WO2024125046A9 - 虚拟角色的显示方法、装置、设备及存储介质 - Google Patents

虚拟角色的显示方法、装置、设备及存储介质 Download PDF

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Publication number
WO2024125046A9
WO2024125046A9 PCT/CN2023/123243 CN2023123243W WO2024125046A9 WO 2024125046 A9 WO2024125046 A9 WO 2024125046A9 CN 2023123243 W CN2023123243 W CN 2023123243W WO 2024125046 A9 WO2024125046 A9 WO 2024125046A9
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WO
WIPO (PCT)
Prior art keywords
status
social
user account
social status
virtual character
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Application number
PCT/CN2023/123243
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English (en)
French (fr)
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WO2024125046A1 (zh
Inventor
王思源
陈腾
张冠君
姚丹龙
于小雨
李钊
Original Assignee
腾讯科技(深圳)有限公司
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Publication of WO2024125046A1 publication Critical patent/WO2024125046A1/zh
Publication of WO2024125046A9 publication Critical patent/WO2024125046A9/zh

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04842Selection of displayed objects or displayed text elements
    • 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
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/01Social networking

Definitions

  • the present application relates to the field of applications supporting a virtual world, and in particular to a method, device, equipment and storage medium for displaying a virtual character.
  • a user can set a social status for a virtual character, such as studying, exercising, being in a daze, etc.
  • a virtual character such as studying, exercising, being in a daze, etc.
  • the social application displays the virtual character in the virtual world
  • the virtual character will perform actions corresponding to the social status, for example, a virtual character in the studying state will be displayed as turning pages of a book.
  • the social application program will make the virtual character perform actions corresponding to the social status on the spot.
  • the embodiments of the present application provide a method, device, equipment and storage medium for displaying a virtual character, which can associate the social status of the virtual character with the scene in the virtual world, so that the displayed virtual character has a stronger sense of belonging.
  • the technical solution is as follows.
  • a method for displaying a virtual character is provided, the method being executed by a client, and the method comprising:
  • Displaying a virtual world wherein the virtual world includes at least two scene block buildings, and each of the scene block buildings is used to display a virtual character in the same type of activity state;
  • the first scene block building is one of the at least two scene block buildings, and scene elements are displayed in the scene block building, and the scene elements match the activity state corresponding to the scene block building.
  • a device for displaying a virtual character comprising:
  • a display module used for displaying a virtual world, wherein the virtual world includes at least two scene block buildings, and each of the scene block buildings is used for displaying a virtual character in the same type of activity state;
  • a status module used to determine a first social status published by a first user account
  • the display module is used to display a first virtual character corresponding to the first user account in a first scene block building corresponding to the first social status, wherein the first virtual character is in an active state corresponding to the first social status;
  • the first scene block building is one of the at least two scene block buildings, and scene elements are displayed in the scene block building, and the scene elements match the activity state corresponding to the scene block building.
  • a computer device comprising: a processor and a memory, wherein at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to implement the method for displaying a virtual character as described above.
  • a computer-readable storage medium wherein at least one program is stored in the computer storage medium, and the at least one program is loaded and executed by a processor to implement the method for displaying a virtual character as described above.
  • a computer program product or a computer program is provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium.
  • a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for displaying a virtual character provided in the above optional implementation.
  • virtual characters with different social status can be placed in different scene block buildings. For example, a virtual character in motion is placed in a stadium, a virtual character walking is placed in a park, a virtual character studying is placed in a library, and so on. Then, according to the social status of the virtual character, the virtual character can be displayed in different scene block buildings. When the virtual character is displayed according to the activity status corresponding to the social status, the displayed virtual character can match the scene block building to avoid the sense of separation between the displayed virtual character and its position in the virtual world, and ensure that the picture presented to the user always conforms to the logic of reality. After the virtual character changes its social status, it can enter the pre-planned scene.
  • FIG1 is a block diagram of a computer system provided by an exemplary embodiment of the present application.
  • FIG2 is a method flow chart of a method for displaying a virtual character provided by an exemplary embodiment of the present application
  • FIG3 is a schematic diagram of a virtual world provided by an exemplary embodiment of the present application.
  • FIG4 is a schematic diagram of a virtual world provided by another exemplary embodiment of the present application.
  • FIG5 is a method flow chart of a method for displaying a virtual character provided by an exemplary embodiment of the present application
  • FIG6 is a schematic diagram of a method for displaying a virtual character provided by an exemplary embodiment of the present application.
  • FIG7 is a schematic diagram of a method for displaying a virtual character provided by another exemplary embodiment of the present application.
  • FIG8 is a method flow chart of a method for displaying a virtual character provided by an exemplary embodiment of the present application.
  • FIG9 is a flowchart of a method for displaying a virtual character provided by an exemplary embodiment of the present application.
  • FIG10 is a flowchart of a method for displaying a virtual character provided by an exemplary embodiment of the present application.
  • FIG11 is a flowchart of a method for displaying a virtual character provided by an exemplary embodiment of the present application.
  • FIG12 is a flowchart of a method for displaying a virtual character provided by an exemplary embodiment of the present application.
  • FIG13 is a block diagram of a display device for a virtual character provided by an exemplary embodiment of the present application.
  • FIG. 14 is a block diagram of a terminal provided by an exemplary embodiment of the present application.
  • Virtual world A virtual world is composed of one or more virtual environments.
  • a virtual environment is a virtual environment displayed (or provided) when an application is running on a terminal.
  • the virtual environment can be a simulation of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment.
  • the virtual environment can be any of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application.
  • Virtual character refers to an active object in a virtual environment.
  • the active object may be a virtual person, a virtual animal, an animated character, etc., such as a person displayed in a three-dimensional virtual environment.
  • the virtual character is a three-dimensional model created based on animation skeleton technology.
  • Each virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.
  • the activity state of the virtual character is used to reflect the action state of the virtual character when the virtual character is displayed, or the interactive state of the virtual character.
  • the activity state can reflect the social state of the user account. For example, when the user account is in the learning state (social state), the virtual character of the user account will be displayed as a learning state (action state), and the virtual character displayed as a learning state can perform sitting at a desk in a classroom and holding a book in his hand to do reading actions.
  • the activity state of the virtual character can interact with the buildings displayed in the scene block buildings of the virtual world (interactive state). For example, a virtual character displayed in a basketball playing state in a sports field can be displayed as aiming at the basketball hoop in the sports field to make a shooting action. Or, a virtual character displayed in a resting state in a garden can be displayed as sitting on a bench in the garden.
  • Social status refers to the status of the user account/user.
  • the social status can be determined by settings, published dynamics, application data provided by other applications, sports data provided by wearable devices, etc.
  • the social status is used to characterize the actual state of the user, or the state that the user subjectively wants to be in.
  • the activity state is the state presented when the virtual character is displayed in the virtual world.
  • the activity state is determined based on the social status and is used to present the social status of the user account in the virtual world in the form of a screen through the virtual character.
  • One social status corresponds to at least one activity state. For example, for a user account in a fitness state, its virtual character can be displayed in different fitness states (lifting dumbbells, squatting, etc.).
  • one social status corresponds to one activity state.
  • the virtual characters in the virtual world are displayed in the same scene block building and are displayed in the same activity state.
  • different virtual characters have different appearances. Displaying the same activity state means that the actions of the displayed virtual characters are the same.
  • FIG. 1 shows a schematic diagram of a computer system provided by an exemplary embodiment of the present application.
  • the computer system includes a terminal 120 and a server 140 .
  • the terminal 120 may include at least one of a smart phone, a laptop computer, a desktop computer, a tablet computer, and an intelligent robot.
  • the display method of the virtual character provided in the present application may be applied to a social application based on a virtual world, and the social application based on the virtual world supports a social status setting function.
  • the application may be: an instant messaging program, a social application, a browser application, a live broadcast application, a video player program, a short video player program, an information program, a knowledge program, a life program, a shopping program, a picture sharing program, a community program, a forum application, an office application, etc.
  • a client of the application is installed on the terminal 120.
  • the terminal 120 stores a display algorithm 102 for a virtual character.
  • the client can call the display algorithm for the virtual character to complete the display of the virtual character.
  • the virtual world screen is displayed.
  • the virtual character 103 is displayed in a scene corresponding to the social status according to the social status.
  • the terminal 120 includes a first memory and a first processor.
  • the first memory stores a display algorithm for a virtual character; the display algorithm for the virtual character is called and executed by the first processor to implement the display method for the virtual character provided in the present application.
  • the first memory may include, but is not limited to, the following: random access memory (RAM), read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), and electrically erasable read-only memory (EEPROM).
  • the first processor may be composed of one or more integrated circuit chips.
  • the first processor may be a general-purpose processor, such as a central processing unit (CPU) or a network processor (NP).
  • the first processor may implement the method for displaying a virtual character provided in the present application by running a program or code.
  • the terminal 120 and the server 140 are connected to each other via a wired or wireless network.
  • the server 140 is used to provide background services for the client of the application in the terminal 120.
  • the server 140 may be the background server 140 of the above application.
  • the server 140 may be a single server 140, or a server 140 cluster composed of multiple servers 140, or a cloud computing service center.
  • the server 140 includes a processor and a memory, and the memory includes an access module and an information flow push module.
  • the server 140 is used to provide background services for social applications based on the virtual world.
  • the server 140 undertakes the main computing work and the terminal 120 undertakes the secondary computing work; or, the server 140 undertakes the secondary computing work and the terminal 120 undertakes the main computing work; or, the server 140 and the terminal 120 adopt a distributed computing architecture for collaborative computing.
  • the server 140 includes a second memory and a second processor.
  • the second memory stores a display algorithm for a virtual character; the display algorithm for a virtual character is called by the second processor to implement the display method for a virtual character provided in the present application.
  • the second memory may include but is not limited to the following: RAM, ROM, PROM, EPROM, EEPROM.
  • the second processor may be a general-purpose processor, such as a CPU or a NP.
  • Fig. 2 shows a flow chart of a method for displaying a virtual character provided by an exemplary embodiment of the present application.
  • the method can be executed by a computer device or a client in a computer device, for example, a terminal or a client in a terminal as shown in Fig. 1.
  • the method comprises the following steps.
  • Step 210 displaying a virtual world, where the virtual world includes at least two scene block buildings, each of which is used to display virtual characters in the same type of activity state.
  • the virtual world is displayed as a 2D, 2.5D or 3D world.
  • the virtual world includes at least two scene block buildings.
  • the virtual world is displayed as a large map obtained by splicing at least two scene block buildings.
  • the virtual world includes at least two scene block buildings and roads for connecting at least two scene block buildings.
  • the at least two scene block buildings are arranged neatly or irregularly in the virtual world.
  • the sidelines of the at least two scene block buildings are parallel to each other.
  • the virtual world includes multiple scene block buildings such as Sunshine Garden 501, Sports Field 502, classroom 503, Entertainment Hall 504, healing Valley 505, etc. It should be noted that in this case, the scope of the virtual world is large.
  • the display screen of the terminal is small, the entire virtual world cannot be displayed on the display screen at the same time. Therefore, a part of the large map is displayed in the screen of the virtual world, and the part may include one or more scene block buildings.
  • the virtual world includes at least two scene block buildings, but only one scene block building can be displayed on the screen, and the user can switch to display different scene block buildings, but the screen will not display two scene block buildings at the same time.
  • the user can click on the map to enter a scene block building and display the screen of the scene block building, or the user can control the virtual character to walk to a transmission point in a scene block building to facilitate the transmission of the virtual character to another scene block building, and then display another scene block building.
  • the virtual world is provided by a social application based on the virtual world, and the terminal runs the social application based on the virtual world to display the virtual world.
  • each user account corresponds to a virtual character, and the user controls the virtual character to move in the virtual world.
  • the virtual world is shared by various user accounts, and various user accounts are active in the same virtual world. For example, when a user controls the first virtual character to move in the virtual world, other virtual characters controlled by other user accounts are also displayed in the virtual world.
  • virtual characters of the same type of user accounts can also be displayed in one virtual world, for example, virtual characters logged in at the same geographical location are displayed in the same virtual world, or virtual characters registered in the same virtual area are displayed in the same virtual world.
  • the user can see the first virtual character controlled by himself and other virtual characters controlled by other users.
  • the user can control the first virtual character to interact or communicate with other virtual characters in the virtual world to meet the user's social needs.
  • users can control the movement of virtual characters, so that users can move the virtual characters to any location in any scene block building at will.
  • the position of the virtual character in the scene block building is determined by the server. Unless the social status of the virtual character is changed, the position of the virtual character will not change. In other words, the position of the virtual character in the virtual world depends only on the social status of the virtual character.
  • the server will place virtual characters with the same social status in the same scene block building to promote communication and interaction between virtual characters with the same social status.
  • the scene block building is used to simulate buildings in the real world, or is a semi-fictional and semi-simulated building, or is a completely fictional building.
  • the scene block building is a closed building, or an open building, or a semi-closed and semi-open building.
  • Scene elements are displayed in the scene block building, and the scene elements match the activity state corresponding to the scene block building.
  • the scene element is a display element displayed in the scene block building.
  • the scene element is used to indicate the purpose of the scene block building, or different scene elements are used to distinguish different scene block buildings.
  • the matching of the scene element and the activity state includes that the scene reflected by the scene element is consistent with the scene required to display the activity state of the virtual character.
  • the scene block building is a classroom.
  • the scene elements in the scene block building include blackboards, desks, podiums, etc.
  • the scene reflected by the scene elements is a scene for learning, which is consistent with the scene required for the virtual character to perform activities such as reading.
  • the activity state please refer to the description below, which will not be repeated here.
  • the scene block building includes an area and a building displayed in the area.
  • the scene block building is displayed with a clear area boundary line, or the area occupied by the scene block building is displayed separately from other areas in the virtual world. That is, in the virtual world, the scene block buildings can be clearly seen one by one.
  • the buildings displayed on the area are buildings related to the scene corresponding to the scene block building.
  • the buildings displayed on the area may include blackboards, desks, etc.
  • the buildings displayed on the area may include basketball hoops, football fields, etc.
  • the buildings displayed on the area may include greenery, benches, etc.
  • a scene block building corresponds to at least one social state
  • the virtual characters in the scene block building are in the activity state corresponding to the at least one social state.
  • the virtual characters in the classroom can be in the learning state, reading state, self-study state, etc.
  • the virtual characters in the sports field can be in the fitness state, running state, playing basketball state, etc.
  • the virtual characters in the entertainment hall can be in the singing state, game state, dancing state, etc.
  • the virtual world is a large map obtained by stitching together a variety of scene block buildings.
  • the social application based on the virtual world can provide a variety of scene block buildings for users to choose from. Users can choose at least two of the scene block buildings according to their own preferences and place them together to obtain a virtual world unique to the user account.
  • the uniqueness of the user account means that the scene block building type and placement position in the virtual world are unique to the user account, and the scene block buildings in the virtual world are still shared by all user accounts.
  • a social application based on the virtual world provides a first scene block building, a second scene block building, and a third scene block building. The first user account can select the first scene block building and the second scene block building and place them side by side to obtain its own virtual world.
  • the virtual world displayed on the client corresponding to the first user account includes the first scene block building and the second scene block building.
  • the virtual world also displays other virtual characters located in the first scene block building and the second scene block building, but does not display the third scene block building and other virtual characters in the third scene block building. In this way, users can edit the scene block buildings they want to see according to their preferences.
  • the scene block building corresponding to the social status set by the user for the first user account does not exist in the current virtual world
  • the scene block building corresponding to the social status can be automatically added and displayed in the current virtual world after the first user account updates the social status.
  • the display position of the scene block building can be determined by the client or the server, and the user can also change the position of the scene block building in the virtual world through subsequent operations.
  • scene block buildings displayed in the virtual world can also be fixed and cannot be adjusted manually by users.
  • the activity state of a virtual character refers to the action state displayed by the virtual character, or the interactive state displayed by the virtual character.
  • the activity state can reflect the social status of the user account. For example, when the user account is in a learning state, the virtual character will be displayed as a learning state.
  • the virtual character displayed as a learning state can be sitting at a desk in a classroom with a book in hand and reading.
  • the activity state of the virtual character can interact with the buildings displayed in the scene block building. For example, a virtual character displayed as playing basketball in a sports field can be displayed as aiming at the basketball hoop in the sports field and making a shooting action. Or, a virtual character displayed as resting in a garden can be displayed as sitting on a bench in the garden.
  • social status refers to the status of a user account/user.
  • the social status can be determined through settings, posted dynamics, application data provided by other applications, motion data provided by wearable devices, etc.
  • the social status is used to represent the actual state of the user, or the state that the user subjectively wants to be in.
  • the activity status is the display status of the virtual character in the virtual world.
  • the activity status is determined according to the social status and is used to present the social status of the user account in the virtual world in the form of a screen through the virtual character.
  • One social status corresponds to at least one activity status.
  • the virtual character can be displayed in different fitness states (lifting dumbbells, squatting, etc.).
  • one social status corresponds to one activity status.
  • the virtual characters in the virtual world are displayed in the same scene block building and are displayed in the same activity status. Since users can set the appearance of the virtual characters, different virtual characters have different appearances, and displaying the same activity status means that the virtual characters have the same actions (the appearance can be different).
  • Step 220 Determine a first social status published by a first user account.
  • the first social status is the current social status of the first user account.
  • the social status may be a social status selected and published by the user, or may be the actual social status of the user determined based on relevant data.
  • the first social status is the social status published by the first user account in a social application based on a virtual world; or, the first social status is the social status published by the first user account in other applications; or, the first social status is a social status determined based on the dynamics (social information) published by the first user account in other applications; or, the first social status is a social status determined based on a triggering event of the first user account in other applications; or, the first social status is a social status determined based on the positioning data of the terminal; or, the first social status is a social status determined based on motion data provided by a wearable device associated with the terminal, or, the first social status is determined based on a social plan of the first user account, and the social plan is used to reflect the social status of the first user account in different time periods of a preset duration.
