中一个实施例中,所述直播交互方法还包括:
响应于对所述提醒标记的查看操作,在所述直播界面中展示第三视频内容,所述第三视频内容包括所述操控结果满足所述预设条件时所产生的视频片段。
在其中一个实施例中,所述操控结果在所述第二账户采用第二虚拟道具时产生;在展示所述第三视频内容的同时,所述直播交互方法还包括:
在所述直播界面中展示所述第二虚拟道具的详情信息。
根据本公开实施例的第二方面,提供一种直播交互方法,包括:
发送目标虚拟场景中产生的第一视频内容至观众端,所述第一视频内容用于在所述观众端的直播界面中进行展示;
确定所述第一视频内容中的主体对象;
获取所述主体对象所关联的虚拟道具,所述虚拟道具为所述目标虚拟场景中所使用的道具;
发送所述虚拟道具至所述观众端,所述虚拟道具用于在直播间的道具交易界面中进行展示。
在其中一个实施例中,所述获取所述主体对象所关联的虚拟道具,包括:
根据所述主体对象,在主体对象与虚拟道具的对应关系中进行查找,得到与所述主体对象对应的虚拟道具。
在其中一个实施例中,所述直播交互方法还包括:
获取第一账户对第一虚拟道具的试用请求,所述选择请求携带有所述第一虚拟道具的标识;
根据所述第一虚拟道具的标识,获取采用所述第一虚拟道具进行渲染得到的第二视频内容;
发送所述第二视频内容至所述观众端。
在其中一个实施例中,所述直播交互方法还包括:
响应于检测到第二账户在所述目标虚拟场景中对所述主体对象的操控结果满足预设条件,发送操控结果至所述观众端,所述操控结果用于指示所述观众端在直播界面中展示提醒标记。
在其中一个实施例中,所述直播交互方法还包括:
向所述观众端发送第三视频内容,所述第三视频内容包括所述操控结果满足所述预设条件时所产生的视频片段。
在其中一个实施例中,所述操控结果在所述第二账户采用第二虚拟道具时产生;在向所述观众端发送所述第三视频内容的同时,所述直播交互方法还包括:
向所述观众端发送所述第二虚拟道具的详情信息。
根据本公开实施例的第三方面,提供一种直播交互装置,包括:
第一内容展示模块,被配置为在直播界面中,展示目标虚拟场景中产生的第一视频内容;
交易界面展示模块,被配置为响应于第一账户对道具交易界面的查看操作,在所述直播界面中展示直播间的道具交易界面;
虚拟道具展示模块,被配置为在所述道具交易界面中,展示与所述第一视频内容中的主体对象关联的虚拟道具,所述虚拟道具为在所述目标虚拟场景中所使用的道具。
在其中一个实施例中,所述装置还包括:
虚拟道具确定模块,被配置为响应于所述第一账户对所述虚拟道具的试用操作,在所述虚拟道具中确定第一虚拟道具;
视频内容获取模块,被配置为获取采用所述第一虚拟道具进行渲染得到的第二视频内容;
第二内容展示模块,被配置为在所述直播界面中展示所述第二视频内容。
在其中一个实施例中,所述装置还包括:
提示标记展示模块,被配置为响应于检测到第二账户在所述目标虚拟场景中对所述主体对象的操控结果满足预设条件,在所述直播界面中展示与所述操控结果对应的提醒标记。
在其中一个实施例中,所述装置还包括:
第三内容展示模块,被配置为响应于对所述提醒标记的查看操作,在所述直播界面中展示第三视频内容,所述第三视频内容包括所述操控结果满足所述预设条件时所产生的视频片段。
在其中一个实施例中,所述操控结果在所述第二账户采用第二虚拟道具时产生;所述装置还包括:
道具信息展示模块,被配置为在所述直播界面中展示所述第二虚拟道具的详情信息。
根据本公开实施例的第四方面,提供一种直播交互装置,包括:
第一内容发送模块,被配置为发送目标虚拟场景中产生的第一视频内容至观众端,所述第一视频内容用于在所述观众端的直播界面中进行展示;
主体对象确定模块,被配置为确定所述第一视频内容中的主体对象;
虚拟道具获取模块,被配置为执行获取所述主体对象所关联的虚拟道具,所述虚拟道具为所述目标虚拟场景中所使用的道具;
虚拟道具发送模块,被配置为发送所述虚拟道具至所述观众端,所述虚拟道具用于在直播间的道具交易界面中进行展示。
在其中一个实施例中,所述虚拟道具获取模块,被配置为根据所述主体对象,在主体对象与虚拟道具的对应关系中进行查找,得到与所述主体对象对应的虚拟道具。
在其中一个实施例中,所述装置还包括:
请求获取模块,被配置为获取第一账户对第一虚拟道具的选择请求,所述选择请求携带有所述第一虚拟道具的标识;
第二内容获取模块,被配置为根据所述第一虚拟道具的标识,获取采用所述第一虚拟道具进行渲染得到的第二视频内容;
第一内容发送模块,被配置为发送所述第二视频内容至所述观众端。
在其中一个实施例中,所述装置还包括:
操控结果发送模块,被配置为响应于检测到第二账户在所述目标虚拟场景中对所述主体对象的操控结果满足预设条件,发送操控结果至所述观众端,所述操控结果用于指示所述观众端在直播界面中展示提醒标记。
在其中一个实施例中,所述装置还包括:
第二内容发送模块,被配置为向所述观众端发送第三视频内容,所述第三视频内容包括所述操控结果满足所述预设条件时所产生的视频片段。
在其中一个实施例中,所述操控结果在所述第二账户采用第二虚拟道具时产生;所述装置还包括:
道具信息发送模块,被配置为向所述观众端发送所述第二虚拟道具的详情信息。
根据本公开实施例的第五方面,提供一种电子设备,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,以实现上述第一方面或第二方面中任一实施例中所述的直播交互方法。
根据本公开实施例的第六方面,提供一种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电子设备的处理器执行时,使得所述电子设备能够执行上述第一方面或第二方面中任一实施例中所述的直播交互方法。
