WO2025007633A1 - 一种直播互动方法、装置及电子设备 - Google Patents

一种直播互动方法、装置及电子设备 Download PDF

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Publication number
WO2025007633A1
WO2025007633A1 PCT/CN2024/091336 CN2024091336W WO2025007633A1 WO 2025007633 A1 WO2025007633 A1 WO 2025007633A1 CN 2024091336 W CN2024091336 W CN 2024091336W WO 2025007633 A1 WO2025007633 A1 WO 2025007633A1
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WO
WIPO (PCT)
Prior art keywords
target
anchor
barrage
display area
live
Prior art date
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Ceased
Application number
PCT/CN2024/091336
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English (en)
French (fr)
Inventor
刘超
李小海
高山
张毅
季焕文
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China Mobile Communications Group Co Ltd
MIGU Co Ltd
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China Mobile Communications Group Co Ltd
MIGU Co Ltd
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Publication of WO2025007633A1 publication Critical patent/WO2025007633A1/zh
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/23Processing of content or additional data; Elementary server operations; Server middleware
    • H04N21/234Processing of video elementary streams, e.g. splicing of video streams or manipulating encoded video stream scene graphs
    • H04N21/23418Processing of video elementary streams, e.g. splicing of video streams or manipulating encoded video stream scene graphs involving operations for analysing video streams, e.g. detecting features or characteristics
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/44Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs
    • H04N21/44008Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs involving operations for analysing video streams, e.g. detecting features or characteristics in the video stream
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/488Data services, e.g. news ticker
    • H04N21/4884Data services, e.g. news ticker for displaying subtitles
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D30/00Reducing energy consumption in communication networks
    • Y02D30/70Reducing energy consumption in communication networks in wireless communication networks

Definitions

  • the present application relates to the field of computer technology, and in particular to a live interactive method, device and electronic device.
  • Anchor PK (Duel/Confrontation) is a moderator who can challenge an anchor in another live broadcast room during a live broadcast. Once the challenge is accepted, the anchors in the two live broadcast rooms will start to interact with each other through the microphone. The live broadcast interface will be divided into two, showing the screens of the two anchors at the same time, and the fans of both sides will also enter the same live broadcast room.
  • the embodiments of the present application provide a live interactive method, device and electronic device to solve the problem that in the live PK process of the related art, users who do not have the conditions to give gifts have a low sense of participation, which is not conducive to stimulating the enthusiasm of fan users to participate in the live PK.
  • an embodiment of the present application provides a live interactive method, comprising:
  • the N target barrages are displayed in at least one target display area; wherein the target barrage displayed in the target display area interacts with the second anchor; and the barrage threshold is related to the number of people in the live broadcast room of the second anchor.
  • displaying the N target bullet screens in at least one target display area according to the bullet screen threshold includes:
  • the N target barrages are divided into at least one group
  • a group of the target bullet screens are displayed in each of the target display areas.
  • displaying the N target bullet comments in at least one display area according to the real-time action of the second anchor includes:
  • the N target bullet comments are distributed in at least one of the target display areas for display according to a first preset ratio; wherein the first time is the time for obtaining the target bullet comments;
  • a second preset ratio value corresponding to the evasive action is determined according to the correspondence between the action type and the preset ratio value; and according to the second preset ratio value, the N target barrages are distributed in at least one of the target display areas for display.
  • the live interactive method further includes:
  • the live interactive method further includes:
  • the calibration value of each target bullet screen displayed in the target display area during the first action state is set to a preset value; wherein the calibration value is used to reflect the degree of attack of the target bullet screen to the second anchor.
  • the live interactive method further includes:
  • a score value of the second anchor in the live broadcast activity is determined according to the calibration value and the initial score of the second anchor.
  • determining the calibration value corresponding to each target bullet screen according to the target display area corresponding to each target bullet screen includes:
  • a target operation is performed according to the gift type of the gift: wherein the target operation includes one of the following:
  • the calibration value of the target bullet screen sent by the audience user of the second anchor within the first preset time period is set to 0;
  • the live interactive method further includes:
  • the first time is the time when the target barrage is received
  • the barrage threshold is determined according to the number of people in the live broadcast room and the live broadcast duration.