  • step 220 can be completed independently by the social application based on the virtual world (determining the social status based on the data within the application); step 220 can also be completed by the social application based on the virtual world interacting with other applications (obtaining relevant data from other applications and determining the social status).
  • the acquisition of the above-mentioned relevant data is authorized by the user.
  • the social application based on the virtual world can obtain relevant data from other applications to determine the current first social status of the first user account.
  • the virtual character in the virtual world can reflect the user's status in reality in real time, realizing synchronous simulation of the user's social life.
  • the social application based on the virtual world provides multiple social statuses, and the first social status is one of the multiple social statuses.
  • the social application based on the virtual world provides several major categories of social statuses, and the user can edit a customized social status based on the major categories of social statuses. For example, based on the social status being divided into categories such as exercise, rest, and entertainment, the user can select the exercise category and edit the social status to running. Alternatively, the user can completely customize the social status.
  • an icon corresponding to the social status
  • different icons correspond to different social statuses.
  • the icon is also displayed in association with the virtual character to indicate the current social status of the virtual character. For example, the icon is displayed above the head of the virtual character.
  • social information edited by the virtual character can also be displayed next to the icon.
  • the user can also edit social information, which can be at least one of text information and voice information. After the user posts a social status, the social status icon and the social information edited by the user are displayed above the head of the virtual character.
  • Step 230 displaying a first virtual character corresponding to the first user account in a first scene block building corresponding to the first social status, the first virtual character is in an active state corresponding to the first social status, and the first scene block building is one of at least two scene block buildings.
  • Each scene block building corresponds to at least one social status, and one social status uniquely corresponds to one scene block building. Then the first social status uniquely corresponds to the first scene block building.
  • a social status may correspond to multiple scene block buildings.
  • the user needs to select a scene block building from the multiple scene block buildings corresponding to the social status. After the user posts the social status, the virtual character is placed in the scene block building selected by the user.
  • the server randomly selects a scene block building from the multiple scene block buildings corresponding to the social status and places the virtual character in the scene block building.
  • each scene block building corresponds to at least one social status
  • each social status uniquely corresponds to one scene block building.
  • the client on the terminal sends the first social status selected by the user to the server; the server determines the first scene block building corresponding to the first social status selected by the user, and determines the first position in the first scene block building, and the server returns the first scene block building and the first position to the client; the client displays the first virtual character at the first position of the first scene block building according to the instructions of the server, and displays the first virtual character as the active state corresponding to the first social status.
  • the first virtual character is displayed as a two-dimensional, 2.5-dimensional or three-dimensional character.
  • the first virtual character can be a person, an animal or a fictional creature.
  • the first virtual character has limbs and can perform different actions as needed.
  • the first virtual character corresponds to the first user account.
  • one user account corresponds to one virtual character.
  • one user account can register different virtual characters in different virtual areas, and the first virtual character is the virtual character currently logged in by the first user account.
  • the first scene block building when the first social status is studying, the first scene block building includes a classroom, and the activity state corresponding to the first social status includes the learning state; when the first social status is fitness, the first scene block building includes a sports field, and the activity state corresponding to the first social status includes the fitness state; when the first social status is Mercury retrograde retreating, the first scene block building includes a sunshine garden, and the activity state corresponding to the first social status includes a blessing state; when the first social status is listening to music, the first scene block building includes a sunshine garden, and the activity state corresponding to the first social status includes a listening state; when the first social status is sleeping, the first scene block building includes a home, and the activity state corresponding to the first social status includes a sleeping state; when the first social status is playing a game, the first scene block building includes an entertainment hall, and the activity state corresponding to the first social status includes a game state.
  • the first virtual character 506 when the first social status is learning, the first virtual character 506 is placed in a classroom, and the first virtual character is in a learning state.
  • a rich scene block building is provided to accommodate virtual characters in different social statuses.
  • the method provided in this embodiment by setting up multiple scene block buildings in the virtual world, virtual characters with different social statuses can be placed in different scene block buildings. For example, a virtual character in motion is placed in a stadium, a virtual character walking is placed in a park, a virtual character studying is placed in a library, and the like. Then, according to the social status of the virtual character, the virtual character can be displayed in different scene block buildings. When the virtual character is displayed according to the activity status corresponding to the social status, the displayed virtual character can match the scene block building to avoid a sense of separation between the displayed virtual character and its position in the virtual world, and ensure that the picture presented to the user always conforms to the real logic. After the virtual character changes its social status, it can enter the pre-planned scene.
  • the embodiments of the present application provide a variety of ways to determine the first user account, so that the virtual character in the virtual world is synchronized with the user's actual social status as much as possible.
  • Fig. 5 shows a flow chart of a method for displaying a virtual character provided by an exemplary embodiment of the present application.
  • the method can be executed by a computer device or a client in a computer device, for example, a terminal or a client in a terminal as shown in Fig. 1.
  • the method comprises the following steps.
  • Step 210 displaying a virtual world, where the virtual world includes at least two scene block buildings, each of which is used to display virtual characters in the same type of activity state.
  • Step 220 Determine a first social status published by a first user account.
  • the embodiment of the present application provides multiple ways to determine the social status of the first user account, and the terminal device can use at least one of the following ways to determine the social status of the first user account.
  • Method 1 Setting the social status of the first virtual character in the virtual world.
  • a status editing control is displayed on the virtual world; in response to a trigger operation on the status editing control, a status editing interface is displayed, the status editing interface includes a status selection area, and the status selection area displays at least one social status; in response to the social status selection operation, a first social status is determined in at least one social status.
  • a status editing control 507 is displayed on the screen of the virtual world.
  • a status editing interface 508 as shown in (2) in FIG. 6 is displayed.
  • At least one social status is displayed in the status editing interface 508. If the user selects “learning” 509 (the first social status), a screen as shown in (3) in FIG. 6 is displayed, and the first virtual character 506 is displayed in the scene corresponding to the “learning” status 509: the classroom, and the first virtual character 506 is displayed as being in the “learning” status.
  • the status editing interface also includes a status information editing area, which can receive user input operations and display social information input by the user.
  • the status information editing area can receive a user input text operation and display the user input text information; or receive a user input voice operation and display a voice bar.
  • the status editing interface also includes a publishing control. After selecting a social status and editing social information (optional), the user can click the publishing control to publish the social status. In response to the user publishing a first social status, the position of the first virtual character in the virtual world is updated and displayed according to the first social status published by the user.
  • Method 2 Select a scene block building in the virtual world and set the social status of the first virtual character.
  • a status editing interface corresponding to the first scene block building is displayed, the status editing interface including a status selection area, the status selection area displays at least one social status corresponding to the first scene block building; in response to a social status selection operation, a first social status is determined from at least one social status corresponding to the first scene block building.
  • the user clicks on a scene block building in the virtual world screen, for example, clicks on the sports field 502, and a status editing interface as shown in (2) in FIG. 7 is displayed.
  • the status editing interface displays at least one social status corresponding to the sports field 502.
  • the user can select and publish "Fitnessing" 510 (the first social status).
  • the first virtual character 506 is displayed in the sports field, and the first virtual character is displayed as being in the fitness status.
  • the status editing interface also includes a status information editing area, which can receive user input operations and display social information input by the user.
  • the status information editing area can receive a user input text operation and display the user input text information; or receive a user input voice operation and display a voice bar.
  • the status editing interface also includes a publishing control. After selecting a social status and editing social information (optional), the user can click the publishing control to publish the social status. In response to the user publishing a first social status, the position of the first virtual character in the virtual world is updated and displayed according to the first social status published by the user.
  • the status editing interface in method one is different from the status editing interface in method two.
  • the status editing interface in method one is called the first status editing interface
  • the status editing interface in method two is called the second status editing interface.
  • the social status displayed in the first status editing interface is all social status
  • the social status displayed in the second status editing interface is the social status corresponding to the first scene block building, that is, the social status in the first status editing interface includes the social status in the second status editing interface.
  • the user can directly drag a virtual character from one scene block building to an area corresponding to another scene block building in the virtual world, and then display the state editing interface corresponding to the scene block building.
  • a state editing interface is displayed, in which at least one social state corresponding to the first scene block building is displayed.
  • the first virtual character is displayed in the first scene block building, and the first virtual character is displayed as an active state corresponding to the first social state.
  • Method 3 Obtain the social status of the first user account from other applications.
  • Obtain program events of the first user account in other applications where the other applications include at least one of an instant messaging program, a social media program, a music program, a local service program, a sports program, an office program, a conference program, and a video-on-demand program; and determine a first social status of the first user account in the virtual world based on the program events in the other applications.
  • other applications may send the program event to the social application based on the virtual world when the program event occurs.
  • the social application based on the virtual world updates the first user account to a corresponding social status according to the program event, and displays a virtual character in a scene block building in the virtual world according to the social status.
  • the social application based on the virtual world may periodically request program events from other applications, and update the social status of the first user account based on the requested program events, and display the virtual character in the scene block building of the virtual world according to the social status.
  • the virtual world may request program events from other applications when the user logs in, determine the social status of the first user account based on the requested program events, and display the virtual character in the scene block building of the virtual world according to the social status.
  • the social application based on the virtual world can obtain its program events from other applications after user authorization.
  • the program events include at least one of the running status of other applications, the currently displayed page, the running data, and the program type.
  • a first social status of the first user account in the virtual world is determined.
  • the first social status corresponding to the classification is determined. For example, if a user posts a short video classified as sports in a social media program, the social media program sends the category "sports" of the short video to a social application based on a virtual world, and the social application based on the virtual world sets the social status of the first user account to sports.
  • the social media program sends the category "reading" of the social status to a social application based on the virtual world, and the social application based on the virtual world sets the social status of the first user account to reading.
  • the instant messaging program, the social media program, or the local service program will send the posted social dynamics to the social application based on the virtual world, thereby determining the first social status of the first user account in the virtual world.
  • a first social status of the first user account in the virtual world is determined.
  • Music playback events include: playing, paused, and at least one of the types of music being played. Based on the playback status, it can be determined whether the user is listening to music, and based on the type of music being played, the user's mood can be determined, and then the mood-related social status can be set. For example, if the music playback event is playing, it can be determined that the social status of the first user account is listening to music. If the music playback event is that the type of music currently being played is happy, it can be determined that the social status of the first user account is happy.
  • the music program when the first user account logs in to the music program for the first time, or the music program detects the above-mentioned playback event, the music program will send a music playback event to a social application based on the virtual world, thereby determining the first social status of the first user account in the virtual world.
  • a first social status of the first user account in the virtual world is determined.
  • the motion data may include motion status, human vital signs data, motion path, sports equipment and other data. Based on the motion status, the corresponding social status can be directly determined. For example, as long as there is a motion status, the social status is determined to be in motion. Alternatively, the social status is determined based on the specific motion status type. For example, if the motion status is a riding status, the social status is riding. If the human vital signs data indicate that the user is in motion, the social status is in motion. Alternatively, the social status is determined based on the type of sports equipment currently associated with the sports program. For example, if it is associated with a treadmill, the social status is running/fitness.
  • the sports program detects the motion data of the first user account, the sports program sends the motion data to a social application based on the virtual world, thereby determining the first social status of the first user account in the virtual world.
  • a first social status of the first user account in the virtual world is determined.
  • the office event may be typing, document creation, video editing, etc.
  • the social status of the first user account may be set to working/coding, etc. according to the office event.
  • the office program sends the office event to the social application program based on the virtual world, thereby determining the first social status of the first user account in the virtual world.
  • the first social status of the first user account in the virtual world is determined.
  • the social status of the first user account can be set to in a call/in a meeting.
  • the conference program sends the call status to the social application based on the virtual world, thereby determining the first social status of the first user account in the virtual world.
  • the first social status of the first user account in the virtual world is determined.
  • Video programs include video-on-demand programs, short video programs, video live programs, and other applications that support video playback.
  • the video playback status is used to reflect whether the user of the first user account is currently watching a video in the video program. If the video is being watched, the social status of the first user account can be set to video watching, so that the first virtual character enters the scene block building for watching the video and performs the behavior state of watching the video. If the video is not being watched, the social status of the first user account can be set to video search, so that the first virtual character enters the scene block building for watching the video and performs the behavior state of searching for the video. For example, watching a movie in a movie theater in a cinema, or walking in a corridor connecting different movie theaters in a cinema.
  • the video program sends the video playback status to the social application based on the virtual world, thereby determining the first social status of the first user account in the virtual world.
  • the user account logged in in other applications is the first user account.
  • the first social status of the first user account can be determined based on the information provided by the application selected by the first user account; or the first social status of the first user account can be switched based on the time sequence in which different applications provide information; or the first social status of the first user account can be switched based on the priority of different applications and the time sequence in which they provide information. For example, if two applications provide information at the same time, the first social status of the first user account is determined based on the information provided by the application with a higher priority.
  • Method 4 Obtain the social status of the first user account through a wearable device.
  • the terminal is associated with a wearable device. Based on the motion data provided by the wearable device, a first social status of the first user account is determined, where the first social status is a type of motion status.
  • Wearable devices can be used to monitor sports data, such as steps, heart rate, exercise type, sleep, etc. Based on different sports data, the social status of the first user account can be set to: walking/running/cycling/sleeping, etc.
  • Method 5 Determine the social status of the first user account through terminal positioning.
  • a first social status of the first user account is determined based on a location indicated by the location data of the terminal.
  • the social status of the first user account is set to studying; if the terminal is located in a restaurant, the social status of the first user account is set to eating; if the terminal is located in a shopping mall, the social status of the first user account is set to shopping.
  • Method 6 Determine the social status of the first user account through a social plan.
  • the first user account can set a social plan in the client, and the social plan is used to reflect the social status of the first user account in different time periods of a preset duration.
  • the preset duration and the division of time periods are preset in the client, or customized by the user.
  • the preset duration is one day
  • the social plan is used to reflect the social status of the first user account in different time periods of a day, for example, the social status from 8:00 to 17:00 is working, the social status from 18:00 to 19:00 is running, and the social status from 20:00 to 21:00 is listening to music.
  • the first social status of the first user account can be determined according to the current time and the social plan.
  • the client periodically triggers the determination of the first social status of the first user account according to the current time and the social plan, for example, once every hour.
  • the client sets a scheduled task for the start time of each time period in the social plan, and determines the current social status of the first user account by executing the scheduled task.
  • the client can also recommend similar user accounts to the first user account based on the social plan set by the first user account.
  • the client will display the similar user accounts recommended to the first user account in the user interface.
  • the similar user account matches the social plan of the first user account for n consecutive preset time periods, and n is a positive integer.
  • the similar user account matches the social plan of the first user account, including that the time periods set in the social plan are the same, and the social statuses corresponding to the time periods are the same. Or there are overlapping time periods in the time periods set in the social plan, and the social statuses corresponding to the overlapping time periods are the same. Or the various social statuses set in the social plan are the same. Or the number of identical social statuses in the multiple social statuses set in the social plan meets the quantity threshold.
  • Step 231 in a first scene block building corresponding to a first social status, display a first virtual character corresponding to a first user account, display first social information in association with the first virtual character, the first virtual character is in an active state corresponding to the first social status, and the first scene block building is one of at least two scene block buildings.
  • the first social status also corresponds to the first social information
  • the first social information can also be displayed near the first virtual character. That is, in the first scene block building, the first social information is displayed in association with the first virtual character.
  • a social message “I will study hard!” is displayed above the head of the first virtual character 506 .
  • the method provided in this embodiment allows the user to set the social status of the first user account in the social application based on the virtual world.
  • the user can also directly click on the scene block building to quickly switch the social status.
  • the social application based on the virtual world can also obtain program events from other applications to determine the social status.
  • the social application based on the virtual world can also determine the social status based on the motion data provided by the wearable device.
  • the social application based on the virtual world can also determine the social status based on the positioning of the terminal; the social application based on the virtual world can also determine the social status based on the social plan pre-set by the user; the social status of the user is determined by the above multiple methods to improve the accuracy of the social status.
  • the virtual characters with the same social status are placed in the same scene block building for display, guiding users with the same social status to communicate and interact, thereby improving the success rate of social interaction.
  • the method provided in this embodiment also provides a trigger operation on the detection status editing control to determine the social status selection operation and thus determine the first social status of the first user account, providing a visual way of setting the first social status that conforms to the user's operation intuition.
  • a trigger operation on the detection status editing control to determine the social status selection operation and thus determine the first social status of the first user account, providing a visual way of setting the first social status that conforms to the user's operation intuition.
  • the method provided in this embodiment also provides a method for automatically setting the user's first social status in the virtual world without user operation by setting the user's first social status in other applications, and the set first social status is consistent with the user's current behavior.
  • the richness of setting the first social status is improved.
  • the method provided in this embodiment also provides a way to automatically set a sports-related first social status for a user without user operation by determining the first social status of the first user account based on the sports data provided by the wearable device, and the set first social status is consistent with the user's current sports behavior.
  • the method provided in this embodiment also provides a way to automatically set the first social status for the user without user operation by determining the first social status of the first user account according to the location information, and the set first social status is consistent with the user's current location.
  • the method provided in this embodiment also determines the first social status of the first user account according to the social plan, so that the user can set the first social status in different time periods in advance according to his own needs, avoiding the user from frequently modifying the first social status.
  • the method provided in this embodiment can also present the information that the user wants to show to other users during social interaction by displaying the first social information corresponding to the first social status, thereby improving the efficiency of social interaction.
  • the user can also chat with other user accounts in the virtual world, and automatically control the virtual characters in the virtual world to perform corresponding actions based on the chat content.
  • Fig. 8 shows a flow chart of a method for displaying a virtual character provided by an exemplary embodiment of the present application.
  • the method can be executed by a computer device or a client in a computer device, for example, a terminal or a client in a terminal as shown in Fig. 1.