根据本公开实施例的第七方面,提供一种计算机程序产品,所述计算机程序产品中包括指令,所述指令被电子设备的处理器执行时,使得所述电子设备能够执行上述第一方面或第二方面中任一实施例中所述的直播交互方法。
通过在直播界面中,展示目标虚拟场景中产生的第一视频内容,响应于第一账户对道具交易界面的查看操作,在直播界面中展示直播间的道具交易界面,从而在直播间的道具交易界面中展示与第一视频内容中的主体对象关联的虚拟道具,实现直播界面中的视频内容与虚拟道具的关联,能够提高观众与游戏道具之间的互动性。
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。
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是根据一示例性实施例示出的一种直播交互方法的应用环境图。
图2是根据一示例性实施例示出的一种直播交互方法的流程图。
图3是根据一示例性实施例示出的一种直播交互方法的流程图。
图4是根据一示例性实施例示出的一种直播交互方法的流程图。
图5是根据一示例性实施例示出的一种直播交互方法的流程图。
图6是根据一示例性实施例示出的一种直播交互方法的流程图。
图7是根据一示例性实施例示出的一种直播交互方法的流程图。
图8是根据一示例性实施例示出的一种直播交互装置的框图。
图9是根据一示例性实施例示出的另一种直播交互装置的框图。
图10是根据一示例性实施例示出的一种电子设备的框图。
图11是根据一示例性实施例示出的另一种电子设备的框图。
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。
还需要说明的是,本公开所涉及的用户信息(包括但不限于用户设备信息、用户个人信息等)和数据(包括但不限于用于展示的数据、分析的数据等),均为经用户授权或者经过各方充分授权的信息和数据。
虚拟场景是应用程序在终端上运行时显示(或提供)的虚拟的场景。该虚拟场景可以是对真实世界的仿真环境场景,也可以是半仿真半虚构的三维环境场景,还可以是纯虚构的三维环境场景。虚拟场景可以是二维虚拟场景和三维虚拟场景中的任意一种,示例性地,虚拟场景还可用于至少两个虚拟角色之间的虚拟场景对战。在一些实施方式中,虚拟场景通常由终端等计算机设备中的应用程序生成基于终端中的硬件(比如屏幕)进行展示。该终端可以是智能手机、平板电脑或者电子书阅读器等移动终端;或者,该终端也可以是笔记本电脑或者固定式计算机的个人计算机设备。
主体对象可以是在虚拟场景中的可活动对象。主体对象可以是虚拟人物、虚拟动物、虚拟载具中的至少一种。示例性地,在虚拟场景为三维虚拟场景的情况下,主体对象可以是基于动画骨骼技术创建的三维立体模型。每个主体对象在三维虚拟场景中具有自身的形状、体积以及朝向,并占据三维虚拟场景中的一部分空间。
虚拟道具是指虚拟对象在虚拟环境中能够使用的道具,可以是游戏角色的皮肤,可以是手枪、 步枪、狙击枪、匕首、刀、剑、斧子等能够对其他虚拟角色发起伤害的虚拟武器,可以是子弹等补给道具,可以是快速弹夹、瞄准镜、消声器等安装在指定虚拟武器上,可以为虚拟武器提供部分属性加成到的虚拟挂件,可以是盾牌、盔甲、装甲车等防御道具。
在传统技术中的游戏直播中,主播可以代销游戏道具,目前游戏直播间的道具售卖方案为:主播在直播某一场游戏的情况下,可以选择售卖的游戏道具。主播选择的游戏道具可以在直播间的售卖面板中展示。观众可以一键购买售卖面板中的游戏道具到自己的游戏账户中。示例性地,主播A在直播任一款游戏,并配置支持观众在该直播间可以购买该款游戏的皮肤、英雄、符文等道具。观众B进入直播间观看直播的情况下,可以看到道具售卖的入口,找到其需要的英雄或英雄皮肤,可以一键购买。观众B可以预先绑定游戏账户信息,购买成功后其游戏账户具有对应的产品,同时主播获取一定利益。经过深入研究,传统技术中直播交互方式类似与无人超市,观众与游戏道具之间的互动性不高,并不能提升观众购买的积极性,而且售卖面板中的游戏道具没有针对性,与主播直播的视频内容关联性也不强。
基于此,本公开所提供的直播交互方法,可以应用于如图1所示的应用环境中。其中,至少一个观众端110和直播服务端120通过网络进行通信,主播端130和直播服务端120、云游戏服务端140通过网络进行通信。观众端110中运行有能够用于观看直播的应用程序,主播端130中运行有能够用于直播的应用程序,可以理解的是,用于观看直播的应用程序和用于直播的应用程序可以是同一款应用程序,也可以是不同款应用程序。
主播端130可以运行云游戏,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏应用程序的运行主体和游戏画面呈现主体是分离的,游戏画面可以展示在主播端130,主播端130发送游戏操作指令至云游戏服务端140,云游戏服务端140根据游戏操作指令进行视频渲染,返回游戏视频内容至主播端130。主播端130还可以将云游戏相关信息发送至直播服务端120,云游戏相关信息可以包括主播选择的游戏名称、主播选择的游戏角色、主播游戏账号等信息。直播服务端120根据云游戏相关信息从云游戏服务端140获取游戏视频内容,各观众端110从直播服务端120获取第一视频内容,针对任一观众端110,在直播界面中展示获取到的第一视频内容,第一视频内容是在目标虚拟场景中产生的。观众端110确定第一视频内容中的主体对象。响应于第一账户对道具交易界面的查看操作,在直播界面中展示直播间的道具交易界面。在道具交易界面中,展示与第一视频内容中的主体对象关联的虚拟道具,虚拟道具为在所述目标虚拟场景中所使用的道具。观众端110还接收第一账户对虚拟道具的试用操作,直播服务端120获取第一账户对第一虚拟道具的试用请求,试用请求携带有第一虚拟道具的标识;直播服务端120根据第一虚拟道具的标识,获取采用第一虚拟道具进行渲染得到的第二视频内容;发送第二视频内容至观众端110。观众端110在直播界面中展示第二视频内容