  • determining the barrage threshold according to the number of people in the live broadcast room and the live broadcast duration includes:
  • the embodiment of the present application further provides a live interactive device, including:
  • the first receiving module is used to receive N target comments from the audience user to support the first anchor, where N is a positive integer;
  • the first display module is used to display the N target barrages in at least one target display area according to a barrage threshold or real-time actions of the second anchor; wherein the target barrage displayed in the target display area interacts with the second anchor; and the barrage threshold is related to the number of people in the live broadcast room of the second anchor.
  • an embodiment of the present application further provides an electronic device, comprising: a transceiver, a memory, a processor, and a computer program stored in the memory and executable on the processor; the processor is used to read the program in the memory to implement the steps in the live interactive method as described above.
  • an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps in the live interactive method as described above are implemented.
  • N is a positive integer
  • the N target bullet screens are displayed in at least one target display area; wherein the target bullet screen displayed in the target display area interacts with the second anchor; the bullet screen threshold is related to the number of people in the live broadcast room of the second anchor.
  • FIG1 is a flow chart of a live interactive method provided by an embodiment of the present application.
  • FIG2 is a schematic diagram of a live interactive interface provided by an embodiment of the present application.
  • FIG. 4 is a schematic diagram of the hardware structure of an electronic device provided in an embodiment of the present application.
  • FIG. 1 is a flow chart of a live interactive method provided in an embodiment of the present application, as shown in FIG. 1 , comprising the following steps:
  • Step 101 receiving N target comments from audience users to support the first anchor, where N is a positive integer.
  • the display interface of the audience user's electronic device includes anchor A's live broadcast screen and anchor B's live broadcast screen, wherein the barrage supporting anchor A is displayed in anchor A's live broadcast screen, and the barrage supporting anchor B is displayed in anchor B's live broadcast screen.
  • Step 102 display the N target barrages in at least one target display area according to the barrage threshold or the real-time action of the second anchor; wherein the target barrage displayed in the target display area interacts with the second anchor; and the barrage threshold is related to the number of people in the live broadcast room of the second anchor.
  • the live broadcast screens of anchor A and anchor B respectively include three display areas, namely the top lane, the middle lane and the bottom lane.
  • at least one target display area is selected from the three display areas of anchor A according to the barrage threshold or the real-time action of anchor B, for displaying the N target barrages supporting anchor A, wherein the N target barrages displayed in at least one target display area of anchor A interact with anchor B.
  • the live broadcast screens of anchor A and anchor B both include three display areas: top, middle and bottom; among them, the barrage sent by the audience users in anchor A's live broadcast room is displayed in a straight line from left to right in anchor A's live broadcast screen, and the barrage sent by the audience users in anchor B's live broadcast room is displayed in a straight line from right to left in anchor B's live broadcast screen.
  • the target barrage supporting the first anchor is dynamically associated with the number of people in the second anchor's live broadcast room, which can improve the participation enthusiasm of the audience users supporting the first anchor, and also promote the growth of the number of people in the second anchor's live broadcast room, thereby enhancing the user's sense of participation and the atmosphere of the live broadcast PK.
  • At least one target display area corresponding to the N target barrages supporting the first anchor is determined according to the real-time actions of the second anchor, so that the target barrage supporting the first anchor is associated with the real-time actions of the second anchor, and the target barrage supporting the first anchor can prompt the second anchor to move, and also stimulate the participation enthusiasm of the audience users to send barrages, thereby enhancing the user's sense of participation and the atmosphere of the live broadcast PK.
  • step 102 the two solutions included in the above step 102 are introduced below:
  • Displaying the N target bullet comments in at least one target display area according to the bullet comment threshold may specifically include:
  • the N target barrages are divided into at least one group
  • a group of the target bullet screens are displayed in each of the target display areas.