  • the method comprises the following steps.
  • Step 210 displaying a virtual world, where the virtual world includes at least two scene block buildings, each of which is used to display virtual characters in the same type of activity state.
  • scene block buildings corresponding to state actions are pre-arranged, such as classrooms, playgrounds, Park, etc.
  • the virtual character After the user's virtual character sets the social status, the virtual character automatically enters the corresponding scene block building according to the social status.
  • the user can also select the scene block building first, and after clicking the scene block building, the user will be asked whether to set the virtual character's social status to the social status that the current scene block building can contain, so as to achieve fast switching of social status.
  • scene block buildings which reflect the real scenes corresponding to certain social states.
  • the classroom carries virtual characters in the social state of learning.
  • the virtual characters in these scene block buildings may be my friends or strangers.
  • Step 220 Determine a first social status published by a first user account.
  • Users can also click on a certain scene block building to quickly change their social status. For example, if a user clicks on the "sports field" scene block building, the user will be asked whether to set it to a social status that can exist in the sports field, such as working out. After the user clicks OK, the virtual character can directly appear in the sports field, and the virtual character's status changes to working out.
  • Step 230 in a first scene block building corresponding to a first social status, display a first virtual character corresponding to a first user account, the first virtual character is in an active state corresponding to the first social status, and the first scene block building is one of at least two scene block buildings.
  • Step 240 in response to a triggering operation of chatting with the second virtual character, a chat floating window of the first user account and the second user account is displayed on the virtual world, and the virtual world displays the first virtual character and the second virtual character located in the first scene block building.
  • the user can click on the second virtual character to call out the interactive controls corresponding to the second virtual character, and the interactive controls may include: chat controls, pat controls, gift controls, etc. If the user triggers the chat control, a chat floating window will be displayed on the screen of the virtual world, in which the user can send chat content to the second user account, or the chat content sent by the second user account to the first user account will be displayed.
  • a chat floating window may also be displayed on the screen of the virtual world, and a message "the first user account taps the second user account" may be displayed in the chat floating window.
  • a chat floating window may automatically pop up on the client of the second user account, so that the second user account can quickly view the chat content.
  • the chat floating window displays a chat area, a chat content editing area, a send control, an emoticon selection control, etc.
  • the chat floating window also displays relevant information of the second user account to indicate that the chat floating window is a floating window for chatting with the second user account.
  • Step 250 display the interactive actions of the first virtual character and the second virtual character in the virtual world according to the chat content in the chat floating window.
  • the first virtual character and/or the second virtual character in the virtual world is controlled to display corresponding interactive actions.
  • a first virtual character is controlled to execute an action corresponding to the first expression.
  • the first virtual character is controlled to temporarily switch from the active state corresponding to the first social status to the laughing state, and after the laughing action is completed, it is restored to the active state corresponding to the first social status.
  • the first virtual character and the second virtual character are controlled to display the action of eating watermelon.
  • the first virtual character and the second virtual character are located in the same scene block building, that is, only the virtual characters in the same scene block building are allowed to chat.
  • the first virtual character and the second virtual character may be located in different scene block buildings.
  • the second virtual character may be a virtual character controlled by a second user account, or may be an NPC (Non-Player Character) or a chat robot fixed in the virtual world.
  • NPC Non-Player Character
  • the method provided in this embodiment increases the fun of chatting and promotes communication and interaction between strangers by displaying the virtual characters in the virtual world as corresponding actions according to the information exchanged between the two user accounts when communicating.
  • the display of the virtual characters as corresponding actions according to the information sent by at least one of the two users who are socializing, the diversity of triggering methods can be ensured, and the interaction efficiency between users is improved.
  • the social status in the embodiment of the present application may also be a social status in which multiple people participate together.
  • Fig. 9 shows a flow chart of a method for displaying a virtual character provided by an exemplary embodiment of the present application.
  • the method can be executed by a computer device or a client in a computer device, for example, a terminal or a client in a terminal as shown in Fig. 1.
  • the method comprises the following steps.
  • Step 210 displaying a virtual world, where the virtual world includes at least two scene block buildings, each of which is used to display virtual characters in the same type of activity state.
  • Step 220 Determine a first social status published by a first user account.
  • Step 230 in a first scene block building corresponding to a first social status, display a first virtual character corresponding to a first user account, the first virtual character is in an active state corresponding to the first social status, and the first scene block building is one of at least two scene block buildings.
  • Step 260 identifying a status reservation message in the chat information between the first user account and the second user account, wherein the status reservation message includes a reservation social status and a reservation time, and the reservation social status is a two-person social status.
  • the instant messaging program can send the status reservation message to the social application based on the virtual world, and the social application based on the virtual world can control the first virtual character and the second virtual character to display the corresponding multi-person interactive social status based on the status reservation message.
  • the appointment social status can be playing badminton, dating, singing, etc.
  • Step 270 at the reservation time corresponding to the status reservation message, in the reservation scene block building corresponding to the reservation social status, display the first virtual character corresponding to the first user account and the second virtual character corresponding to the second user account, the first virtual character is in a first activity state corresponding to the reservation social status, the second virtual character is in a second activity state corresponding to the reservation social status, and the first virtual character in the first activity state has interactive actions with the second virtual character in the second activity state.
  • a first user account and a second user account make an appointment to meet in a park at 10 o'clock tomorrow. Then, at 10 o'clock tomorrow, the social application based on the virtual world can display the first virtual character and the second virtual character in the park and show them as active in the date. Other user accounts can know that the two user accounts are on a date by seeing the two virtual characters in the park.
  • the scheduled social status is a two-person social status or a multi-person social status
  • the multiple virtual characters participating in the scheduled social status have a combined action to jointly present the scheduled social status.
  • the scheduled social status is playing badminton
  • the first virtual character and the second virtual character can be displayed on both sides of the badminton net, and the first virtual character and the second virtual character each hold a badminton racket facing each other.
  • the social application based on the virtual world can also obtain the team status of the user account from the game program. If the first user account, the second user account, and the third user account enter the same team room in the game program, the game program can send the first user account, the second user account, the third user account and the room number to the social application based on the virtual world to inform that the three user accounts are in the same team room. Then, the social application based on the virtual world can display the three virtual characters corresponding to the three user accounts in a game room in the virtual world to indicate that the three user accounts are playing a team game. After the game starts, the game program can also send the room number and the game start instruction to the social application based on the virtual world, and the social application based on the virtual world can display the virtual characters of the multiple user accounts corresponding to the room number as active states in the game.
  • the method provided in this embodiment provides a multi-person social status, and based on the social status jointly participated by multiple user accounts, multiple virtual characters are displayed in combination, thereby indicating that multiple virtual characters are jointly participating in the social status.
  • the diversity of the activity status display of virtual characters in the virtual world is increased, offline communication between users is promoted, and the success rate of social interaction is improved.
  • Figure 10 shows a flow chart of a method for displaying a virtual character provided by an exemplary embodiment of the present application.
  • the method can be executed by a computer device or a client in a computer device, for example, a terminal or a client in a terminal as shown in Figure 1.
  • the method includes the following steps.
  • Step 201 receiving an operation of entering a virtual world, and displaying the virtual world, wherein the virtual world includes at least two scene block buildings, and each scene block building is used to display a virtual character in the same type of activity state.
  • Step 202 receiving an operation of clicking a status posting button.
  • This page lists all social statuses.
  • the user can choose to edit the status information, which will be displayed above the head of the virtual character after the user publishes the social status.
  • Each social status corresponds to a scene block building (a scene block building can contain multiple social statuses).
  • his virtual character is placed in the corresponding scene block building according to the social status he published, and the screen moves to the location of the virtual character.
  • Step 203 receiving an operation of selecting a social status to be sent, and optionally receiving an operation of editing status information.
  • Step 204 receiving an operation of clicking on a scene block.
  • an interface pops up asking the user to set the social status.
  • the social status that the user can choose at this time is only the social status that the scene block building can support, not all social status.
  • the user can also edit the status information when publishing. After the user confirms the publication, his virtual character is placed in the corresponding scene block building, and the screen moves to the location of the virtual character.
  • Step 205 receiving an operation of selecting a social status that can be set in the scene to be set, and optionally receiving an operation of editing status information.
  • Step 206 After the social status is released, the virtual character enters the scene corresponding to the social status.
  • the method provided in this embodiment combines the state setting behavior of a single virtual character with the scene distribution of the virtual world to create a virtual experience with a more immersive and worldview.
  • Users have a clearer and stronger motivation to set the state of their own virtual characters, which is conducive to the occurrence of social behavior.
  • Users in the same scene naturally have common topics, which lowers the threshold for social interaction and increases the success rate of stranger social interaction.
  • Fig. 11 shows a flow chart of a method for displaying a virtual character provided by an exemplary embodiment of the present application.
  • the method can be executed by a computer device or a client in a computer device, for example, a terminal and a server as shown in Fig. 1.
  • the method comprises the following steps.
  • Step 301 The terminal receives a trigger operation of a publishing status button and displays a publishing status page.
  • a status editing control (status button) is displayed on the virtual world; in response to a trigger operation on the status editing control, the terminal displays a status editing interface (publishing status page), which includes a status selection area, and the status selection area displays at least one social status. For example, the user clicks the publish status button to enter the publish status page.
  • This page lists all social statuses. After the user selects a social status, he can choose to edit the status information, which will be displayed above the virtual character's head after the user publishes the social status.
  • Each social status corresponds to a scene block building (a scene block building can contain multiple social statuses).
  • Step 302 The terminal receives a social status selection operation and a status information editing operation.
  • the terminal determines a first social status among at least one social status, and the terminal can also receive social information edited when the social status is selected.
  • Step 303 The terminal sends the selected social status and edited social information to the server.
  • the terminal After acquiring the social status and the edited social information, the terminal sends them to the server to determine the position where the virtual character is placed in the virtual world as instructed by the server.
  • Step 304 The server returns the scene and placement coordinates corresponding to the social status to the terminal.
  • the scene corresponding to the social status can be determined according to the corresponding relationship between different social statuses and different scene block buildings (scenes).
  • the placement coordinates are randomly selected in the scene.
  • Step 305 After the social status of the virtual character changes, the terminal places the virtual character at the placement coordinates of the corresponding scene.
  • the terminal After receiving the placement coordinates sent by the server, the terminal will place the virtual character in the scene corresponding to the placement coordinates, that is, the social status.
  • Step 306 The terminal moves the center of the screen to be centered on the virtual character.
  • Moving the center of the screen to center on the virtual character can focus on the scene where the virtual character is located, which helps to observe other virtual characters in the same scene.
  • the method provided in this embodiment by setting up multiple scene block buildings in the virtual world, virtual characters with different social statuses can be placed in different scene block buildings. For example, a virtual character in motion is placed in a stadium, a virtual character walking is placed in a park, a virtual character studying is placed in a library, and the like. Then, according to the social status of the virtual character, the virtual character can be displayed in different scene block buildings. When the virtual character is displayed according to the activity status corresponding to the social status, the displayed virtual character can match the scene block building to avoid a sense of separation between the displayed virtual character and its position in the virtual world, and ensure that the picture presented to the user always conforms to the real logic. After the virtual character changes its social status, it can enter the pre-planned scene.
  • Fig. 12 shows a flow chart of a method for displaying a virtual character provided by an exemplary embodiment of the present application.
  • the method can be executed by a computer device or a client in a computer device, for example, a terminal and a server as shown in Fig. 1.
  • the method comprises the following steps.
  • Step 401 The terminal receives an operation of clicking a scene block and displays a scene status interface.
  • the terminal In response to the operation of triggering the first scene block building (scene plot), the terminal displays a status editing interface (scene status interface) corresponding to the scene plot, and the status editing interface includes a status selection area, which displays at least one social status corresponding to the first scene block building.
  • a status editing interface scene status interface
  • the status editing interface includes a status selection area, which displays at least one social status corresponding to the first scene block building.
  • Step 402 The terminal receives a social status selection operation and a status information editing operation.
  • the client determines the social status selected by the user from at least one social status corresponding to the first scene block building, and the terminal can also receive the social information edited when the social status is selected.
  • Step 403 The terminal sends the selected social status and edited social information to the server.
  • the terminal After acquiring the social status and the edited social information, the terminal sends them to the server to determine the position where the virtual character is placed in the virtual world as instructed by the server.
  • Step 404 The server returns the scene and placement coordinates corresponding to the social status to the terminal.
  • the scene corresponding to the social status can be determined according to the correspondence between different social statuses and different scene blocks (scenes).
  • the placement coordinates are randomly selected in the scene.
  • Step 405 After the social status of the virtual character changes, the terminal places the virtual character at the placement coordinates of the corresponding scene.
  • the terminal After receiving the placement coordinates sent by the server, the terminal will place the virtual character in the scene corresponding to the placement coordinates, that is, the social status.
  • Step 406 The terminal moves the center of the screen to be centered on the virtual character.
  • Moving the center of the screen to center on the virtual character can focus on the scene where the virtual character is located, which helps to observe other virtual characters in the same scene.
  • the method provided in this embodiment by setting up multiple scene block buildings in the virtual world, virtual characters with different social statuses can be placed in different scene block buildings. For example, a virtual character in motion is placed in a stadium, a virtual character walking is placed in a park, a virtual character studying is placed in a library, and the like. Then, according to the social status of the virtual character, the virtual character can be displayed in different scene block buildings. When the virtual character is displayed according to the activity status corresponding to the social status, the displayed virtual character can match the scene block building to avoid a sense of separation between the displayed virtual character and its position in the virtual world, and ensure that the picture presented to the user always conforms to the real logic. After the virtual character changes its social status, it can enter the pre-planned scene.
  • this application can display a prompt interface, pop-up window or output voice prompt information.
  • the prompt interface, pop-up window or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining relevant data of users after obtaining the confirmation operation issued by the user to the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user to the prompt interface or pop-up window is not obtained), the relevant steps of obtaining relevant data of users are terminated, that is, the relevant data of users are not obtained.
  • all user data collected by this application are collected with the consent and authorization of the user, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.
  • FIG13 shows a schematic diagram of the structure of a display device for a virtual character provided by an exemplary embodiment of the present application.
  • the device can be implemented as all or part of a computer device through software, hardware, or a combination of both, and the device includes:
  • Display module 601 used to display a virtual world, the virtual world includes at least two scene block buildings, each of the scene block buildings is used to display a virtual character in the same type of activity state;
  • Status module 602 used to determine a first social status published by a first user account
  • the first scene block building is one of the at least two scene block buildings, and scene elements are displayed in the scene block building, and the scene elements match the activity state corresponding to the scene block building.
  • a status editing control is displayed on the virtual world; the display module 601 is used to display a status editing interface in response to a trigger operation on the status editing control, and the status editing interface includes a status selection area, and the status selection area displays at least one social status; the status module 602 is used to determine the first social status from the at least one social status in response to a social status selection operation.
  • the display module 601 is used to display a status editing interface corresponding to the first scene block building in response to an operation of triggering the first scene block building, the status editing interface including a status selection area, and the status selection area displays at least one social status corresponding to the first scene block building; the status module 602 is used to determine the first social status in at least one social status corresponding to the first scene block building in response to a social status selection operation.
  • the status module 602 is used to obtain program events of the first user account in other applications, and the other applications include at least one of instant messaging programs, social media programs, music programs, local service programs, sports programs, office programs, conference programs and video programs; the status module 602 is used to determine the first social status of the first user account in the virtual world based on the program events in the other applications.
  • the status module 602 is used to determine the first social status of the first user account in the virtual world based on the social dynamics posted by the first user account on the instant messaging program or the social media program or the local service program; or, to determine the first social status of the first user account in the virtual world based on the music playback events of the first user account in the music program; or, to determine the first social status of the first user account in the virtual world based on the exercise data of the first user account in the exercise program; or, to determine the first social status of the first user account in the virtual world based on the office events of the first user account in the office program; or, to determine the first social status of the first user account in the virtual world based on the call status of the first user account in the conference program; or, to determine the first social status of the first user account in the virtual world based on the video playback status of the first user account in the video program.
  • the apparatus is associated with a wearable device; the status module 602 is used to determine the first social status of the first user account based on the motion data provided by the wearable device, and the first social status is a type of motion status.
  • the status module 602 is used to determine the first social status of the first user account based on the location indicated by the location data of the device.
  • the status module 602 is used to obtain the social plan of the first user account, where the social plan is used to reflect the social status of the first user account in different time periods of a preset length; and determine the first social status of the first user account according to the current time and the social plan.
  • the display module 601 is used to recommend a similar user account to the first user account; wherein the similar user account matches the first user account in a social plan for n consecutive preset time periods, where n is a positive integer.
  • the first scene block building when the first social status is studying, the first scene block building includes a classroom, and the activity state corresponding to the first social status includes a learning state; when the first social status is fitness, the first scene block building includes a sports field, and the activity state corresponding to the first social status includes a fitness state; when the first social status is Mercury retrograde, the first scene block building includes a sunny garden, and the activity state corresponding to the first social status includes a blessing state; when the first social status is listening to music, the first scene block building includes a sunny garden, and the activity state corresponding to the first social status includes a listening state; when the first social status is sleeping, the first scene block building includes a home, and the activity state corresponding to the first social status includes a sleeping state; when the first social status is playing a game, the first scene block building includes an entertainment hall, and the activity state corresponding to the first social status includes a game state.
  • the first social status also corresponds to first social information; the display module 601 is used to display the first social information in association with the first virtual character in the first scene block building.
  • a second virtual character corresponding to a second user account is also displayed in the first scene block building; the display module 601 is used to display a chat floating window between the first user account and the second user account on the virtual world in response to a trigger operation of chatting with the second virtual character, and the virtual world displays the first virtual character and the second virtual character located in the first scene block building; the display module 601 is used to display the interactive actions of the first virtual character and the second virtual character in the virtual world according to the chat content in the chat floating window.