其中,观众端110可以但不限于是各种个人计算机、笔记本电脑、智能手机、平板电脑,直播服务端120和云游戏服务端140可以用独立的服务端或者是多个服务端组成的服务端集群来实现,主播端130可以但不限于是各种个人计算机、笔记本电脑、智能手机、平板电脑。
图2是根据一示例性实施例示出的一种直播交互方法的流程图,如图2所示,直播交互方法用于所示应用场景中的观众端110中,包括以下步骤:步骤S210,在直播界面中,展示目标虚拟场景中产生的第一视频内容;步骤S220,响应于第一账户对道具交易界面的查看操作,在直播界面中展示直播间的道具交易界面;步骤S230,在道具交易界面中,展示与第一视频内容中的主体对象关联的虚拟道具,虚拟道具为在目标虚拟场景中所使用的道具。
在步骤S210中,在直播界面中,展示目标虚拟场景中产生的第一视频内容。
其中,目标虚拟场景可以是主播所使用的虚拟场景。在一些实施例中,针对任一观众端,从直播服务端获取第一视频内容,第一视频内容可以是主播在目标虚拟场景中对主体对象进行操作产生的视频数据。观众端在直播界面中展示第一视频内容。
在步骤S220中,响应于第一账户对道具交易界面的查看操作,在直播界面中展示直播间的道具交易界面。
其中,第一账户是在观众端观看直播的观众用户账户。
在一些实施例中,可以在直播界面中设置直播间的道具交易界面的入口。响应于观众端检测到第一账户对该入口的触发操作,接收对道具交易界面的查看操作,在观众端展示直播间的道具交易界面。
在步骤S230中,在道具交易界面中,展示与第一视频内容中的主体对象关联的虚拟道具,虚拟道具为在目标虚拟场景中所使用的道具。
其中,虚拟道具为目标虚拟场景中所使用的道具。
在一些实施例中,主播端可以向直播服务端发送云游戏相关信息,且云游戏相关信息可以包括 主播选择的游戏角色,从而可以根据游戏角色确定第一视频内容中的主体对象。直播服务端可以从云游戏服务端获取主体对象所关联的虚拟道具,且直播服务端发送主体对象所关联的虚拟道具至观众端,观众端获取主体对象所关联的虚拟道具。在一些实施方式中,观众端自身可以对第一视频内容进行识别,确定第一视频内容中的主体对象,从而根据第一视频内容中的主体对象从直播服务端获取主体对象所关联的虚拟道具。观众端在获取主体对象所关联的虚拟道具后,在道具交易界面中展示所获取的虚拟道具。
上述直播交互方法中,通过在直播界面中,展示目标虚拟场景中产生的第一视频内容,响应于第一账户对道具交易界面的查看操作,在直播界面中展示直播间的道具交易界面,从而在直播间的道具交易界面中展示与第一视频内容中的主体对象关联的虚拟道具,实现直播界面中的视频内容与虚拟道具的关联,能够提高观众与游戏道具之间的互动性,从而引导观看直播间的观众对虚拟道具进行交易。
在一示例性实施例中,如图3所示,该直播交互方法还包括以下步骤:
在步骤S310中,响应于第一账户对虚拟道具的试用操作,在虚拟道具中确定第一虚拟道具。
在步骤S320中,获取采用第一虚拟道具进行渲染得到的第二视频内容。
在步骤S330中,在直播界面中展示第二视频内容。
其中,第一虚拟道具可以是第一账户选择的虚拟道具。
在一些实施例中,观众端在直播间的道具交易界面中展示虚拟道具,观众可以对展示出来的虚拟道具进行选择,使观众端响应于第一账户对虚拟道具的试用操作,在虚拟道具中确定第一虚拟道具。第一虚拟道具可以设有标识。观众端向直播服务端发送对第一虚拟道具的试用请求,试用请求携带有第一虚拟道具的标识。直播服务端可以根据第一虚拟道具的标识从直播服务端获取采用第一虚拟道具进行渲染得到的第二视频内容。直播服务端也可以根据第一虚拟道具的标识可以从云游戏服务端获取采用第一虚拟道具进行渲染得到的第二视频内容。观众端从直播服务端获取第二视频内容,在直播界面中展示第二视频内容。
需要说明的是,第二视频内容是在触发试用操作的观众端A上展示的,而没有触发试用操作的观众端B上展示的视频内容与主播端当前的视频内容是一致的,且在第二视频内容中试用的虚拟道具与主播目前试用的虚拟道具不同的情况下,第二视频内容与主播端当前的视频内容是不同的。主播端当前的视频内容是云游戏服务端发送至主播端的,第二视频内容是云游戏服务端发送至直播服务端,且观众端从直播服务端拉取的。云游戏服务端可以包括至少两台云游戏主机。主播端当前的视频内容和第二视频内容可以是由不同的云游戏主机而提供的。
本公开实施例中,通过响应于第一账户对虚拟道具的试用操作,获取采用第一虚拟道具进行渲染得到的第二视频内容,并在直播界面中展示第二视频内容,通过第二视频内容向观众直观地展示虚拟道具的试用效果,使得观众可以在购买虚拟道具之前得知虚拟道具的试用效果,改善观众的购买体验。
在一示例性实施例中,直播交互方法还包括:响应于检测到第二账户在目标虚拟场景中对主体对象的操控结果满足预设条件,在直播界面中展示与操控结果对应的提醒标记。
其中,第二账户是利用主播端进行直播提供直播视频内容的主播用户账户。在一些实施例中,第二账户在目标虚拟场景中对主体对象进行操控,在第二账户对主体对象的操控效果满足预设条件的情况下,说明第二账户的操控表现是精彩的。直播服务端可以对第二账户的操控结果进行检测,在操控结果满足预设条件的情况下,直播服务端可以发送与操控结果对应的提醒标记至观众端,使观众端在直播界面中展示与操控结果对应的提醒标记。
在一些实施方式中,提醒标记可以采用气泡、红点等静态特效提示方式,提醒标记也可以采用凸显等动态特效提示方式。
在一些实施方式中,预设条件可以是预先定义的游戏中的精彩时刻。云游戏服务端可以对精彩时刻进行识别,在云游戏服务端识别到精彩时刻的情况下,发送精彩时刻的提醒消息至直播服务端,以通过直播服务端发送提醒标记至观众端。在另一些实施方式中,直播服务端可以通过语音识别或者图像识别技术对游戏中的精彩时刻进行识别,在直播服务端识别到精彩时刻的情况下,发送提醒标记至观众端。
本公开实施例中,通过在直播界面中展示与操控结果对应的提醒标记,提醒观众存在精彩时刻,便于用户查看精彩时刻视频。
在一示例性实施例中,该直播交互方法还包括:响应于对提醒标记的查看操作,在直播界面中展示第三视频内容。
其中,第三视频内容包括操控结果满足预设条件时所产生的视频片段。在一些实施例中,观众可以点击提醒标记,使观众端响应于对提醒标记的查看操作,可以向直播服务端发送查看请求。直 播服务端响应于查看请求,向观众端发送第三视频内容,使观众端在直播界面中展示第三视频内容。在一些实施方式中,直播服务端的第三视频内容可以是云游戏服务端检测到第二账户的操控结果满足预设条件时下发到直播服务端的视频片段。
本公开实施例中,通过响应于对提醒标记的查看操作,在直播界面中展示第三视频内容,便于用户查看精彩时刻视频,减少用户操作成本。
在一示例性实施例中,操控结果在第二账户采用第二虚拟道具时产生;在展示第三视频内容的同时,直播交互方法还包括:在直播界面中展示第二虚拟道具的详情信息。
在一些实施例中,观众可以点击提醒标记,使观众端响应于对提醒标记的查看操作,向直播服务端发送查看请求。直播服务端响应于查看请求,向观众端发送第三视频内容和第二虚拟道具的详情信息,以使观众端在直播界面中展示第三视频内容和第二虚拟道具的详情信息。在一些实施方式中,在直播服务端的第三视频内容可以是云游戏服务端检测到第二账户的操控结果满足预设条件的情况下,下发到直播服务端的视频片段。在第二虚拟道具的详情信息可以是云游戏服务端检测到第二账户的操控结果满足预设条件的情况下,下发到直播服务端的详情信息。
在一些实施方式中,第二虚拟道具的详情信息可以是第二账户使用第二虚拟道具的增益介绍。增益介绍可以详细介绍第二账户使用的第二虚拟道具在此精彩时刻中带来的增益,从而让用户可以清楚的看到第二虚拟道具的实战价值。
本公开实施例中,通过响应于对提醒标记的查看操作,在直播界面中展示第二虚拟道具的详情信息,便于用户了解第二虚拟道具的详情信息,不仅可以提升用户的购买积极性,提高购买虚拟道具的体验。
图4是根据一示例性实施例示出的一种直播交互方法的流程图,如图4所示,直播交互方法用于所示应用场景中的观众端110中,包括以下步骤。
在步骤S402中,在直播界面中,展示目标虚拟场景中产生的第一视频内容。
在步骤S404中,确定第一视频内容中的主体对象。
在步骤S406中,获取主体对象所关联的虚拟道具,虚拟道具为目标虚拟场景中所使用的道具。
在步骤S408中,响应于第一账户对道具交易界面的查看操作,在直播间的道具交易界面中展示虚拟道具。
在步骤S410中,响应于检测到第二账户在目标虚拟场景中对主体对象的操控结果满足预设条件,在直播界面中展示与操控结果对应的提醒标记。
其中,操控结果在第二账户采用第二虚拟道具时产生。
在步骤S412中,响应于对提醒标记的查看操作,在直播界面中展示第三视频内容和第二虚拟道具的详情信息。
其中,第三视频内容包括操控结果满足预设条件时所产生的视频片段。
在步骤S414中,响应于第一账户对虚拟道具的试用操作,在虚拟道具中确定第一虚拟道具。
在步骤S416中,获取采用第一虚拟道具进行渲染得到的第二视频内容。
在步骤S418中,在直播界面中展示第二视频内容。
图5是根据一示例性实施例示出的一种直播交互方法的流程图,如图5所示,直播交互方法用于所示应用场景中的直播服务端120中,包括以下步骤。
在步骤S510中,发送目标虚拟场景中产生的第一视频内容至观众端,第一视频内容用于在观众端的直播界面中进行展示。
在步骤S520中,确定第一视频内容中的主体对象。
在步骤S530中,获取主体对象所关联的虚拟道具,虚拟道具为目标虚拟场景中所使用的道具。
在步骤S540中,发送虚拟道具至观众端,虚拟道具用于在直播间的道具交易界面中进行展示。
在一示例性实施例中,获取主体对象所关联的虚拟道具,包括:根据主体对象,在主体对象与虚拟道具的对应关系中进行查找,得到与主体对象对应的虚拟道具。
在一示例性实施例中,如图6所示,该直播交互方法还包括:
在步骤S610中,获取第一账户对第一虚拟道具的试用请求,选择请求携带有第一虚拟道具的标识。
在步骤S620中,根据第一虚拟道具的标识,获取采用第一虚拟道具进行渲染得到的第二视频内容。
在步骤S630中,发送第二视频内容至观众端。
在一示例性实施例中,该直播交互方法还包括:响应于检测到第二账户在目标虚拟场景中对主体对象的操控结果满足预设条件,发送操控结果至观众端,操控结果用于指示观众端在直播界面中展示提醒标记。
在一示例性实施例中,该直播交互方法还包括:向观众端发送第三视频内容,第三视频内容包括操控结果满足预设条件时所产生的视频片段。