  • the display module 601 is used to control the first virtual character to perform an action corresponding to a first expression sent by the first user account in the chat floating window; and/or, the display module 601 is used to control the second virtual character to perform an action corresponding to a second expression sent by the second user account in the chat floating window; and/or; the display module 601 is used to control the first virtual character and the second virtual character to jointly perform an interaction action corresponding to an interaction trigger message sent in the chat floating window.
  • the status module 602 is used to identify the status reservation message in the chat information between the first user account and the second user account, the status reservation message including the reservation social status and the reservation time, and the reservation social status is a two-person social status;
  • the display module 601 is used to display the first virtual character corresponding to the first user account and the second virtual character corresponding to the second user account in the reservation scene block building corresponding to the reservation social status at the reservation time corresponding to the status reservation message, the first virtual character is in a first activity state corresponding to the reservation social status, the second virtual character is in a second activity state corresponding to the reservation social status, and the first virtual character in the first activity state has interactive actions with the second virtual character in the second activity state.
  • the present application also provides a computer device, which includes a processor and a memory, wherein the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the display method of the virtual character provided by each of the above method embodiments.
  • the computer device can be a terminal as provided in FIG. 15 .
  • FIG. 14 shows a block diagram of a terminal 900 provided by an exemplary embodiment of the present application.
  • the terminal 900 may be a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer or a desktop computer.
  • the terminal 900 may also be called a user account device, a portable terminal, a laptop terminal, a desktop terminal or other names.
  • the terminal 900 includes a processor 901 and a memory 902 .
  • the processor 901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.
  • the processor 901 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array).
  • the processor 901 may also include a main processor and a coprocessor.
  • the main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state.
  • the processor 901 may be integrated with a GPU (Graphics Processing Unit, a display of a virtual character), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen.
  • the processor 901 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
  • AI Artificial Intelligence
  • the memory 902 may include one or more computer-readable storage media, which may be non-transitory.
  • the memory 902 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices.
  • the non-transitory computer-readable storage medium in the memory 902 is used to store at least one instruction, which is used to be executed by the processor 901 to implement the display method of the virtual character provided in the method embodiment of the present application.
  • the terminal 900 may further optionally include: a peripheral device interface 903 and at least one peripheral device.
  • the processor 901, the memory 902 and the peripheral device interface 903 may be connected via a bus or a signal line.
  • Each peripheral device may be connected to the peripheral device interface 903 via a bus, a signal line or a circuit board.
  • the peripheral device includes: at least one of a radio frequency circuit 904, a display screen 905, a camera assembly 906, an audio circuit 907, and a power supply 909.
  • the peripheral device interface 903 may be used to connect at least one peripheral device related to I/O (Input/Output) to the processor 901 and the memory 902.
  • the processor 901, the memory 902, and the peripheral device interface 903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 901, the memory 902, and the peripheral device interface 903 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
  • the radio frequency circuit 904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals.
  • the radio frequency circuit 904 communicates with the communication network and other communication devices through electromagnetic signals.
  • the radio frequency circuit 904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals.
  • the radio frequency circuit 904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user account identity module card, and the like.
  • the radio frequency circuit 904 can communicate with other terminals through at least one wireless communication protocol.
  • the wireless communication protocol includes, but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and/or a WiFi (Wireless Fidelity) network.
  • the radio frequency circuit 904 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
  • the display screen 905 is used to display a UI (User Interface).
  • the UI may include graphics, text, icons, videos, and any combination thereof.
  • the display screen 905 also has the ability to collect touch signals on the surface or above the surface of the display screen 905.
  • the touch signal may be input as a control signal to the processor 901 for processing.
  • the display screen 905 may also be used to provide virtual buttons and/or virtual keyboards, also known as soft buttons and/or soft keyboards.
  • the display screen 905 may be one, and the front panel of the terminal 900 may be set; in other embodiments, the display screen 905 may be at least two, and they may be set on different surfaces of the terminal 900 or in a folding design; in still other embodiments, the display screen 905 may be a flexible display screen, and may be set on a curved surface or a folding surface of the terminal 900. Even more, the display screen 905 may be set to a non-rectangular irregular shape, that is, a special-shaped screen.
  • the display screen 905 may be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
  • the camera component 906 is used to capture images or videos.
  • the camera component 906 includes a front camera and a rear camera.
  • the front camera is set on the front panel of the terminal, and the rear camera is set on the back of the terminal.
  • there are at least two rear cameras which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions.
  • the camera component 906 may also include a flash.
  • the flash can be a single-color temperature flash or a dual-color temperature flash.
  • a dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
  • the audio circuit 907 may include a microphone and a speaker.
  • the microphone is used to collect sound waves from the user account and the environment, and convert the sound waves into electrical signals and input them into the processor 901 for processing, or input them into the radio frequency circuit 904 to achieve voice communication.
  • the microphone may also be an array microphone or an omnidirectional acquisition microphone.
  • the speaker is used to convert the electrical signal from the processor 901 or the radio frequency circuit 904 into sound waves.
  • the speaker may be a traditional film speaker or a piezoelectric ceramic speaker.
  • the speaker When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging.
  • the audio circuit 907 may also include a headphone jack.
  • the power supply 909 is used to power various components in the terminal 900.
  • the power supply 909 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery.
  • the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery.
  • a wired rechargeable battery is a battery charged through a wired line
  • a wireless rechargeable battery is a battery charged through a wireless coil.
  • the rechargeable battery can also be used to support fast charging technology.
  • the terminal 900 further includes one or more sensors 910 .
  • the one or more sensors 910 include, but are not limited to: an acceleration sensor 911 , a gyroscope sensor 912 , a pressure sensor 913 , an optical sensor 915 , and a proximity sensor 916 .
  • FIG. 14 does not limit the terminal 900 and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
  • the memory also includes one or more programs, which are stored in the memory and include a method for displaying a virtual character provided in an embodiment of the present application.