在一示例性实施例中,操控结果在第二账户采用第二虚拟道具时产生;在向观众端发送第三视频内容的同时,该方法还包括:向观众端发送第二虚拟道具的详情信息。
图7是根据一示例性实施例示出的一种直播交互方法的流程图,如图7所示,直播交互方法用于所示应用场景中的直播服务端120中,包括以下步骤。
在步骤S702中,发送目标虚拟场景中产生的第一视频内容至观众端,第一视频内容用于在客户端的直播界面中进行展示。
在步骤S704中,确定第一视频内容中的主体对象。
在步骤S706中,获取主体对象所关联的虚拟道具。
其中,虚拟道具为目标虚拟场景中所使用的道具。在一些实施例中,根据主体对象,在主体对象与虚拟道具的对应关系中进行查找,得到与主体对象对应的虚拟道具。
在步骤S708中,发送虚拟道具至观众端,虚拟道具用于在直播间的道具交易界面中进行展示。
在步骤S710中,获取第一账户对第一虚拟道具的试用请求,选择请求携带有第一虚拟道具的标识。
在步骤S712中,根据第一虚拟道具的标识,获取采用第一虚拟道具进行渲染得到的第二视频内容。
在步骤S714中,发送第二视频内容至观众端。
在步骤S716中,响应于检测到第二账户在目标虚拟场景中对主体对象的操控结果满足预设条件,发送操控结果至观众端。
其中,操控结果用于指示观众端在直播界面中展示提醒标记。操控结果在第二账户采用第二虚拟道具时产生。
在步骤S718中,向观众端发送第三视频内容和第二虚拟道具的详情信息。
其中,第三视频内容包括操控结果满足预设条件时所产生的视频片段。
关于上述实施例中的服务端直播交互方法,其中各个步骤的具体方式已经在观众端直播交互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。
应该理解的是,虽然上述流程图中的各个步骤按照箭头的指示依次显示,但是这些步骤并不是必然按照箭头指示的顺序依次执行。除非本文中有明确的说明,这些步骤的执行并没有严格的顺序限制,这些步骤可以以其它的顺序执行。而且,上述流程图中的至少一部分步骤可以包括多个步骤或者多个阶段,这些步骤或者阶段并不必然是在同一时刻执行完成,而是可以在不同的时刻执行,这些步骤或者阶段的执行顺序也不必然是依次进行,而是可以与其它步骤或者其它步骤中的步骤或者阶段的至少一部分轮流或者交替地执行。
可以理解的是,本说明书中上述方法的各个实施例之间相同/相似的部分可互相参见,每个实施例重点说明的是与其他实施例的不同之处,相关之处参见其他方法实施例的说明即可。
图8是根据一示例性实施例示出的一种直播交互装置800框图。参照图8,该装置800包括第一内容展示模块802、交易界面展示模块804、虚拟道具展示模块806。
第一内容展示模块802,被配置为在直播界面中,展示目标虚拟场景中产生的第一视频内容;交易界面展示模块804,被配置为响应于第一账户对道具交易界面的查看操作,在直播界面中展示直播间的道具交易界面;虚拟道具展示模块806,被配置为在道具交易界面中,展示与第一视频内容中的主体对象关联的虚拟道具,虚拟道具为在目标虚拟场景中所使用的道具。
在一示例性实施例中,装置800还包括:虚拟道具确定模块,被配置为响应于第一账户对虚拟道具的试用操作,在虚拟道具中确定第一虚拟道具;视频内容获取模块,被配置为获取采用第一虚拟道具进行渲染得到的第二视频内容;第二内容展示模块,被配置为在直播界面中展示第二视频内容。
在一示例性实施例中,装置800还包括:提示标记展示模块,被配置为响应于检测到第二账户在目标虚拟场景中对主体对象的操控结果满足预设条件,在直播界面中展示与操控结果对应的提醒标记。
在一示例性实施例中,装置800还包括:第三内容展示模块,被配置为响应于对提醒标记的查看操作,在直播界面中展示第三视频内容,第三视频内容包括操控结果满足预设条件时所产生的视频片段。
在一示例性实施例中,操控结果在第二账户采用第二虚拟道具时产生;装置800还包括:道具信息展示模块,被配置为在直播界面中展示第二虚拟道具的详情信息。
图9是根据一示例性实施例示出的一种直播交互装置900框图。参照图9,该装置900包括第 一内容发送模块902、主体对象确定模块904、虚拟道具获取模块906、虚拟道具发送模块908。
第一内容发送模块902,被配置为发送目标虚拟场景中产生的第一视频内容至观众端,第一视频内容用于在观众端的直播界面中进行展示;主体对象确定模块904,被配置为确定第一视频内容中的主体对象;虚拟道具获取模块906,被配置为获取主体对象所关联的虚拟道具,虚拟道具为目标虚拟场景中所使用的道具;虚拟道具发送模块908,被配置为发送虚拟道具至观众端,虚拟道具用于在直播间的道具交易界面中进行展示。
在一示例性实施例中,虚拟道具获取模块906,被配置为根据主体对象,在主体对象与虚拟道具的对应关系中进行查找,得到与主体对象对应的虚拟道具。
在一示例性实施例中,装置900还包括:请求获取模块,被配置为获取第一账户对第一虚拟道具的选择请求,选择请求携带有第一虚拟道具的标识;第二内容获取模块,被配置为根据第一虚拟道具的标识,获取采用第一虚拟道具进行渲染得到的第二视频内容;第一内容发送模块,被配置为发送第二视频内容至观众端。
在一示例性实施例中,装置900还包括:操控结果发送模块,被配置为响应于检测到第二账户在目标虚拟场景中对主体对象的操控结果满足预设条件,发送操控结果至观众端,操控结果用于指示观众端在直播界面中展示提醒标记。
在一示例性实施例中,装置900还包括:第二内容发送模块,被配置为向观众端发送第三视频内容,第三视频内容包括操控结果满足预设条件时所产生的视频片段。