  • the present application also provides a computer device, which includes: a processor and a memory, wherein the storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the virtual character display method provided by the above-mentioned method embodiments.
  • the present application also provides a computer-readable storage medium, in which at least one program is stored.
  • the at least one program is loaded and executed by a processor to implement the virtual character display method provided by the above-mentioned method embodiments.
  • the present application also provides a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium.
  • a processor of a computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the method for displaying a virtual character provided in the above optional implementation.

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Abstract

本申请公开了一种虚拟角色的显示方法、装置、设备及存储介质,涉及支持虚拟世界的应用程序领域。该方法由客户端执行,包括:显示虚拟世界,虚拟世界包括至少两种场景区块建筑,每种场景区块建筑用于显示处于同一类活动状态的虚拟角色(210);确定第一用户帐号发布的第一社交状态(220);在与第一社交状态对应的第一场景区块建筑中,显示第一用户帐号对应的第一虚拟角色,第一虚拟角色处于与第一社交状态对应的活动状态,第一场景区块建筑是至少两种场景区块建筑中的一个(230)。

Description

虚拟角色的显示方法、装置、设备及存储介质
本申请要求于2022年12月15日提交的申请号为202211613125.2、发明名称为“虚拟角色的显示方法、装置、设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及支持虚拟世界的应用程序领域,特别涉及一种虚拟角色的显示方法、装置、设备及存储介质。
背景技术
在基于虚拟世界的社交应用程序中,用户可以给虚拟角色设置社交状态,例如,学习中、运动中、发呆中等。社交应用程序在虚拟世界中显示虚拟角色时,会使虚拟角色执行社交状态对应的动作,例如,处于学习中状态的虚拟角色显示为翻动书页的动作。
相关技术中,用户在设置虚拟角色的社交状态后,社交应用程序会使虚拟角色在原地执行社交状态对应的动作。
相关技术中的方法,虚拟角色在虚拟世界中原地执行社交状态对应的动作时,可能与显示的虚拟世界产生割裂感,导致呈现的画面不符合现实逻辑。
发明内容
本申请实施例提供了一种虚拟角色的显示方法、装置、设备及存储介质,可以将虚拟角色的社交状态与虚拟世界中的场景相关联,使显示的虚拟角色更具有归属感。所述技术方案如下。
根据本申请的一方面,提供了一种虚拟角色的显示方法,所述方法由客户端执行,所述方法包括:
显示虚拟世界,所述虚拟世界包括至少两种场景区块建筑,每种所述场景区块建筑用于显示处于同一类活动状态的虚拟角色;
确定第一用户帐号发布的第一社交状态;
在与所述第一社交状态对应的第一场景区块建筑中,显示所述第一用户帐号对应的第一虚拟角色,所述第一虚拟角色处于与所述第一社交状态对应的活动状态;
其中,所述第一场景区块建筑是所述至少两种场景区块建筑中的一个,所述场景区块建筑中显示有场景元素,所述场景元素与所述场景区块建筑对应的所述活动状态匹配。
根据本申请的另一方面,提供了一种虚拟角色的显示装置,所述装置包括:
显示模块,用于显示虚拟世界,所述虚拟世界包括至少两种场景区块建筑,每种所述场景区块建筑用于显示处于同一类活动状态的虚拟角色;
状态模块,用于确定第一用户帐号发布的第一社交状态;
所述显示模块,用于在与所述第一社交状态对应的第一场景区块建筑中,显示所述第一用户帐号对应的第一虚拟角色,所述第一虚拟角色处于与所述第一社交状态对应的活动状态;
其中,所述第一场景区块建筑是所述至少两种场景区块建筑中的一个,所述场景区块建筑中显示有场景元素,所述场景元素与所述场景区块建筑对应的所述活动状态匹配。
根据本申请的另一方面,提供了一种计算机设备,所述计算机设备包括:处理器和存储器,所述存储器中存储有至少一段程序,所述至少一段程序由所述处理器加载并执行以实现如上方面所述的虚拟角色的显示方法。
根据本申请的另一方面,提供了一种计算机可读存储介质,所述计算机存储介质中存储有至少一段程序,所述至少一段程序由处理器加载并执行以实现如上方面所述的虚拟角色的显示方法。
根据本公开实施例的另一个方面,提供一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述可选实现方式中提供的虚拟角色的显示方法。
本申请实施例提供的技术方案带来的有益效果至少包括:
通过在虚拟世界中设置多个场景区块建筑,使得通过不同的场景区块建筑中可以放置不同社交状态的虚拟角色。例如,在体育场中放置运动中的虚拟角色,在公园中放置散步中的虚拟角色,在图书馆中放置学习中的虚拟角色等。进而可以根据虚拟角色的社交状态,将虚拟角色显示在不同的场景区块建筑中,在根据社交状态对应的活动状态显示虚拟角色时,显示的虚拟角色能够与场景区块建筑相匹配,避免显示的虚拟角色与其所在的虚拟世界中的位置产生割裂感,保证向用户呈现的画面始终符合现实逻辑。虚拟角色改变了自身社交状态后,能够进入到预先规划好的场景中去。使得虚拟角色与场景能够建立关联,虚拟角色更具有归属感,用户也有更多的动力设置状态。同时在对应的场景区块建筑中可以显示处于相同的社交状态的陌生人,提高社交成功率。
附图说明
图1是本申请一个示例性实施例提供的计算机系统的框图;
图2是本申请一个示例性实施例提供的虚拟角色的显示方法的方法流程图;
图3是本申请一个示例性实施例提供的虚拟世界的示意图;
图4是本申请另一个示例性实施例提供的虚拟世界的示意图;
图5是本申请一个示例性实施例提供的虚拟角色的显示方法的方法流程图;
图6是本申请一个示例性实施例提供的虚拟角色的显示方法的示意图;
图7是本申请另一个示例性实施例提供的虚拟角色的显示方法的示意图;
图8是本申请一个示例性实施例提供的虚拟角色的显示方法的方法流程图;
图9是本申请一个示例性实施例提供的虚拟角色的显示方法的方法流程图;
图10是本申请一个示例性实施例提供的虚拟角色的显示方法的方法流程图;
图11是本申请一个示例性实施例提供的虚拟角色的显示方法的方法流程图;
图12是本申请一个示例性实施例提供的虚拟角色的显示方法的方法流程图;
图13是本申请一个示例性实施例提供的虚拟角色的显示装置的框图;
图14是本申请一个示例性实施例提供的终端的框图。
具体实施方式
首先,对本申请实施例涉及的名词进行介绍:
虚拟世界:虚拟世界由一个或多个虚拟环境构成,虚拟环境是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种,本申请对此不加以限定。
虚拟角色:虚拟角色是指虚拟环境中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物等,比如:在三维虚拟环境中显示的人物。可选地,虚拟角色是基于动画骨骼技术创建的三维立体模型。每个虚拟角色在三维虚拟世界中具有自身的形状和体积,占据三维虚拟世界中的一部分空间。
活动状态:虚拟角色的活动状态用于反映显示虚拟角色时,虚拟角色所处的动作状态,或者,虚拟角色所处的互动状态。该活动状态可以体现出用户帐号所处的社交状态。例如,当用户帐号处于学习中状态(社交状态),用户帐号的虚拟角色会显示为学习状态(动作状态),显示为学习状态的虚拟角色可以执行在教室的课桌坐着并且手里拿着书本做阅读动作。可选地,虚拟角色的活动状态可以与虚拟世界的场景区块建筑中所显示的建筑有交互(互动状态)。例如,在运动场中显示处于打篮球状态的虚拟角色可以显示为:瞄准运动场中的篮球框做投篮动作。或者,在花园显示处于休息状态的虚拟角色可以显示为:坐在花园的长椅上。
社交状态:社交状态是指用户帐号/用户的状态,社交状态可以通过设置、发布的动态、其他应用程序提供的应用数据、穿戴设备提供的运动数据等来确定,社交状态用于表征用户实际所处状态,或者用户主观想要处于的状态。而活动状态是虚拟角色在虚拟世界中显示时呈现的状态,活动状态是根据社交状态来确定的,用于通过虚拟角色将用户帐号的社交状态以画面的形式呈现到虚拟世界中。一个社交状态对应有至少一个活动状态,例如,对于处于健身状态中的用户帐号,可以将其虚拟角色显示为不同的健身状态(举哑铃状态、蹲马步状态等)。或者,一个社交状态对应一个活动状态,处于同一个社交状态的用户帐号,在虚拟世界中的虚拟角色显示在同一个场景区块建筑中,并且显示为同一个活动状态。在支持用户设置虚拟角色的样貌的情况下,不同虚拟角色具有不同的样貌,显示为同一个活动状态是指显示的虚拟角色的动作相同。
图1示出了本申请一个示例性实施例提供的计算机系统的示意图,该计算机系统包括终端120和服务器140。
终端120可以包括智能手机、笔记本电脑、台式电脑、平板电脑、智能机器人中的至少一种。在一种可选的实现方式中,本申请提供的虚拟角色的显示方法可以应用于基于虚拟世界的社交应用程序中,该基于虚拟世界的社交应用程序支持社交状态设置功能,该应用程序可以是:即时通信程序、社交应用程序、浏览器应用程序、直播应用程序、视频播放程序、短视频播放程序、资讯程序、知识类程序、生活类程序、购物类程序、图片分享程序、社区程序、论坛应用程序、办公应用程序等。可选地,终端120上安装有该应用程序的客户端。
示例性的,终端120上存储有虚拟角色的显示算法102,当客户端需要使用社交状态设置功能时,客户端可以调用虚拟角色的显示算法完成对虚拟角色的显示。
示例性的,终端120在运行基于虚拟世界的社交应用程序时,显示虚拟世界的画面。示例性的,响应于用户发布社交状态的操作101,根据社交状态将虚拟角色103显示在社交状态所对应的场景中。
终端120包括第一存储器和第一处理器。第一存储器中存储有虚拟角色的显示算法;上述虚拟角色的显示算法被第一处理器调用执行以实现本申请提供的虚拟角色的显示方法。第一存储器可以包括但不限于以下几种:随机存取存储器(Random Access Memory,RAM)、只读存储器(Read Only Memory,ROM)、可编程只读存储器(Programmable Read-Only Memory,PROM)、可擦除只读存储器(Erasable Programmable Read-Only Memory,EPROM)、以及电可擦除只读存储器(Electric Erasable Programmable Read-Only Memory,EEPROM)。
第一处理器可以是一个或者多个集成电路芯片组成。可选地,第一处理器可以是通用处理器,比如,中央处理器(Central Processing Unit,CPU)或者网络处理器(Network Processor,NP)。可选地,第一处理器可以通过运行程序或代码来实现本申请提供的虚拟角色的显示方法。
终端120与服务器140之间通过有线或者无线网络相互连接。
服务器140用于为终端120中的应用程序的客户端提供后台服务。例如,服务器140可以是上述应用程序的后台服务器140。服务器140可以是一台服务器140,也可以是由多台服务器140组成的服务器140集群,或者是一个云计算服务中心。
示意性的,服务器140包括处理器和存储器,存储器又包括接入模块和信息流推送模块。服务器140用于为基于虚拟世界的社交应用程序提供后台服务。可选地,服务器140承担主要计算工作,终端120承担次要计算工作;或者,服务器140承担次要计算工作,终端120承担主要计算工作;或者,服务器140和终端120之间采用分布式计算架构进行协同计算。
服务器140包括第二存储器和第二处理器。第二存储器中存储有虚拟角色的显示算法;上述虚拟角色的显示算法被第二处理器调用来实现本申请提供的虚拟角色的显示方法。可选地,第二存储器可以包括但不限于以下几种:RAM、ROM、PROM、EPROM、EEPROM。 可选地,第二处理器可以是通用处理器,比如,CPU或者NP。
图2示出了本申请一个示例性实施例提供的虚拟角色的显示方法的流程图。该方法可以由计算机设备或计算机设备中的客户端来执行,例如,如图1所示的终端或终端中的客户端来执行。方法包括如下步骤。
步骤210,显示虚拟世界,虚拟世界包括至少两种场景区块建筑,每种场景区块建筑用于显示处于同一类活动状态的虚拟角色。
虚拟世界显示为二维、2.5维或三维世界。虚拟世界包括至少两种场景区块建筑。
可选的,虚拟世界显示为由至少两种场景区块建筑拼接得到的大地图,例如,虚拟世界包括至少两种场景区块建筑以及用于连接至少两种场景区块建筑的道路。该至少两种场景区块建筑在虚拟世界中整齐排列,或者,无规则排列。例如,该至少两种场景区块建筑的边线互相平行。例如,如图3所示,虚拟世界包括:阳光花园501、运动场502、教室503、娱乐厅504、治愈山谷505等多个场景区块建筑。需要说明的是,由于这种情况下,虚拟世界的范围较大,当终端的显示屏幕较小时,显示屏中无法同时显示全部的虚拟世界,因此,虚拟世界的画面中显示该大地图的一部分区域,该一部分区域可能包括一种或多种场景区块建筑。
或者,虚拟世界包括至少两种场景区块建筑,但画面中只能显示一种场景区块建筑,用户可以切换显示不同的场景区块建筑,但画面中不会同时显示两种场景区块建筑。例如,用户可以点击地图来进入一个场景区块建筑,并显示该场景区块建筑的画面,或者,用户可以控制虚拟角色走向一个场景区块建筑中的传输点,以便于将虚拟角色传输至另一个场景区块建筑中,进而显示另一个场景区块建筑。
可选的,虚拟世界是基于虚拟世界的社交应用程序提供的,终端运行基于虚拟世界的社交应用程序,进而显示虚拟世界。在虚拟世界中每个用户帐号对应有一个虚拟角色,用户控制虚拟角色在虚拟世界中活动。示例性的,该虚拟世界是各个用户帐号共用的,各个用户帐号都在同一个虚拟世界中进行活动,例如,用户控制第一虚拟角色在虚拟世界中活动时,虚拟世界中还显示有其他用户帐号控制的其他虚拟角色。当然,为了避免虚拟世界中显示的虚拟角色过多,也可以将同一类用户帐号的虚拟角色显示在一个虚拟世界中,例如,将在同一个地理位置登录的虚拟角色显示在同一个虚拟世界中,或者,将注册在同一个虚拟区的虚拟角色显示在同一个虚拟世界中。
在虚拟世界中,用户可以看到自己控制的第一虚拟角色,以及其他用户控制的其他虚拟角色,用户可以在虚拟世界中控制第一虚拟角色与其他虚拟角色互动或交流,实现用户的社交需求。
在虚拟世界中,用户可以控制虚拟角色移动,如此,用户可以随意移动虚拟角色到任一的场景区块建筑中的任意位置。
或者,为了使虚拟世界中显示的虚拟角色位置更规整(避免一个虚拟角色遮挡另一个虚拟角色,使画面混乱),也可以不允许用户控制虚拟角色在虚拟世界中移动,虚拟角色在场景区块建筑中的位置是由服务器确定的,除非改变虚拟角色的社交状态,否则虚拟角色的位置不会改变。即,虚拟角色在虚拟世界中的位置只取决于虚拟角色的社交状态,服务器会将同一社交状态的虚拟角色放置在同一场景区块建筑中,促进同一社交状态的虚拟角色的交流互动。
一些实施例中,场景区块建筑用于模拟真实世界中的建筑,或者是半虚构半仿真的建筑,或者是完全虚构的建筑。场景区块建筑为封闭建筑,或者为开阔建筑,或者为半封闭半开阔的建筑。场景区块建筑中显示有场景元素,该场景元素与场景区块建筑对应的活动状态匹配。场景元素是显示在场景区块建筑中的显示元素。一些实施例中,场景元素用于指示场景区块建筑的用途,或者采用不同的场景元素来区分不同的场景区块建筑。可选地,场景元素与活动状态匹配包括场景元素所反映的场景与展示虚拟角色的活动状态所需的场景一致。例如, 场景区块建筑为教室,该场景区块建筑中的场景元素包括黑板、课桌、讲台等,该场景元素反映的场景是用于学习的场景,该场景与虚拟角色进行读书等活动状态所需的场景相符合。对于活动状态的介绍可参照下文描述,在此先不作赘述。
场景区块建筑包括一个区域以及该区域上显示的建筑。可选的,场景区块建筑显示有明显的区域边界线,或者,场景区块建筑所占有的区域与虚拟世界中的其他区域区别显示。即,在虚拟世界中,能够明显看出一块一块的场景区块建筑。
区域上显示的建筑是与该场景区块建筑所对应的场景相关的建筑。例如,当场景区块建筑是教室时,区域上显示的建筑可以包括黑板、书桌等。当场景区块建筑是运动场时,区域上显示的建筑可以包括篮球架、足球场等。当场景区块建筑是公园时,区域上显示的建筑可以包括绿化、长椅等。
一个场景区块建筑对应至少一种社交状态,位于该场景区块建筑中的虚拟角色都处于该至少一种社交状态对应的活动状态。例如,位于教室中的虚拟角色可以处于学习状态、阅读状态、自习状态等;位于运动场中的虚拟角色可以处于健身状态、跑步状态、打篮球状态等;位于娱乐厅中的虚拟角色可以处于唱歌状态、游戏状态、跳舞状态等。
可选的,虚拟世界是由多种场景区块建筑拼接得到的大地图,基于虚拟世界的社交应用程序可以提供多种场景区块建筑供用户挑选,用户可以根据自己的喜好自行挑选其中的至少两种场景区块建筑并摆放拼接,得到该用户帐号独有的虚拟世界。该用户帐号独有是指虚拟世界中的场景区块建筑类型以及摆放位置为该用户帐号独有,该虚拟世界中的场景区块建筑仍旧是全部用户帐号共享的。例如,基于虚拟世界的社交应用程序提供了第一场景区块建筑、第二场景区块建筑以及第三场景区块建筑,第一用户帐号可以挑选第一场景区块建筑和第二场景区块建筑并列摆放得到自己的虚拟世界,则第一用户帐号对应的客户端上所显示的虚拟世界包括第一场景区块建筑和第二场景区块建筑,当然,虚拟世界中还显示有位于第一场景区块建筑和第二场景区块建筑中的其他虚拟角色,而不会显示第三场景区块建筑以及第三场景区块建筑中的其他虚拟角色。如此,用户可以根据自己的喜好来编辑想要看到的场景区块建筑。
在虚拟世界是用户自行编辑得到的情况下,若用户为第一用户帐号设置的社交状态对应的场景区块建筑在当前虚拟世界中不存在,则可以在第一用户帐号更新该社交状态后,在当前虚拟世界中自动增加显示该社交状态对应的场景区块建筑,该场景区块建筑的显示位置可以由客户端或服务器来确定,用户也可以通过后续操作来更改该场景区块建筑在虚拟世界中的位置。
当然,虚拟世界中显示的场景区块建筑也可以是固定的,用户不可以手动调整。
虚拟角色的活动状态是指虚拟角色所显示的动作状态,或者,虚拟角色所显示的互动状态。该活动状态可以体现出用户帐号所处的社交状态。例如,当用户帐号处于学习中状态,虚拟角色会显示为学习状态,显示为学习状态的虚拟角色可以教室的课桌里手里拿着书本做阅读动作。可选的,虚拟角色的活动状态可以与场景区块建筑中所显示的建筑有交互,例如,在运动场中显示为打篮球状态的虚拟角色可以显示为:瞄准运动场中的篮球框做投篮动作。或者,在花园显示为休息状态的虚拟角色可以显示为:坐在花园的长椅上。
需要说明的是,社交状态是指用户帐号/用户的状态,社交状态可以通过设置、发布的动态、其他应用程序提供的应用数据、穿戴设备提供的运动数据等来确定,社交状态用于表征用户实际所处状态,或者用户主观想要处于的状态。
而活动状态是虚拟角色在虚拟世界中的显示状态,活动状态是根据社交状态来确定的,用于通过虚拟角色将用户帐号的社交状态以画面的形式呈现到虚拟世界中。
一个社交状态对应有至少一个活动状态,例如,对于处于健身状态中的用户帐号,可以将虚拟角色显示为不同的健身状态(举哑铃状态、蹲马步状态等)。或者,一个社交状态对应一个活动状态,处于同一个社交状态的用户帐号,在虚拟世界中的虚拟角色显示在同一个场景区块建筑中,并且显示为同一个活动状态。由于用户可以设置虚拟角色的样貌,不同虚拟角色具有不同的样貌,则显示为同一个活动状态是指虚拟角色的动作相同(样貌可以不同)。