在一示例性实施例中,操控结果在第二账户采用第二虚拟道具时产生;装置900还包括:道具信息发送模块,被配置为向观众端发送第二虚拟道具的详情信息。
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。
图10是根据一示例性实施例示出的一种用于直播交互的电子设备1000的框图。例如,电子设备1000可以是移动电话、计算机、数字广播终端、消息收发设备、游戏控制台、平板设备、医疗设备、健身设备、个人数字助理等。
参照图10,电子设备1000可以包括以下一个或多个组件:处理组件1002、存储器1004、电源组件1006、多媒体组件1008、音频组件1010、输入/输出(I/O)的接口1012、传感器组件1014以及通信组件1016。
处理组件1002通常控制电子设备1000的整体操作,诸如与显示、电话呼叫、数据通信、相机操作和记录操作相关联的操作。处理组件1002可以包括一个或多个处理器1020来执行指令,以完成上述的方法的全部或部分步骤。此外,处理组件1002可以包括一个或多个模块,便于处理组件1002和其他组件之间的交互。例如,处理组件1002可以包括多媒体模块,以方便多媒体组件1008和处理组件1002之间的交互。
存储器1004被配置为存储各种类型的数据以支持在电子设备1000的操作。这些数据的示例包括用于在电子设备1000上操作的任何应用程序或方法的指令、联系人数据、电话簿数据、消息、图片、视频等。存储器1004可以由任何类型的易失性或非易失性存储设备或者它们的组合实现,如静态随机存取存储器(SRAM)、电可擦除可编程只读存储器(EEPROM)、可擦除可编程只读存储器(EPROM)、可编程只读存储器(PROM)、只读存储器(ROM)、磁存储器、快闪存储器、磁盘、光盘或石墨烯存储器。
电源组件1006为电子设备1000的各种组件提供电力。电源组件1006可以包括电源管理系统,一个或多个电源,及其他与为电子设备1000生成、管理和分配电力相关联的组件。
多媒体组件1008包括在所述电子设备1000和用户之间的提供输出接口的屏幕。在一些实施例中,屏幕可以包括液晶显示器(LCD)和触摸面板(TP)。在屏幕包括触摸面板的情况下,屏幕可以被实现为触摸屏,以接收来自用户的输入信号。触摸面板包括一个或多个触摸传感器以感测触摸、滑动和触摸面板上的手势。所述触摸传感器可以不仅感测触摸或滑动动作的边界,而且还检测与所述触摸或滑动操作相关的持续时间和压力。在一些实施例中,多媒体组件1008包括前置摄像头和/或后置摄像头。在电子设备1000处于操作模式的情况下,如拍摄模式或视频模式,前置摄像头和/或后置摄像头可以接收外部的多媒体数据。每个前置摄像头和后置摄像头可以是固定的光学透镜系统或具有焦距和光学变焦能力。
音频组件1010被配置为输出和/或输入音频信号。例如,音频组件1010包括麦克风(MIC),在电子设备1000处于操作模式的情况下,如呼叫模式、记录模式和语音识别模式,麦克风被配置为接收外部音频信号。所接收的音频信号可以被进一步存储在存储器1004或经由通信组件1016发送。在一些实施例中,音频组件1010还包括扬声器,用于输出音频信号。
I/O接口1012为处理组件1002和外围接口模块之间提供接口,上述外围接口模块可以是键盘, 点击轮,按钮等。这些按钮可包括但不限于:主页按钮、音量按钮、启动按钮和锁定按钮。
传感器组件1014包括一个或多个传感器,用于为电子设备1000提供各个方面的状态评估。例如,传感器组件1014可以检测到电子设备1000的打开/关闭状态,组件的相对定位,例如所述组件为电子设备1000的显示器和小键盘,传感器组件1014还可以检测电子设备1000或电子设备1000组件的位置改变,用户与电子设备1000接触的存在或不存在,设备1000方位或加速/减速和电子设备1000的温度变化。传感器组件1014可以包括接近传感器,被配置用来在没有任何的物理接触时检测附近物体的存在。传感器组件1014还可以包括光传感器,如CMOS或CCD图像传感器,用于在成像应用中使用。在一些实施例中,该传感器组件1014还可以包括加速度传感器、陀螺仪传感器、磁传感器、压力传感器或温度传感器。
通信组件1016被配置为便于电子设备1000和其他设备之间有线或无线方式的通信。电子设备1000可以接入基于通信标准的无线网络,如WiFi,运营商网络(如2G、3G、4G或5G),或它们的组合。在一个示例性实施例中,通信组件1016经由广播信道接收来自外部广播管理系统的广播信号或广播相关信息。在一个示例性实施例中,所述通信组件1016还包括近场通信(NFC)模块,以促进短程通信。例如,在NFC模块可基于射频识别(RFID)技术,红外数据协会(IrDA)技术,超宽带(UWB)技术,蓝牙(BT)技术和其他技术来实现。
在示例性实施例中,电子设备1000可以被一个或多个应用专用集成电路(ASIC)、数字信号处理器(DSP)、数字信号处理设备(DSPD)、可编程逻辑器件(PLD)、现场可编程门阵列(FPGA)、控制器、微控制器、微处理器或其他电子元件实现,用于执行上述方法。
在示例性实施例中,还提供了一种包括指令的计算机可读存储介质,例如包括指令的存储器1004,上述指令可由电子设备1000的处理器1020执行以完成上述方法。例如,计算机可读存储介质可以是ROM、随机存取存储器(RAM)、CD-ROM、磁带、软盘和光数据存储设备等。
在示例性实施例中,还提供一种计算机程序产品,所述计算机程序产品中包括指令,上述指令可由电子设备1000的处理器1020执行以完成上述方法。
图11是根据一示例性实施例示出的一种用于直播交互的电子设备1100的框图。例如,电子设备1100可以为服务器。参照图11,电子设备1100包括处理组件1120,其进一步包括一个或多个处理器,以及由存储器1122所代表的存储器资源,用于存储可由处理组件1120的执行的指令,例如应用程序。存储器1122中存储的应用程序可以包括一个或一个以上的每一个对应于一组指令的模块。此外,处理组件1120被配置为执行指令,以执行上述方法。
电子设备1100还可以包括:电源组件1124被配置为执行电子设备1100的电源管理,有线或无线网络接口1126被配置为将电子设备1100连接到网络,和输入输出(I/O)接口1128。电子设备1100可以操作基于存储在存储器1122的操作系统,例如Windows Server,Mac OS X,Unix,Linux,FreeBSD或类似。
在示例性实施例中,还提供了一种包括指令的计算机可读存储介质,例如包括指令的存储器1122,上述指令可由电子设备1100的处理器执行以完成上述方法。存储介质可以是计算机可读存储介质,例如,所述计算机可读存储介质可以是ROM、随机存取存储器(RAM)、CD-ROM、磁带、软盘和光数据存储设备等。
在示例性实施例中,还提供一种计算机程序产品,所述计算机程序产品中包括指令,上述指令可由电子设备1100的处理器执行以完成上述方法。
需要说明的,上述的装置、电子设备、计算机可读存储介质、计算机程序产品等根据方法实施例的描述还可以包括其他的实施方式,具体的实现方式可以参照相关方法实施例的描述,在此不作一一赘述。
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。
Claims (25)
- 一种直播交互方法,包括:在直播界面中,展示目标虚拟场景中产生的第一视频内容;响应于第一账户对道具交易界面的查看操作,在所述直播界面中展示直播间的道具交易界面;在所述道具交易界面中,展示与所述第一视频内容中的主体对象关联的虚拟道具,所述虚拟道具为在所述目标虚拟场景中所使用的道具。
- 根据权利要求1所述的直播交互方法,还包括:响应于所述第一账户对所述虚拟道具的试用操作,在所述虚拟道具中确定第一虚拟道具;获取采用所述第一虚拟道具进行渲染得到的第二视频内容;在所述直播界面中展示所述第二视频内容。
- 根据权利要求1所述的直播交互方法,还包括:响应于检测到第二账户在所述目标虚拟场景中对所述主体对象的操控结果满足预设条件,在所述直播界面中展示与所述操控结果对应的提醒标记。
- 根据权利要求3所述的直播交互方法,还包括:响应于对所述提醒标记的查看操作,在所述直播界面中展示第三视频内容,所述第三视频内容包括所述操控结果满足所述预设条件时所产生的视频片段。
- 根据权利要求4所述的直播交互方法,其中,所述操控结果在所述第二账户采用第二虚拟道具时产生;在展示所述第三视频内容的同时,所述方法还包括:在所述直播界面中展示所述第二虚拟道具的详情信息。
- 一种直播交互方法,包括:发送目标虚拟场景中产生的第一视频内容至观众端,所述第一视频内容用于在所述观众端的直播界面中进行展示;确定所述第一视频内容中的主体对象;获取所述主体对象所关联的虚拟道具,所述虚拟道具为所述目标虚拟场景中所使用的道具;发送所述虚拟道具至所述观众端,所述虚拟道具用于在直播间的道具交易界面中进行展示。
- 根据权利要求6所述的直播交互方法,其中,所述获取所述主体对象所关联的虚拟道具,包括:根据所述主体对象,在主体对象与虚拟道具的对应关系中进行查找,得到与所述主体对象对应的虚拟道具。
- 根据权利要求6所述的直播交互方法,还包括:获取第一账户对第一虚拟道具的选择请求,所述选择请求携带有所述第一虚拟道具的标识;根据所述第一虚拟道具的标识,获取采用所述第一虚拟道具进行渲染得到的第二视频内容;发送所述第二视频内容至所述观众端。
- 根据权利要求6所述的直播交互方法,还包括:响应于检测到第二账户在所述目标虚拟场景中对所述主体对象的操控结果满足预设条件,发送操控结果至所述观众端,所述操控结果用于指示所述观众端在直播界面中展示提醒标记。
- 根据权利要求9所述的直播交互方法,还包括:向所述观众端发送第三视频内容,所述第三视频内容包括所述操控结果满足所述预设条件时所产生的视频片段。
- 根据权利要求10所述的直播交互方法,其中,所述操控结果在所述第二账户采用第二虚拟道具时产生;在向所述观众端发送所述第三视频内容的同时,所述方法还包括:向所述观众端发送所述第二虚拟道具的详情信息。
- 一种直播交互装置,包括:第一内容展示模块,被配置为在直播界面中,展示目标虚拟场景中产生的第一视频内容;交易界面展示模块,被配置为响应于第一账户对道具交易界面的查看操作,在所述直播界面中展示直播间的道具交易界面;虚拟道具展示模块,被配置为在所述道具交易界面中,展示与所述第一视频内容中的主体对象关联的虚拟道具,所述虚拟道具为在所述目标虚拟场景中所使用的道具。
- 根据权利要求12所述的直播交互装置,还包括:虚拟道具确定模块,被配置为响应于所述第一账户对所述虚拟道具的试用操作,在所述虚拟道具中确定第一虚拟道具;视频内容获取模块,被配置为获取采用所述第一虚拟道具进行渲染得到的第二视频内容;第二内容展示模块,被配置为在所述直播界面中展示所述第二视频内容。
- 根据权利要求12所述的直播交互装置,还包括:提示标记展示模块,被配置为响应于检测到第二账户在所述目标虚拟场景中对所述主体对象的操控结果满足预设条件,在所述直播界面中展示与所述操控结果对应的提醒标记。