步骤220,确定第一用户帐号发布的第一社交状态。
第一社交状态是第一用户帐号当前的社交状态。该社交状态可以是由用户选择发布的社交状态,也可以是根据相关数据确定的用户实际所处的社交状态。
例如,第一社交状态是第一用户帐号在基于虚拟世界的社交应用程序中发布的社交状态;或者,第一社交状态是第一用户帐号在其他应用程序中发布的社交状态;或者,第一社交状态是根据第一用户帐号在其他应用程序中发布的动态(社交信息)确定的社交状态;或者,第一社交状态是根据第一用户帐号在其他应用程序中的触发事件确定的社交状态;或者,第一社交状态是根据终端的定位数据确定的社交状态;或者,第一社交状态是根据与终端关联的穿戴设备提供的运动数据确定的社交状态,或者,第一社交状态根据第一用户帐号的社交计划确定,社交计划用于反映第一用户帐号在预设时长的不同时间段内的社交状态。
因此,步骤220可以由基于虚拟世界的社交应用程序独立完成(基于本应用内的数据来确定社交状态);步骤220也可以由基于虚拟世界的社交应用程序与其他应用程序交互完成(从其他应用获取相关数据并确定社交状态)。
需要说明的是,上述相关数据的获取是获得用户授权的,经用户同意后,基于虚拟世界的社交应用程序可以从其他应用程序中获取相关数据,用于确定第一用户帐号当前的第一社交状态。如此,虚拟世界中的虚拟角色可以实时反应用户在现实中的状态,实现同步模拟用户的社交生活。
基于虚拟世界的社交应用程序提供有多种社交状态,第一社交状态是该多种社交状态中的一种。或者,基于虚拟世界的社交应用程序提供有几种社交状态的大类,用户可以自行基于该社交状态的大类编辑自定义的社交状态,例如,基于社交状态被分为运动、休息、娱乐等类别,用户可以选择运动类别并编辑社交状态为跑步中。或者,用户可以完全自定义社交状态。
可选的,社交状态对应有图标,不同的社交状态对应不同的图标,该图标也会与虚拟角色关联显示,以指示虚拟角色当前所处的社交状态。例如,该图标显示在虚拟角色的头顶。
可选的,图标旁边还可以显示虚拟角色编辑的社交信息。用户在设置社交状态时,还可以编辑社交信息,社交信息可以是文字信息、语音信息中的至少一种,用户发布社交状态后,在虚拟角色的头顶显示社交状态的图标以及用户编辑的社交信息。
步骤230,在与第一社交状态对应的第一场景区块建筑中,显示第一用户帐号对应的第一虚拟角色,第一虚拟角色处于与第一社交状态对应的活动状态,第一场景区块建筑是至少两种场景区块建筑中的一个。
每个场景区块建筑对应有至少一个社交状态,一个社交状态唯一对应有一个场景区块建筑。则第一社交状态唯一对应有第一场景区块建筑。
或者,一个社交状态可以对应有多个场景区块建筑。用户在设置社交状态时,需要选择该社交状态对应的多个场景区块建筑中的一个场景区块建筑,在用户发布社交状态后,将虚拟角色放置到用户选择的场景区块建筑中。或者,由服务器从该社交状态对应的多个场景区块建筑中随机选择一个场景区块建筑,将虚拟角色放置到该场景区块建筑中。
本申请实施例以每个场景区块建筑对应至少一个社交状态,每个社交状态唯一对应一个场景区块建筑为例进行说明。
示例性的,响应于用户选择第一社交状态并发布,终端上的客户端向服务器发送用户选择的第一社交状态;服务器根据用户选择的第一社交状态确定其对应的第一场景区块建筑,并确定第一场景区块建筑中的第一位置,服务器向客户端返回第一场景区块建筑、第一位置;客户端根据服务器的指示将第一虚拟角色显示在第一场景区块建筑的第一位置上,并将第一虚拟角色显示为第一社交状态对应的活动状态。
第一虚拟角色显示为二维、2.5维或三维角色。第一虚拟角色可以是人物、动物或虚构生物。第一虚拟角色具有肢体,可以根据需要做出不同的动作。第一虚拟角色与第一用户帐号相对应。可选的,一个用户帐号对应一个虚拟角色。或者,一个用户帐号可以在不同的虚拟区内注册不同的虚拟角色,第一虚拟角色为第一用户帐号当前登录的虚拟角色。
示例性的,在第一社交状态为学习中的情况下,第一场景区块建筑包括教室,第一社交状态对应的活动状态包括学习状态;在第一社交状态为健身中的情况下,第一场景区块建筑包括运动场,第一社交状态对应的活动状态包括健身状态;在第一社交状态为水逆退散的情况下,第一场景区块建筑包括阳光花园,第一社交状态对应的活动状态包括祈福状态;在第一社交状态为听歌中的情况下,第一场景区块建筑包括阳光花园,第一社交状态对应的活动状态包括听歌状态;在第一社交状态为睡觉中的情况下,第一场景区块建筑包括家,第一社交状态对应的活动状态包括睡觉状态;在第一社交状态为游戏中的情况下,第一场景区块建筑包括娱乐厅,第一社交状态对应的活动状态包括游戏状态。
例如,如图4所示,当第一社交状态是学习中时,将第一虚拟角色506放置在教室中,第一虚拟角色处于学习状态。通过针对不同第一社交状态提供相应的第一场景区块建筑,实现提供了丰富的场景区块建筑,以容纳不同社交状态的虚拟角色。
综上所述,本实施例提供的方法,通过在虚拟世界中设置多个场景区块建筑,不同的场景区块建筑中可以放置不同社交状态的虚拟角色。例如,在体育场中放置运动中的虚拟角色,在公园中放置散步中的虚拟角色,在图书馆中放置学习中的虚拟角色等。进而可以根据虚拟角色的社交状态,将虚拟角色显示在不同的场景区块建筑中,在根据社交状态对应的活动状态显示虚拟角色时,显示的虚拟角色能够与场景区块建筑相匹配,避免显示的虚拟角色与其所在的虚拟世界中的位置产生割裂感,保证向用户呈现的画面始终符合现实逻辑。虚拟角色改变了自身社交状态后,能够进入到预先规划好的场景中去。使得虚拟角色与场景能够建立关联,虚拟角色更具有归属感,用户也有更多的动力设置状态。同时在对应的场景区块建筑中可以显示处于相同的社交状态的陌生人,提高社交成功率。
示例性的,本申请实施例提供了多种确定第一用户帐号的方式,从而使虚拟世界中的虚拟角色尽量与用户实际的社交状态同步。
图5示出了本申请一个示例性实施例提供的虚拟角色的显示方法的流程图。该方法可以由计算机设备或计算机设备中的客户端来执行,例如,如图1所示的终端或终端中的客户端来执行。方法包括如下步骤。
步骤210,显示虚拟世界,虚拟世界包括至少两种场景区块建筑,每种场景区块建筑用于显示处于同一类活动状态的虚拟角色。
步骤220,确定第一用户帐号发布的第一社交状态。
可选的,本申请实施例提供了多种方式来确定第一用户帐号的社交状态,终端设备可以采用如下方式中的至少一种方式来确定第一用户帐号的社交状态。
方式一:在虚拟世界中设置第一虚拟角色的社交状态。
虚拟世界之上显示有状态编辑控件;响应于状态编辑控件上的触发操作,显示状态编辑界面,状态编辑界面包括状态选择区域,状态选择区域显示有至少一种社交状态;响应于社交状态选择操作,在至少一种社交状态中确定第一社交状态。
如图6中的(1)所示,在虚拟世界的画面之上显示有状态编辑控件507,用户触发状态编辑控件507显示如图6中的(2)所示的状态编辑界面508,状态编辑界面508中显示有至少一种社交状态,若用户选择学习中509(第一社交状态),则显示如图6中的(3)所示的画面,将第一虚拟角色506显示在学习中509状态对应的场景:教室中,并将第一虚拟角色506显示为学习中状态。
可选的,状态编辑界面上还包括状态信息编辑区域,状态信息编辑区域可以接收用户的输入操作,显示用户输入的社交信息。例如,状态信息编辑区域可以接收用户输入文字的操作,显示用户输入的文字信息;或者,接收用户输入语音的操作,显示语音条。
状态编辑界面上还包括发布控件,用户在选择社交状态、编辑社交信息(可选)后,可以点击发布控件来发布社交状态,响应于用户发布第一社交状态,根据用户发布的第一社交状态更新显示第一虚拟角色在虚拟世界中的位置。
方式二:在虚拟世界中选择场景区块建筑并设置第一虚拟角色的社交状态。
响应于触发第一场景区块建筑的操作,显示第一场景区块建筑对应的状态编辑界面,状态编辑界面包括状态选择区域,状态选择区域显示有第一场景区块建筑对应的至少一种社交状态;响应于社交状态选择操作,在第一场景区块建筑对应的至少一种社交状态中确定第一社交状态。
如图7中的(1)所示,用户点击虚拟世界画面中的一个场景区块建筑,例如,点击运动场502,显示如图7中的(2)所示的状态编辑界面,状态编辑界面中显示有运动场502对应的至少一种社交状态,用户可以选择健身中510(第一社交状态)并发布,则如图7中的(3)所示将第一虚拟角色506显示在运动场中,并且第一虚拟角色显示为健身中状态。
可选的,状态编辑界面上还包括状态信息编辑区域,状态信息编辑区域可以接收用户的输入操作,显示用户输入的社交信息。例如,状态信息编辑区域可以接收用户输入文字的操作,显示用户输入的文字信息;或者,接收用户输入语音的操作,显示语音条。
状态编辑界面上还包括发布控件,用户在选择社交状态、编辑社交信息(可选)后,可以点击发布控件来发布社交状态,响应于用户发布第一社交状态,根据用户发布的第一社交状态更新显示第一虚拟角色在虚拟世界中的位置。
需要说明的是方式一中的状态编辑界面区别于方式二中的状态编辑界面,将方式一中的状态编辑界面称为第一状态编辑界面、将方式二中的状态编辑界面称为第二状态编辑界面,第一状态编辑界面中所显示的社交状态是全部的社交状态,第二状态编辑界面中所显示的社交状态是第一场景区块建筑对应的社交状态,即,第一状态编辑界面中的社交状态包括了第二状态编辑界面中的社交状态。
在另一种可选的方式中,用户可以在虚拟世界中,直接将虚拟角色从一个场景区块建筑拖动到另一个场景区块建筑对应的区域内,然后显示该场景区块建筑对应的状态编辑界面。例如,响应于接收到拖动第一虚拟角色至第一场景区块建筑的操作,显示状态编辑界面,所述状态编辑界面中显示有第一场景区块建筑对应的至少一种社交状态。响应于选择第一社交状态并发布的操作,在第一场景区块建筑中显示第一虚拟角色,且第一虚拟角色显示为第一社交状态对应的活动状态。
方式三:从其他应用程序中获取第一用户帐号的社交状态。
获取第一用户帐号在其他应用程序中的程序事件,其他应用程序包括即时通讯程序、社交媒体程序、音乐程序、本地服务程序、运动程序、办公程序、会议程序、视频点播程序中的至少一种;基于其他应用程序中的程序事件,确定第一用户帐号在虚拟世界中的第一社交状态。
根据其他应用程序中的程序事件,来获知用户当前的社交状态。
可选的,其他应用程序可以在程序事件发生时,向基于虚拟世界的社交应用程序发送该程序事件,基于虚拟世界的社交应用程序根据该程序事件将第一用户帐号更新到对应社交状态,并根据社交状态在虚拟世界的场景区块建筑中显示虚拟角色。
或者,基于虚拟世界的社交应用程序可以周期性地向其他应用程序请求程序事件,并基于请求到的程序事件更新第一用户帐号的社交状态,根据社交状态在虚拟世界的场景区块建筑中显示虚拟角色。
或者,虚拟世界可以在用户登录时,向其他应用程序请求程序事件,并基于请求到的程序事件确定第一用户帐号的社交状态,根据社交状态在虚拟世界的场景区块建筑中显示虚拟角色。
需要说明的是,基于虚拟世界的社交应用程序可以经用户授权后从其他应用程序获取其程序事件。程序事件包括其他应用程序的运行状态、当前显示的页面、运行数据、程序类型中的至少一种。
例如,基于第一用户帐号在即时通讯程序或社交媒体程序或本地服务程序上发布的社交动态,确定第一用户帐号在虚拟世界中的第一社交状态。
如,基于第一用户帐号在即时通讯程序或社交媒体程序或本地服务程序上发布的社交动态的分类,确定该分类对应的第一社交状态。比如,用户在社交媒体程序中发布分类为运动的小视频,则社交媒体程序向基于虚拟世界的社交应用程序发送该小视频的类别“运动”,则基于虚拟世界的社交应用程序将第一用户帐号的社交状态设置为运动中。用户在社交媒体程序中发布当前处于阅读状态的社交状态,则社交媒体程序向基于虚拟世界的社交应用程序发送该社交状态的类别“阅读”,则基于虚拟世界的社交应用程序将第一用户帐号的社交状态设置为阅读中。可选地,当第一用户帐号在即时通讯程序或社交媒体程序或本地服务程序上发布的社交动态时,即时通讯程序或社交媒体程序或本地服务程序会向基于虚拟世界的社交应用程序发送发布的社交动态,从而确定第一用户帐号在虚拟世界中的第一社交状态。
或者,基于第一用户帐号在音乐程序的音乐播放事件,确定第一用户帐号在虚拟世界中的第一社交状态。
音乐播放事件包括:播放中、播放暂停、正在播放的音乐类型中的至少一种。根据播放状态可以确定用户是否正在听音乐,根据正在播放的音乐类型可以确定用户心情,进而可以设置心情相关的社交状态。例如,若音乐播放事件为播放中,则可以确定第一用户帐号的社交状态为听音乐中。若音乐播放事件是当前播放的音乐类型为欢乐型,则可以确定第一用户帐号的社交状态为开心中。可选地,当第一用户帐号首次登录音乐程序,或音乐程序检测到上述播放事件时,音乐程序会向基于虚拟世界的社交应用程序发送音乐播放事件,从而确定第一用户帐号在虚拟世界中的第一社交状态。
或者,基于第一用户帐号在运动程序的运动数据,确定第一用户帐号在虚拟世界中的第一社交状态。
运动数据可以包括运动状态、人体生命体征数据、运动路径、运动设备等数据。基于运动状态可以直接确定其对应的社交状态,例如,只要具有运动状态,则确定社交状态为运动中。或者,基于具体的运动状态类型来确定社交状态,例如,运动状态为骑行状态则社交状态为骑行中。若人体生命体征数据表明用户在运动中,则社交状态为运动中。或者,根据运动程序当前关联的运动设备类型,来确定社交状态,例如,若关联的跑步机,则社交状态为跑步中/健身中。可选地,当运动程序检测到第一用户帐号的运动数据时,运动程序会向基于虚拟世界的社交应用程序发送运动数据,从而确定第一用户帐号在虚拟世界中的第一社交状态。
或者,基于第一用户帐号在办公程序的办公事件,确定第一用户帐号在虚拟世界中的第一社交状态。
办公事件可以是打字中、文档制作中、视频编辑中等,根据办公事件可以将第一用户帐号的社交状态设置为工作中/码字中等。可选地,当第一用户帐号登录办公程序,且办公程序检测到上述办公事件时,办公程序会向基于虚拟世界的社交应用程序发送办公事件,从而确定第一用户帐号在虚拟世界中的第一社交状态。
或者,基于第一用户帐号在会议程序的通话状态,确定第一用户帐号在虚拟世界中的第一社交状态。
若通话状态为通话中,则可以将第一用户帐号的社交状态设置为通话中/会议中。可选地,当第一用户帐号登录会议程序,且会议程序检测到第一用户帐号的通话状态为通话中/会议中时,会议程序会向基于虚拟世界的社交应用程序发送通话状态,从而确定第一用户帐号在虚拟世界中的第一社交状态。
或者,基于第一用户帐号在视频程序的视频播放状态,确定第一用户帐号在虚拟世界中的第一社交状态。
视频程序包括视频点播程序、短视频程序、视频直播程序等支持视频播放的应用程序。视频播放状态用于反映第一用户帐号的用户当前是否在视频程序中观看视频。若在观看视频,则可以将第一用户帐号的社交状态设置为视频观看中,从而使第一虚拟角色进入用于观看视频的场景区块建筑中执行观看视频的行为状态。若未在观看视频,则可以将第一用户帐号的社交状态设置为视频搜寻中,从而使第一虚拟角色进入用于观看视频的场景区块建筑中执行搜索视频的行为状态。例如在电影院的电影放映厅中观看放映的电影,或者在电影院连接不同电影放映厅的走廊中行走。可选地,当第一用户帐号登录视频程序,且视频程序检测到第一用户帐号的视频播放状态改变时,视频程序会向基于虚拟世界的社交应用程序发送视频播放状态,从而确定第一用户帐号在虚拟世界中的第一社交状态。
可选的,其他应用程序中登录的用户帐号为第一用户帐号。需要说明的是,在基于虚拟世界的社交应用程序支持与上述应用程序中的多种进行交互时,可以根据第一用户帐号选择的应用程序提供的信息,来确定第一用户帐号的第一社交状态;或者根据不同应用程序提供信息的时间顺序,切换第一用户帐号针的第一社交状态;或者根据不同应用程序的优先级及其提供信息的时间顺序,切换第一用户帐号针的第一社交状态。例如两个应用程序同时提供信息,则根据优先级更高的应用程序提供的信息确定第一用户帐号针的第一社交状态。
方式四:通过穿戴设备获取第一用户帐号的社交状态。
终端关联有穿戴设备。基于穿戴设备提供的运动数据,确定第一用户帐号的第一社交状态,第一社交状态为运动状态的一种。
穿戴设备可以用于监测运动数据,例如,步数、心率、运动类型、睡眠等。基于不同的运动数据可以将第一用户帐号的社交状态设置为:散步中/跑步中/骑行中/睡觉中等。
方式五:通过终端的定位确定第一用户帐号的社交状态。
基于终端的定位数据所指示的定位地点,确定第一用户帐号的第一社交状态。
例如,若终端位于图书馆,则将第一用户帐号的社交状态设置为学习中;若终端位于餐饮店,则将第一用户帐号的社交状态设置为吃饭中;若终端位于购物商场,则将第一用户帐号的社交状态设置为购物中。
方式六:通过社交计划确定第一用户帐号的社交状态。
第一用户帐号能够在客户端中设置社交计划,该社交计划用于反映第一用户帐号在预设时长的不同时间段内的社交状态。预设时长和时间段的划分是客户端中预设的,或者是用户自定义的。例如预设时长为一天,社交计划用于反映第一用户帐号在一天中的不同时间段内的社交状态,例如8:00至17:00的社交状态为工作中,18:00至19:00的社交状态为跑步,20:00至21:00的社交状态为听音乐中。通过获取第一用户帐号的社交计划,根据当前时间以及社交计划即可确定第一用户帐号的第一社交状态。
可选地,客户端周期性地触发根据当前时间以及社交计划确定第一用户帐号的第一社交状态,例如每小时一次。或者,在第一用户帐号设置社交计划后,客户端针对社交计划中每个时间段的开始时刻设置定时任务,并通过执行定时任务从而确定第一用户帐号当前的社交状态。
可选地,客户端还能够基于第一用户帐号设置的社交计划,来向第一用户帐号推荐相似用户帐号。客户端会在用户界面中显示向第一用户帐号推荐的相似用户帐号。其中,相似用户帐号与第一用户帐号在连续n个预设时长的社交计划匹配,n为正整数。相似用户帐号与第一用户帐号的社交计划匹配,包括在社交计划中设置的各个时间段相同,且各个时间段对应的社交状态相同。或者在社交计划中设置的时间段存在交集时间段,且交集时间段对应的社交状态相同。或者在社交计划中设置的各个社交状态相同。或者在社交计划中设置的多个社交状态中相同的社交状态的数量满足数量阈值。
步骤231,在与第一社交状态对应的第一场景区块建筑中,显示第一用户帐号对应的第一虚拟角色,与第一虚拟角色关联显示第一社交信息,第一虚拟角色处于与第一社交状态对应的活动状态,第一场景区块建筑是至少两种场景区块建筑中的一个。
可选的,第一社交状态还对应有第一社交信息,还可以在第一虚拟角色附近第一社交信息。即,在第一场景区块建筑中,与第一虚拟角色关联显示第一社交信息。
例如,如图4所示,在第一虚拟角色506的头顶显示有“我要努力学习!”的社交信息。
综上所述,本实施例提供的方法,用户可以在基于虚拟世界的社交应用程序中设置第一用户帐号的社交状态,用户还可以直接点击场景区块建筑来快捷切换社交状态,基于虚拟世界的社交应用程序还可以从其他应用程序获取程序事件来确定社交状态,基于虚拟世界的社交应用程序还可以基于穿戴设备提供的运动数据来确定社交状态,基于虚拟世界的社交应用程序还可以基于终端的定位来确定社交状态;基于虚拟世界的社交应用程序还可以基于用户预先设置的社交计划来确定社交状态;通过上述多种方式来确定用户的社交状态,提高社交状态的准确度。并且,将同一社交状态的虚拟角色放置在同一场景区块建筑中显示,引导同一社交状态的用户交流互动,提高社交成功率。
本实施例提供的方法,还通过提供检测状态编辑控件上的触发操作,来确定社交状态选择操作从而确定第一用户帐号的第一社交状态,提供了一种可视化且符合用户操作直觉的设置第一社交状态的方式。通过提供第一场景区块建筑对应的状态编辑界面来根据社交状态选择操作确定第一用户帐号的第一社交状态,实现通过第一场景区块建筑对应的状态编辑界面引导用户设置与第一场景区块建筑相符的第一社交状态。
本实施例提供的方法,还通过根据用户在其他应用程序中的程序事件来设置其在虚拟世界中的第一社交状态,提供了一种无需用户操作,自动化设置用户的第一社交状态的方式,且设置的第一社交状态符合用户当前的行为。通过根据多种不同的应用程序中的程序事件来设置第一社交状态,提升了设置第一社交状态的丰富程度。
本实施例提供的方法,还通过根据穿戴设备提供的运动数据来确定第一用户帐号的第一社交状态,提供了一种无需用户操作,自动化为用户设置运动相关的第一社交状态的方式,且设置的第一社交状态符合用户当前的运动行为。