- 根据权利要求14所述的直播交互装置,还包括:第三内容展示模块,被配置为响应于对所述提醒标记的查看操作,在所述直播界面中展示第三视频内容,所述第三视频内容包括所述操控结果满足所述预设条件时所产生的视频片段。
- 根据权利要求15所述的直播交互装置,其中,所述操控结果在所述第二账户采用第二虚拟道具时产生;所述装置还包括:道具信息展示模块,被配置为在所述直播界面中展示所述第二虚拟道具的详情信息。
- 一种直播交互装置,包括:第一内容发送模块,被配置为发送目标虚拟场景中产生的第一视频内容至观众端,所述第一视频内容用于在所述观众端的直播界面中进行展示;主体对象确定模块,被配置为确定所述第一视频内容中的主体对象;虚拟道具获取模块,被配置为获取所述主体对象所关联的虚拟道具,所述虚拟道具为所述目标虚拟场景中所使用的道具;虚拟道具发送模块,被配置为发送所述虚拟道具至所述观众端,所述虚拟道具用于在直播间的道具交易界面中进行展示。
- 根据权利要求17所述的直播交互装置,其中,所述虚拟道具获取模块,被配置为根据所述主体对象,在主体对象与虚拟道具的对应关系中进行查找,得到与所述主体对象对应的虚拟道具。
- 根据权利要求17所述的直播交互装置,还包括:请求获取模块,被配置为获取第一账户对第一虚拟道具的选择请求,所述选择请求携带有所述第一虚拟道具的标识;第二内容获取模块,被配置为根据所述第一虚拟道具的标识,获取采用所述第一虚拟道具进行渲染得到的第二视频内容;第一内容发送模块,被配置为发送所述第二视频内容至所述观众端。
- 根据权利要求17所述的直播交互装置,还包括:操控结果发送模块,被配置为响应于检测到第二账户在所述目标虚拟场景中对所述主体对象的操控结果满足预设条件,发送操控结果至所述观众端,所述操控结果用于指示所述观众端在直播界面中展示提醒标记。
- 根据权利要求20所述的直播交互装置,还包括:第二内容发送模块,被配置为向所述观众端发送第三视频内容,所述第三视频内容包括所述操控结果满足所述预设条件时所产生的视频片段。
- 根据权利要求21所述的直播交互装置,其中,所述操控结果在所述第二账户采用第二虚拟道具时产生;所述装置还包括:道具信息发送模块,被配置为向所述观众端发送所述第二虚拟道具的详情信息。
- 一种电子设备,其中,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,以实现以下步骤:在直播界面中,展示目标虚拟场景中产生的第一视频内容;响应于第一账户对道具交易界面的查看操作,在所述直播界面中展示直播间的道具交易界面;在所述道具交易界面中,展示与所述第一视频内容中的主体对象关联的虚拟道具,所述虚拟道具为在所述目标虚拟场景中所使用的道具;或者实现以下步骤:发送目标虚拟场景中产生的第一视频内容至观众端,所述第一视频内容用于在所述观众端的直播界面中进行展示;确定所述第一视频内容中的主体对象;获取所述主体对象所关联的虚拟道具,所述虚拟道具为所述目标虚拟场景中所使用的道具;发送所述虚拟道具至所述观众端,所述虚拟道具用于在直播间的道具交易界面中进行展示。
- 一种计算机可读存储介质,其中,当所述计算机可读存储介质中的指令由电子设备的处理器执行时,使得所述电子设备能够执行以下步骤:在直播界面中,展示目标虚拟场景中产生的第一视频内容;响应于第一账户对道具交易界面的查看操作,在所述直播界面中展示直播间的道具交易界面;在所述道具交易界面中,展示与所述第一视频内容中的主体对象关联的虚拟道具,所述虚拟道具为在所述目标虚拟场景中所使用的道具;或者执行以下步骤:发送目标虚拟场景中产生的第一视频内容至观众端,所述第一视频内容用于在所述观众端的直播界面中进行展示;确定所述第一视频内容中的主体对象;获取所述主体对象所关联的虚拟道具,所述虚拟道具为所述目标虚拟场景中所使用的道具;发送所述虚拟道具至所述观众端,所述虚拟道具用于在直播间的道具交易界面中进行展示。
- 一种计算机程序产品,所述计算机程序产品中包括指令,其中,所述指令被电子设备的处理器执行时,使得所述电子设备能够执行以下步骤:在直播界面中,展示目标虚拟场景中产生的第一视频内容;响应于第一账户对道具交易界面的查看操作,在所述直播界面中展示直播间的道具交易界面;在所述道具交易界面中,展示与所述第一视频内容中的主体对象关联的虚拟道具,所述虚拟道具为在所述目标虚拟场景中所使用的道具;或者执行以下步骤:发送目标虚拟场景中产生的第一视频内容至观众端,所述第一视频内容用于在所述观众端的直播界面中进行展示;确定所述第一视频内容中的主体对象;获取所述主体对象所关联的虚拟道具,所述虚拟道具为所述目标虚拟场景中所使用的道具;发送所述虚拟道具至所述观众端,所述虚拟道具用于在直播间的道具交易界面中进行展示。
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| CN115174950B (zh) * | 2022-07-01 | 2025-01-10 | 网易(杭州)网络有限公司 | 直播中的交互控制方法及装置、存储介质、电子设备 |
| CN115714870B (zh) * | 2022-11-04 | 2025-01-21 | 抖音视界有限公司 | 一种多媒体内容的发布方法、交互方法和装置 |
| CN116585717A (zh) * | 2023-05-19 | 2023-08-15 | 广州博冠信息科技有限公司 | 虚拟对象预览方法、装置、电子设备和存储介质 |
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