本实施例提供的方法,还通过根据定位信息来确定第一用户帐号的第一社交状态,提供了一种无需用户操作,自动化为用户设置第一社交状态的方式,且设置的第一社交状态符合用户当前所处的位置。
本实施例提供的方法,还通过根据社交计划来确定第一用户帐号的第一社交状态,使得用户能够根据自身需求,提前设置不同时段下的第一社交状态,避免用户频繁修改第一社交状态的操作。通过向用户推荐相似用户帐号,实现了向用户推荐具有相似计划的其他用户,有助于提升社交的效率。
本实施例提供的方法,还通过显示第一社交状态对应的第一社交信息,能够呈现用户在社交时希望向其他用户展现的信息,提升社交的效率。
示例性的,用户还可以在虚拟世界中与其他用户帐号聊天,并且基于聊天内容自动控制虚拟世界中的虚拟角色作出相应动作。
图8示出了本申请一个示例性实施例提供的虚拟角色的显示方法的流程图。该方法可以由计算机设备或计算机设备中的客户端来执行,例如,如图1所示的终端或终端中的客户端来执行。方法包括如下步骤。
步骤210,显示虚拟世界,虚拟世界包括至少两种场景区块建筑,每种场景区块建筑用于显示处于同一类活动状态的虚拟角色。
在虚拟世界中,预先布置了跟状态动作相对应的若干场景区块建筑,例如教室、操场、 公园等等。用户的虚拟角色在设置了社交状态之后,根据社交状态虚拟角色自动进入到对应的场景区块建筑中去。用户也可以先选择场景区块建筑,点击场景区块建筑后,询问用户是否要将虚拟角色的社交状态设置为当前场景区块建筑所能包含的社交状态,实现社交状态的快速切换。
在虚拟世界中有若干个场景区块建筑,这些场景区块建筑反映了某些社交状态所对应的现实场景对应。比如教室,里面承载的是学习中的社交状态的虚拟角色。这些场景区块建筑中的虚拟角色可能是我的好友,也可能是陌生人。
步骤220,确定第一用户帐号发布的第一社交状态。
用户可以点击更改状态按钮来更改自己虚拟角色的状态,点击后打开发状态界面,选择了自己要发布的社交状态后,同时可选编辑自己要发布的状态信息(例如“我要努力学习!”)。发布之后,根据虚拟角色发布的社交状态,自动将该虚拟角色放置到对应的场景区块建筑中。例如,用户设置了学习中,则发布后,用户的虚拟角色会进入“教室”场景区块建筑。
用户也可以点击某个场景区块建筑的地块来快速更改社交状态。例如,用户点击了“运动场”的场景区块建筑,则会询问用户是否要设置为能在运动场中存在的社交状态,比如健身中。用户点击确定之后,虚拟角色就能够直接出现在运动场,并且虚拟角色的状态变为健身中。
对于其它确定第一用户帐号的第一社交状态的实现方式,可参照图5对应的实施例中的相关介绍,本申请在此不作赘述。
步骤230,在与第一社交状态对应的第一场景区块建筑中,显示第一用户帐号对应的第一虚拟角色,第一虚拟角色处于与第一社交状态对应的活动状态,第一场景区块建筑是至少两种场景区块建筑中的一个。
步骤240,响应于与第二虚拟角色聊天的触发操作,在虚拟世界之上显示第一用户帐号与第二用户帐号的聊天悬浮窗,虚拟世界显示有位于第一场景区块建筑中的第一虚拟角色和第二虚拟角色。
示例性的,用户可以点击第二虚拟角色唤出第二虚拟角色对应的交互控件,交互控件可以包括:聊天控件、拍一拍控件、送礼物控件等。若用户触发聊天控件,则在虚拟世界的画面之上显示聊天悬浮窗,在聊天悬浮窗中用户可以向第二用户帐号发送聊天内容,或显示第二用户帐号发送给第一用户帐号的聊天内容。
若用户触发拍一拍控件,则也可以在虚拟世界的画面之上显示聊天悬浮窗,并且在聊天悬浮窗中显示“第一用户帐号拍一拍第二用户帐号”的消息。可选的,若用户通过拍一拍唤起聊天悬浮窗,则第二用户帐号的客户端上会自动弹出聊天悬浮窗,以便于第二用户帐号快速查看聊天内容。
可选的,聊天悬浮窗显示有聊天区域、聊天内容编辑区域、发送控件、表情选择控件等。聊天悬浮窗还显示有第二用户帐号的相关信息,以指示该聊天悬浮窗是与第二用户帐号聊天的悬浮窗。
步骤250,根据聊天悬浮窗中的聊天内容,在虚拟世界中显示第一虚拟角色和第二虚拟角色的交互动作。
可选的,根据聊天悬浮窗中第一用户帐号发送的内容和/或第二用户帐号发送的内容,控制虚拟世界中的第一虚拟角色和/或第二虚拟角色显示对应的交互动作。
根据聊天悬浮窗中第一用户帐号发送的第一表情,控制第一虚拟角色执行第一表情对应的动作。
和/或,根据聊天悬浮窗中第二用户帐号发送的第二表情,控制第二虚拟角色执行第二表情对应的动作。
和/或;根据聊天悬浮窗中发送的交互触发消息,控制第一虚拟角色和第二虚拟角色共同执行交互触发消息对应的交互动作。
例如,若第一用户帐号发送“哈哈哈哈哈哈哈”的文字,则控制第一虚拟角色暂时从第一社交状态对应的活动状态切换显示为大笑状态,并在大笑动作完成后,恢复为第一社交状态对应的活动状态。
再如,若第二用户帐号向第一用户帐号发送一起吃瓜的表情,则控制第一虚拟角色、第二虚拟角色显示为吃瓜动作。
其中,第一虚拟角色和第二虚拟角色位于同一场景区块建筑中,即,只允许同一场景区块建筑内的虚拟角色聊天。或者,第一虚拟角色和第二虚拟角色可以位于不同场景区块建筑中。
第二虚拟角色可以是由第二用户帐号控制的虚拟角色,第二虚拟角色也可以是固定设置在虚拟世界中的NPC(Non-Player Character,非玩家角色)或聊天机器人。
综上所述,本实施例提供的方法,通过在两个用户帐号交流时,根据其交流的信息将虚拟世界中的虚拟角色显示为对应动作,增加聊天的趣味性,促进陌生人间的交流互动。通过根据进行社交的两个用户中的至少一个用户的发送的信息,来触发将虚拟角色显示为对应动作,能够保证触发方式的多样性,提升了用户间的互动效率。
示例性的,本申请实施例中的社交状态还可以是多人共同参与的社交状态。
图9示出了本申请一个示例性实施例提供的虚拟角色的显示方法的流程图。该方法可以由计算机设备或计算机设备中的客户端来执行,例如,如图1所示的终端或终端中的客户端来执行。方法包括如下步骤。
步骤210,显示虚拟世界,虚拟世界包括至少两种场景区块建筑,每种场景区块建筑用于显示处于同一类活动状态的虚拟角色。
步骤220,确定第一用户帐号发布的第一社交状态。
步骤230,在与第一社交状态对应的第一场景区块建筑中,显示第一用户帐号对应的第一虚拟角色,第一虚拟角色处于与第一社交状态对应的活动状态,第一场景区块建筑是至少两种场景区块建筑中的一个。
步骤260,识别第一用户帐号与第二用户帐号聊天信息中的状态预约消息,状态预约消息包括预约社交状态、预约时间,预约社交状态为双人社交状态。
当第一用户帐号与第二用户帐号在即时通讯程序中共同发布了状态预约消息时,即时通讯程序可以将该状态预约消息发送给基于虚拟世界的社交应用程序,基于虚拟世界的社交应用程序可以基于状态预约消息控制第一虚拟角色和第二虚拟角色显示为对应的多人交互的社交状态。
例如,预约社交状态可以是打羽毛球、约会、唱歌等。
步骤270,在状态预约消息对应的预约时间,在预约社交状态对应的预约场景区块建筑中,显示第一用户帐号对应的第一虚拟角色和第二用户帐号对应的第二虚拟角色,第一虚拟角色处于与预约社交状态对应的第一活动状态,第二虚拟角色处于与预约社交状态对应的第二活动状态,处于第一活动状态的第一虚拟角色与处于第二活动状态的第二虚拟角色具有互动动作。
例如,第一用户帐号、第二用户帐号预约了明天十点在公园约会,则在明天十点时,基于虚拟世界的社交应用程序可以将第一虚拟角色和第二虚拟角色显示在公园中,并显示为约会中的活动状态,其他用户帐号在公园中看到这两个虚拟角色就可以获知这两个用户帐号正在约会中。
可选的,由于预约社交状态是双人社交状态或者多人社交状态,共同参与该预约社交状态的多个虚拟角色具有组合动作来共同呈现该预约社交状态。例如,当预约社交状态为打羽毛球时,可以将第一虚拟角色和第二虚拟角色分别显示在羽毛球网的两侧,并且,第一虚拟角色和第二虚拟角色面向对方分别持有羽毛球拍。
此外,基于虚拟世界的社交应用程序还可以从游戏程序获取用户帐号的组队状态,若第一用户帐号、第二用户帐号、第三用户帐号在游戏程序中进入同一个组队房间,游戏程序可以将第一用户帐号、第二用户帐号、第三用户帐号和房间号发送给基于虚拟世界的社交应用程序,以告知这三个用户帐号位于同一组队房间中,则基于虚拟世界的社交应用程序可以将这三个用户帐号对应的三个虚拟角色显示到虚拟世界中的一个游戏房间内,以表示这三个用户帐号正在组队游戏。在游戏开始后,游戏程序还可以向基于虚拟世界的社交应用程序发送房间号和游戏开始指示,基于虚拟世界的社交应用程序可以将该房间号对应的多个用户帐号的虚拟角色显示为游戏中的活动状态。
综上所述,本实施例提供的方法,提供了多人社交状态,基于获取到的多个用户帐号共同参与的社交状态,来将多个虚拟角色组合显示,进而标识多个虚拟角色在共同参与该社交状态。增加虚拟世界中虚拟角色的活动状态显示的多样性,促进用户的线下沟通交流,提高社交成功率。
图10示出了本申请一个示例性实施例提供的虚拟角色的显示方法的流程图。该方法可以由计算机设备或计算机设备中的客户端来执行,例如,如图1所示的终端或终端中的客户端来执行。方法包括如下步骤。
步骤201,接收进入虚拟世界的操作,显示虚拟世界,虚拟世界包括至少两种场景区块建筑,每种场景区块建筑用于显示处于同一类活动状态的虚拟角色。
在虚拟世界中,预设了若干场景区块建筑。用户进入虚拟世界后,有两种方式可以发布或更改自己的社交状态。
步骤202,接收点击发状态按钮的操作。
用户点击发布状态按钮,进入发布状态的页面。在这个页面中罗列了所有的社交状态,用户选择社交状态之后可选编辑状态信息,这些社交信息会在用户发布社交状态之后显示在虚拟角色的头顶。每一个社交状态都对应了一个场景区块建筑(一个场景区块建筑可以包含多种社交状态),用户发布了社交状态之后,根据他发布的社交状态,将他的虚拟角色放置在对应的场景区块建筑中,同时屏幕平移到虚拟角色所在的位置。
步骤203,接收选择要发送的社交状态的操作,可选的,接收编辑状态信息的操作。
步骤204,接收点击场景地块的操作。
用户点击某个场景区块建筑的地块,弹出界面询问用户要设置的社交状态。此时用户可以选择的社交状态,是仅该场景区块建筑能够支持的社交状态,并不是全部社交状态。发布时用户也可以编辑状态信息。用户确定发布之后,将他的虚拟角色放置在对应的场景区块建筑中,同时屏幕平移到虚拟角色所在的位置。
步骤205,接收选择要设置的场景里能设置的社交状态的操作,可选的,接收编辑状态信息的操作。
步骤206,发布社交状态后,虚拟角色进入社交状态对应的场景。
综上所述,本实施例提供的方法,将虚拟角色单个的状态设置行为与虚拟世界的场景分发相结合,打造出更加具有沉浸感与世界观的虚拟体验。用户有更加清晰强烈的动机去设置自己虚拟角色的状态,有利于社交行为的发生。在相同场景内的用户天然拥有了共同的话题,降低了社交门槛,提高了陌生人社交的成功率。
图11示出了本申请一个示例性实施例提供的虚拟角色的显示方法的流程图。该方法可以由计算机设备或计算机设备中的客户端来执行,例如,如图1所示的终端和服务器来执行。方法包括如下步骤。
步骤301,终端接收发布状态按钮的触发操作,显示发布状态页面。
虚拟世界之上显示有状态编辑控件(状态按钮);响应于状态编辑控件上的触发操作,终端显示状态编辑界面(发布状态页面),状态编辑界面包括状态选择区域,状态选择区域显示有至少一种社交状态。例如,用户点击发布状态按钮,进入发布状态的页面。在这个页面中罗列了所有的社交状态,用户选择社交状态之后可选编辑状态信息,这些社交信息会在用户发布社交状态之后显示在虚拟角色的头顶。每一个社交状态都对应了一个场景区块建筑(一个场景区块建筑可以包含多种社交状态)。
步骤302,终端接收社交状态选择操作和状态信息编辑操作。
响应于社交状态选择操作,终端会在至少一种社交状态中确定第一社交状态,并且终端还能够接收选择社交状态时编辑的社交信息。
步骤303,终端向服务器发送选择的社交状态和编辑的社交信息。
终端在获取到社交状态和编辑的社交信息后,会将其发送至服务器,以确定服务器指示的将虚拟角色在虚拟世界中放置的位置。
步骤304,服务器向终端返回社交状态对应的场景和放置坐标。
服务器获取社交状态后,根据不同社交状态与不同场景区块建筑(场景)之间的对应关系,可确定社交状态对应的场景。可选地,放置坐标是随机在场景中选取的。
步骤305,终端在虚拟角色的社交状态改变后,将虚拟角色放置到对应场景的放置坐标上。
终端在接收到服务器发送的放置坐标后,会将虚拟角色放置在该放置坐标,即社交状态对应的场景中。
步骤306,终端将画面中心移动至以虚拟角色为中心。
将画面中心移动至以虚拟角色为中心,能够聚焦展示虚拟角色所在场景,从而有助于观察其他处于相同场景的虚拟角色。
综上所述,本实施例提供的方法,通过在虚拟世界中设置多个场景区块建筑,不同的场景区块建筑中可以放置不同社交状态的虚拟角色。例如,在体育场中放置运动中的虚拟角色,在公园中放置散步中的虚拟角色,在图书馆中放置学习中的虚拟角色等。进而可以根据虚拟角色的社交状态,将虚拟角色显示在不同的场景区块建筑中,在根据社交状态对应的活动状态显示虚拟角色时,显示的虚拟角色能够与场景区块建筑相匹配,避免显示的虚拟角色与其所在的虚拟世界中的位置产生割裂感,保证向用户呈现的画面始终符合现实逻辑。虚拟角色改变了自身社交状态后,能够进入到预先规划好的场景中去。使得虚拟角色与场景能够建立关联,虚拟角色更具有归属感,用户也有更多的动力设置状态。同时在对应的场景区块建筑中可以显示处于相同的社交状态的陌生人,提高社交成功率。
图12示出了本申请一个示例性实施例提供的虚拟角色的显示方法的流程图。该方法可以由计算机设备或计算机设备中的客户端来执行,例如,如图1所示的终端和服务器来执行。方法包括如下步骤。
步骤401,终端接收点击场景地块的操作,显示场景状态界面。
响应于触发第一场景区块建筑(场景地块)的操作,终端显示该场景地块对应的状态编辑界面(场景状态界面),状态编辑界面包括状态选择区域,状态选择区域显示有第一场景区块建筑对应的至少一种社交状态。
步骤402,终端接收社交状态选择操作和状态信息编辑操作。
响应于社交状态选择操作,客户端在第一场景区块建筑对应的至少一种社交状态中确定用户选择的社交状态,并且终端还能够接收选择社交状态时编辑的社交信息。
步骤403,终端向服务器发送选择的社交状态和编辑的社交信息。
终端在获取到社交状态和编辑的社交信息后,会将其发送至服务器,以确定服务器指示的将虚拟角色在虚拟世界中放置的位置。
步骤404,服务器向终端返回社交状态对应的场景和放置坐标。
服务器获取社交状态后,根据不同社交状态与不同场景区块(场景)之间的对应关系,可确定社交状态对应的场景。可选地,放置坐标是随机在场景中选取的。
步骤405,终端在虚拟角色的社交状态改变后,将虚拟角色放置到对应场景的放置坐标上。
终端在接收到服务器发送的放置坐标后,会将虚拟角色放置在该放置坐标,即社交状态对应的场景中。
步骤406,终端将画面中心移动至以虚拟角色为中心。
将画面中心移动至以虚拟角色为中心,能够聚焦展示虚拟角色所在场景,从而有助于观察其他处于相同场景的虚拟角色。
综上所述,本实施例提供的方法,通过在虚拟世界中设置多个场景区块建筑,不同的场景区块建筑中可以放置不同社交状态的虚拟角色。例如,在体育场中放置运动中的虚拟角色,在公园中放置散步中的虚拟角色,在图书馆中放置学习中的虚拟角色等。进而可以根据虚拟角色的社交状态,将虚拟角色显示在不同的场景区块建筑中,在根据社交状态对应的活动状态显示虚拟角色时,显示的虚拟角色能够与场景区块建筑相匹配,避免显示的虚拟角色与其所在的虚拟世界中的位置产生割裂感,保证向用户呈现的画面始终符合现实逻辑。虚拟角色改变了自身社交状态后,能够进入到预先规划好的场景中去。使得虚拟角色与场景能够建立关联,虚拟角色更具有归属感,用户也有更多的动力设置状态。同时在对应的场景区块建筑中可以显示处于相同的社交状态的陌生人,提高社交成功率。
需要进行说明的是,本申请在收集用户的相关数据(例如用户发布的社交状态、用户在其他应用程序中的信息)之前以及在收集用户的相关数据的过程中,都可以显示提示界面、弹窗或输出语音提示信息,该提示界面、弹窗或语音提示信息用于提示用户当前正在搜集其相关数据,使得本申请仅仅在获取到用户对该提示界面或者弹窗发出的确认操作后,才开始执行获取用户相关数据的相关步骤,否则(即未获取到用户对该提示界面或者弹窗发出的确认操作时),结束获取用户相关数据的相关步骤,即不获取用户的相关数据。换句话说,本申请所采集的所有用户数据都是在用户同意并授权的情况下进行采集的,且相关用户数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。
以下为本申请的装置实施例,对于装置实施例中未详细描述的细节,可以结合参考上述方法实施例中相应的记载,本文不再赘述。
图13示出了本申请的一个示例性实施例提供的虚拟角色的显示装置的结构示意图。该装置可以通过软件、硬件或者两者的结合实现成为计算机设备的全部或一部分,该装置包括:
显示模块601,用于显示虚拟世界,所述虚拟世界包括至少两种场景区块建筑,每种所述场景区块建筑用于显示处于同一类活动状态的虚拟角色;
状态模块602,用于确定第一用户帐号发布的第一社交状态;
在与所述第一社交状态对应的第一场景区块建筑中,显示所述第一用户帐号对应的第一虚拟角色,所述第一虚拟角色处于与所述第一社交状态对应的活动状态;
其中,所述第一场景区块建筑是所述至少两种场景区块建筑中的一个,所述场景区块建筑中显示有场景元素,所述场景元素与所述场景区块建筑对应的所述活动状态匹配。
在一个可选的实施例中,所述虚拟世界上显示有状态编辑控件;所述显示模块601,用于响应于所述状态编辑控件上的触发操作,显示状态编辑界面,所述状态编辑界面包括状态选择区域,所述状态选择区域显示有至少一种社交状态;所述状态模块602,用于响应于社交状态选择操作,在所述至少一种社交状态中确定所述第一社交状态。
在一个可选的实施例中,所述显示模块601,用于响应于触发所述第一场景区块建筑的操作,显示所述第一场景区块建筑对应的状态编辑界面,所述状态编辑界面包括状态选择区域,所述状态选择区域显示有所述第一场景区块建筑对应的至少一种社交状态;所述状态模块602,用于响应于社交状态选择操作,在所述第一场景区块建筑对应的至少一种社交状态中确定所述第一社交状态。
在一个可选的实施例中,所述状态模块602,用于获取所述第一用户帐号在其他应用程序中的程序事件,所述其他应用程序包括即时通讯程序、社交媒体程序、音乐程序、本地服务程序、运动程序、办公程序、会议程序和视频程序中的至少一种;所述状态模块602,用于基于所述其他应用程序中的程序事件,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态。
在一个可选的实施例中,状态模块602,用于基于所述第一用户帐号在所述即时通讯程序或社交媒体程序或本地服务程序上发布的社交动态,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态;或,基于所述第一用户帐号在所述音乐程序的音乐播放事件,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态;或,基于所述第一用户帐号在所述运动程序的运动数据,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态;或,基于所述第一用户帐号在所述办公程序的办公事件,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态;或,基于所述第一用户帐号在所述会议程序的通话状态,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态;或,基于所述第一用户帐号在所述视频程序的视频播放状态,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态。
在一个可选的实施例中,所述装置关联有穿戴设备;所述状态模块602,用于基于所述穿戴设备提供的运动数据,确定所述第一用户帐号的所述第一社交状态,所述第一社交状态为运动状态的一种。
在一个可选的实施例中,所述状态模块602,用于基于所述装置的定位数据所指示的定位地点,确定所述第一用户帐号的所述第一社交状态。
在一个可选的实施例中,所述状态模块602,用于获取所述第一用户帐号的社交计划,所述社交计划用于反映所述第一用户帐号在预设时长的不同时间段内的社交状态;根据当前时间以及所述社交计划确定所述第一用户帐号的所述第一社交状态。
在一个可选的实施例中,所述显示模块601,用于向所述第一用户帐号推荐相似用户帐号;其中,所述相似用户帐号与所述第一用户帐号在连续n个预设时长的社交计划匹配,n为正整数。
在一个可选的实施例中,在所述第一社交状态为学习中的情况下,所述第一场景区块建筑包括教室,所述第一社交状态对应的活动状态包括学习状态;在所述第一社交状态为健身中的情况下,所述第一场景区块建筑包括运动场,所述第一社交状态对应的活动状态包括健身状态;在所述第一社交状态为水逆退散的情况下,所述第一场景区块建筑包括阳光花园,所述第一社交状态对应的活动状态包括祈福状态;在所述第一社交状态为听歌中的情况下,所述第一场景区块建筑包括阳光花园,所述第一社交状态对应的活动状态包括听歌状态;在所述第一社交状态为睡觉中的情况下,所述第一场景区块建筑包括家,所述第一社交状态对应的活动状态包括睡觉状态;在所述第一社交状态为游戏中的情况下,所述第一场景区块建筑包括娱乐厅,所述第一社交状态对应的活动状态包括游戏状态。
在一个可选的实施例中,所述第一社交状态还对应有第一社交信息;所述显示模块601,用于在所述第一场景区块建筑中,与所述第一虚拟角色关联显示所述第一社交信息。
在一个可选的实施例中,所述第一场景区块建筑中还显示有第二用户帐号对应的第二虚拟角色;所述显示模块601,用于响应于与所述第二虚拟角色聊天的触发操作,在虚拟世界之上显示所述第一用户帐号与所述第二用户帐号的聊天悬浮窗,所述虚拟世界显示有位于所述第一场景区块建筑中的所述第一虚拟角色和所述第二虚拟角色;所述显示模块601,用于根据所述聊天悬浮窗中的聊天内容,在所述虚拟世界中显示所述第一虚拟角色和所述第二虚拟角色的交互动作。
在一个可选的实施例中,所述显示模块601,用于根据所述聊天悬浮窗中所述第一用户帐号发送的第一表情,控制所述第一虚拟角色执行所述第一表情对应的动作;和/或,所述显示模块601,用于根据所述聊天悬浮窗中所述第二用户帐号发送的第二表情,控制所述第二虚拟角色执行所述第二表情对应的动作;和/或;所述显示模块601,用于根据所述聊天悬浮窗中发送的交互触发消息,控制所述第一虚拟角色和所述第二虚拟角色共同执行所述交互触发消息对应的交互动作。
在一个可选的实施例中,所述状态模块602,用于识别所述第一用户帐号与第二用户帐号聊天信息中的状态预约消息,所述状态预约消息包括预约社交状态、预约时间,所述预约社交状态为双人社交状态;所述显示模块601,用于在所述状态预约消息对应的预约时间,在所述预约社交状态对应的预约场景区块建筑中,显示所述第一用户帐号对应的所述第一虚拟角色和所述第二用户帐号对应的第二虚拟角色,所述第一虚拟角色处于与所述预约社交状态对应的第一活动状态,所述第二虚拟角色处于与所述预约社交状态对应的第二活动状态,处于所述第一活动状态的所述第一虚拟角色与处于所述第二活动状态的所述第二虚拟角色具有互动动作。
本申请还提供了一种计算机设备,该计算机设备包括处理器和存储器,存储器中存储有至少一条指令,至少一条指令由处理器加载并执行以实现上述各个方法实施例提供的虚拟角色的显示方法。需要说明的是,该计算机设备可以是如图15所提供的终端。
图14示出了本申请一个示例性实施例提供的终端900的结构框图。该终端900可以是:智能手机、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器、笔记本电脑或台式电脑。终端900还可能被称为用户帐号设备、便携式终端、膝上型终端、台式终端等其他名称。
通常,终端900包括有:处理器901和存储器902。
处理器901可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器901可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field-Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器901也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器901可以在集成有GPU(Graphics Processing Unit,虚拟角色的显示器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器901还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器902可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器902还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器902中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器901所执行以实现本申请中方法实施例提供的虚拟角色的显示方法。
在一些实施例中,终端900还可选包括有:外围设备接口903和至少一个外围设备。处理器901、存储器902和外围设备接口903之间可以通过总线或信号线相连。各个外围设备可以通过总线、信号线或电路板与外围设备接口903相连。具体地,外围设备包括:射频电路904、显示屏905、摄像头组件906、音频电路907、和电源909中的至少一种。
外围设备接口903可被用于将I/O(Input/Output,输入/输出)相关的至少一个外围设备连接到处理器901和存储器902。在一些实施例中,处理器901、存储器902和外围设备接口903被集成在同一芯片或电路板上;在一些其他实施例中,处理器901、存储器902和外围设备接口903中的任意一个或两个可以在单独的芯片或电路板上实现,本实施例对此不加以限定。
射频电路904用于接收和发射RF(Radio Frequency,射频)信号,也称电磁信号。射频电路904通过电磁信号与通信网络以及其他通信设备进行通信。射频电路904将电信号转换为电磁信号进行发送,或者,将接收到的电磁信号转换为电信号。示例性的,射频电路904包括:天线系统、RF收发器、一个或多个放大器、调谐器、振荡器、数字信号处理器、编解码芯片组、用户帐号身份模块卡等等。射频电路904可以通过至少一种无线通信协议来与其它终端进行通信。该无线通信协议包括但不限于:万维网、城域网、内联网、各代移动通信网络(2G、3G、4G及5G)、无线局域网和/或WiFi(Wireless Fidelity,无线保真)网络。在一些实施例中,射频电路904还可以包括NFC(Near Field Communication,近距离无线通信)有关的电路,本申请对此不加以限定。
显示屏905用于显示UI(User Interface,用户界面)。该UI可以包括图形、文本、图标、视频及其它们的任意组合。当显示屏905是触摸显示屏时,显示屏905还具有采集在显示屏905的表面或表面上方的触摸信号的能力。该触摸信号可以作为控制信号输入至处理器901进行处理。此时,显示屏905还可以用于提供虚拟按钮和/或虚拟键盘,也称软按钮和/或软键盘。在一些实施例中,显示屏905可以为一个,设置终端900的前面板;在另一些实施例中,显示屏905可以为至少两个,分别设置在终端900的不同表面或呈折叠设计;在再一些实施例中,显示屏905可以是柔性显示屏,设置在终端900的弯曲表面上或折叠面上。甚至,显示屏905还可以设置成非矩形的不规则图形,也即异形屏。显示屏905可以采用LCD(Liquid Crystal Display,液晶显示屏)、OLED(Organic Light-Emitting Diode,有机发光二极管)等材质制备。
摄像头组件906用于采集图像或视频。示例性的,摄像头组件906包括前置摄像头和后置摄像头。通常,前置摄像头设置在终端的前面板,后置摄像头设置在终端的背面。在一些实施例中,后置摄像头为至少两个,分别为主摄像头、景深摄像头、广角摄像头、长焦摄像头中的任意一种,以实现主摄像头和景深摄像头融合实现背景虚化功能、主摄像头和广角摄像头融合实现全景拍摄以及VR(Virtual Reality,虚拟现实)拍摄功能或者其它融合拍摄功能。在一些实施例中,摄像头组件906还可以包括闪光灯。闪光灯可以是单色温闪光灯,也可以是双色温闪光灯。双色温闪光灯是指暖光闪光灯和冷光闪光灯的组合,可以用于不同色温下的光线补偿。
音频电路907可以包括麦克风和扬声器。麦克风用于采集用户帐号及环境的声波,并将声波转换为电信号输入至处理器901进行处理,或者输入至射频电路904以实现语音通信。出于立体声采集或降噪的目的,麦克风可以为多个,分别设置在终端900的不同部位。麦克风还可以是阵列麦克风或全向采集型麦克风。扬声器则用于将来自处理器901或射频电路904的电信号转换为声波。扬声器可以是传统的薄膜扬声器,也可以是压电陶瓷扬声器。当扬声器是压电陶瓷扬声器时,不仅可以将电信号转换为人类可听见的声波,也可以将电信号转换为人类听不见的声波以进行测距等用途。在一些实施例中,音频电路907还可以包括耳机插孔。
电源909用于为终端900中的各个组件进行供电。电源909可以是交流电、直流电、一次性电池或可充电电池。当电源909包括可充电电池时,该可充电电池可以是有线充电电池或无线充电电池。有线充电电池是通过有线线路充电的电池,无线充电电池是通过无线线圈充电的电池。该可充电电池还可以用于支持快充技术。
在一些实施例中,终端900还包括有一个或多个传感器910。该一个或多个传感器910包括但不限于:加速度传感器911、陀螺仪传感器912、压力传感器913、光学传感器915以及接近传感器916。
本领域技术人员可以理解,图14中示出的结构并不构成对终端900的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
所述存储器还包括一个或者一个以上的程序,所述一个或者一个以上程序存储于存储器中,所述一个或者一个以上程序包含用于进行本申请实施例提供的虚拟角色的显示方法。
本申请还提供一种计算机设备,该计算机设备包括:处理器和存储器,该存储介质中存储有至少一段程序,该至少一段程序由处理器加载并执行以实现上述各方法实施例提供的虚拟角色的显示方法。
本申请还提供一种计算机可读存储介质,该存储介质中存储有至少一段程序,该至少一段程序由处理器加载并执行以实现上述各方法实施例提供的虚拟角色的显示方法。
本申请还提供一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述可选实现方式中提供的虚拟角色的显示方法。

Claims (20)

  1. 一种虚拟角色的显示方法,所述方法由客户端执行,所述方法包括:
    显示虚拟世界,所述虚拟世界包括至少两种场景区块建筑,每种所述场景区块建筑用于显示处于同一类活动状态的虚拟角色;
    确定第一用户帐号发布的第一社交状态;
    在与所述第一社交状态对应的第一场景区块建筑中,显示所述第一用户帐号对应的第一虚拟角色,所述第一虚拟角色处于与所述第一社交状态对应的活动状态;
    其中,所述第一场景区块建筑是所述至少两种场景区块建筑中的一个,所述场景区块建筑中显示有场景元素,所述场景元素与所述场景区块建筑对应的所述活动状态匹配。
  2. 根据权利要求1所述的方法,其中,所述虚拟世界上显示有状态编辑控件;所述确定第一用户帐号发布的第一社交状态,包括:
    响应于所述状态编辑控件上的触发操作,显示状态编辑界面,所述状态编辑界面包括状态选择区域,所述状态选择区域显示有至少一种社交状态;
    响应于社交状态选择操作,在所述至少一种社交状态中确定所述第一社交状态。
  3. 根据权利要求1所述的方法,其中,所述确定第一用户帐号发布的第一社交状态,包括:
    响应于触发所述第一场景区块建筑的操作,显示所述第一场景区块建筑对应的状态编辑界面,所述状态编辑界面包括状态选择区域,所述状态选择区域显示有所述第一场景区块建筑对应的至少一种社交状态;
    响应于社交状态选择操作,在所述第一场景区块建筑对应的至少一种社交状态中确定所述第一社交状态。
  4. 根据权利要求1所述的方法,其中,所述确定第一用户帐号发布的第一社交状态,包括:
    获取所述第一用户帐号在其他应用程序中的程序事件,所述其他应用程序包括即时通讯程序、社交媒体程序、音乐程序、本地服务程序、运动程序、办公程序、会议程序和视频程序中的至少一种;
    基于所述其他应用程序中的程序事件,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态。
  5. 根据权利要求4所述的方法,其中,所述基于所述其他应用程序中的程序事件,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态,包括:
    基于所述第一用户帐号在所述即时通讯程序或社交媒体程序或本地服务程序上发布的社交动态,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态;
    或,基于所述第一用户帐号在所述音乐程序的音乐播放事件,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态;
    或,基于所述第一用户帐号在所述运动程序的运动数据,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态;
    或,基于所述第一用户帐号在所述办公程序的办公事件,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态;
    或,基于所述第一用户帐号在所述会议程序的通话状态,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态;
    或,基于所述第一用户帐号在所述视频程序的视频播放状态,确定所述第一用户帐号在所述虚拟世界中的所述第一社交状态。
  6. 根据权利要求1所述的方法,其中,所述客户端所在的终端关联有穿戴设备;所述确定第一用户帐号发布的第一社交状态,包括:
    基于所述穿戴设备提供的运动数据,确定所述第一用户帐号的所述第一社交状态,所述第一社交状态为运动状态的一种。
  7. 根据权利要求1所述的方法,其中,所述确定第一用户帐号发布的第一社交状态,包括:
    基于所述客户端所在的终端的定位数据所指示的定位地点,确定所述第一用户帐号的所述第一社交状态。
  8. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    获取所述第一用户帐号的社交计划,所述社交计划用于反映所述第一用户帐号在预设时长的不同时间段内的社交状态;
    所述确定第一用户帐号发布的第一社交状态,包括:
    根据当前时间以及所述社交计划确定所述第一用户帐号的所述第一社交状态。
  9. 根据权利要求8所述的方法,其特征在于,所述方法还包括:
    向所述第一用户帐号推荐相似用户帐号;
    其中,所述相似用户帐号与所述第一用户帐号在连续n个预设时长的社交计划匹配,n为正整数。
  10. 根据权利要求1至9任一所述的方法,其中,
    在所述第一社交状态为学习中的情况下,所述第一场景区块建筑包括教室,所述第一社交状态对应的活动状态包括学习状态;
    在所述第一社交状态为健身中的情况下,所述第一场景区块建筑包括运动场,所述第一社交状态对应的活动状态包括健身状态;
    在所述第一社交状态为水逆退散的情况下,所述第一场景区块建筑包括阳光花园,所述第一社交状态对应的活动状态包括祈福状态;
    在所述第一社交状态为听歌中的情况下,所述第一场景区块建筑包括阳光花园,所述第一社交状态对应的活动状态包括听歌状态;
    在所述第一社交状态为睡觉中的情况下,所述第一场景区块建筑包括家,所述第一社交状态对应的活动状态包括睡觉状态;
    在所述第一社交状态为游戏中的情况下,所述第一场景区块建筑包括娱乐厅,所述第一社交状态对应的活动状态包括游戏状态。
  11. 根据权利要求1至10任一所述的方法,其中,所述第一社交状态还对应有第一社交信息,所述方法还包括:
    在所述第一场景区块建筑中,与所述第一虚拟角色关联显示所述第一社交信息。
  12. 根据权利要求1至11任一所述的方法,其中,所述第一场景区块建筑中还显示有第二用户帐号对应的第二虚拟角色;所述方法还包括:
    响应于与所述第二虚拟角色聊天的触发操作,在所述虚拟世界之上显示所述第一用户帐号与所述第二用户帐号的聊天悬浮窗,所述虚拟世界显示有位于所述第一场景区块建筑中的所述第一虚拟角色和所述第二虚拟角色;
    根据所述聊天悬浮窗中的聊天内容,在所述虚拟世界中显示所述第一虚拟角色和所述第二虚拟角色的交互动作。
  13. 根据权利要求12所述的方法,其中,所述根据所述聊天悬浮窗中的聊天内容,在所述虚拟世界中显示所述第一虚拟角色和所述第二虚拟角色的交互动作,包括:
    根据所述聊天悬浮窗中所述第一用户帐号发送的第一表情,控制所述第一虚拟角色执行所述第一表情对应的动作;
    和/或,
    根据所述聊天悬浮窗中所述第二用户帐号发送的第二表情,控制所述第二虚拟角色执行所述第二表情对应的动作;
    和/或;
    根据所述聊天悬浮窗中发送的交互触发消息,控制所述第一虚拟角色和所述第二虚拟角色共同执行所述交互触发消息对应的交互动作。
  14. 根据权利要求1至13任一所述的方法,其中,所述方法还包括:
    识别所述第一用户帐号与第二用户帐号的聊天信息中的状态预约消息,所述状态预约消息包括预约社交状态、预约时间,所述预约社交状态为双人社交状态;
    在所述状态预约消息对应的预约时间,在所述预约社交状态对应的预约场景区块建筑中,显示所述第一用户帐号对应的所述第一虚拟角色和所述第二用户帐号对应的第二虚拟角色,所述第一虚拟角色处于与所述预约社交状态对应的第一活动状态,所述第二虚拟角色处于与所述预约社交状态对应的第二活动状态,处于所述第一活动状态的所述第一虚拟角色与处于所述第二活动状态的所述第二虚拟角色具有互动动作。
  15. 一种虚拟角色的显示装置,其中,所述装置包括:
    显示模块,用于显示虚拟世界,所述虚拟世界包括至少两种场景区块建筑,每种所述场景区块建筑用于显示处于同一类活动状态的虚拟角色;
    状态模块,用于确定第一用户帐号发布的第一社交状态;
    所述显示模块,用于在与所述第一社交状态对应的第一场景区块建筑中,显示所述第一用户帐号对应的第一虚拟角色,所述第一虚拟角色处于与所述第一社交状态对应的活动状态;
    其中,所述第一场景区块建筑是所述至少两种场景区块建筑中的一个,所述场景区块建筑中显示有场景元素,所述场景元素与所述场景区块建筑对应的所述活动状态匹配。
  16. 根据权利要求15所述的装置,其中,所述虚拟世界上显示有状态编辑控件;所述显示模块,用于响应于所述状态编辑控件上的触发操作,显示状态编辑界面,所述状态编辑界面包括状态选择区域,所述状态选择区域显示有至少一种社交状态;所述状态模块,用于响应于社交状态选择操作,在所述至少一种社交状态中确定所述第一社交状态。
  17. 根据权利要求15所述的装置,其中,所述显示模块,用于响应于触发所述第一场景区块建筑的操作,显示所述第一场景区块建筑对应的状态编辑界面,所述状态编辑界面包括状态选择区域,所述状态选择区域显示有所述第一场景区块建筑对应的至少一种社交状态;所述状态模块,用于响应于社交状态选择操作,在所述第一场景区块建筑对应的至少一种社交状态中确定所述第一社交状态。
  18. 一种计算机设备,其中,所述计算机设备包括:处理器和存储器,所述存储器中存储有至少一段程序,所述至少一段程序由所述处理器加载并执行,以实现如权利要求1至14任一项所述的虚拟角色的显示方法。
  19. 一种计算机可读存储介质,其中,所述存储介质中存储有至少一段程序,所述至少一段程序由处理器加载并执行,以实现如权利要求1至14任一项所述的虚拟角色的显示方法。
  20. 一种计算机程序产品,其中,所述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中,计算机设备的处理器从所述计算机可读存储介质读取所述计算机指令,所述处理器执行所述计算机指令,使得所述计算机设备执行如权利要求1至14任一所述的交友内容的推荐方法。
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