  • the barrage threshold is K
  • the N target barrages are sorted in the order of sending, wherein the 1st barrage to the Kth barrage corresponds to the lower road, the K+1th barrage to the 2Kth barrage corresponds to the middle road, and the barrage after the 2Kth barrage corresponds to the upper road.
  • the N target barrages are determined as a group, and the corresponding target display area is the lower road; if N is greater than K and less than 2K, the system determines that the display area corresponding to the K barrages with the earlier sending time is the lower road, and the target display area corresponding to the K+1th barrage to the Nth barrage is the middle road; similarly, if N is greater than 2K, the system determines that the target display area corresponding to the K barrages with the earlier sending time is the lower road, the display area corresponding to the K+1th barrage to the Nth barrage is the middle road, and the target display area corresponding to the barrage after the 2Kth barrage is the upper road.
  • the live interactive method further includes:
  • the first time is the time when the target barrage is received
  • the barrage threshold is determined according to the number of people in the live broadcast room and the live broadcast duration.
  • the display of the barrage can be controlled by the system, and N target barrages sent by the audience in the previous second are displayed every 1 second. Assuming that the duration of a live PK activity is 60 seconds, the system will calculate the barrage threshold K of anchor A in the previous second based on anchor B's live broadcast time and the number of people in the live broadcast room in the previous second.
  • determining the barrage threshold according to the number of people in the live broadcast room and the live broadcast duration includes:
  • the barrage threshold is determined according to the ratio of the number of people in the live broadcast room to the live broadcast duration.
  • the embodiment of the present application sets the barrage threshold K to be related to the popularity of the live broadcast room (the number of people in the live broadcast room reflects the popularity of the live broadcast room) and the live broadcast time, so that the barrage threshold K becomes smaller as the live broadcast time becomes longer.
  • the live broadcast PK starts, most of the barrages will go to the lower lane, and the degree of attack in the lower lane is the lowest, which causes little damage to the other anchor; and as the PK deepens (the live broadcast time increases), K gradually decreases, and the barrages sent by the audience user will gradually go to the middle lane and the upper lane.
  • the degree of attack in the middle lane and the upper lane is higher, which is harmful to the other anchor.
  • the damage caused by the host is higher. This will encourage the audience to fire more bullet screens, making the PK atmosphere gradually heated.
  • displaying the N target bullet comments in at least one display area according to the real-time action of the second anchor includes:
  • the N target bullet comments are distributed in at least one of the target display areas for display according to a first preset ratio; wherein the first time is the time for obtaining the target bullet comments;
  • a second preset ratio value corresponding to the evasive action is determined according to the correspondence between the action type and the preset ratio value; and according to the second preset ratio value, the N target barrages are distributed in at least one of the target display areas for display.
  • the display path includes three display areas: upper, middle and lower, and the virtual image of the second anchor (such as a digital human) is displayed in the live broadcast screen of the first anchor, and the head of the virtual image corresponds to the upper display area, the body of the virtual image corresponds to the middle display area, and the legs of the virtual image correspond to the lower display area.
  • the system captures the movement state of the second anchor at the moment the target barrage is issued.
  • the system will allocate the target barrage to be displayed to the upper, middle and lower display areas in a ratio of 2:3:5, that is, here, the first preset ratio is 2:3:5; if the anchor is in a jumping state, the upper road is marked by the system as the main attack path of the barrage, and the barrage to be displayed is currently allocated to the upper road display area for display, that is, the second preset ratio corresponding to the jumping state is 10:0:0; if the anchor is in a circling state, the upper and lower road display areas are marked by the system as the main attack paths, and the barrage to be displayed will be divided into two groups and displayed in the upper and lower road display areas respectively in a random ratio of 5:3 or 3:5, that is, the second preset ratio corresponding to the circling state is 5:0:3 or 3:0:5.
  • the lower display area is marked as the main attack path, and the target barrage to be displayed is allocated in the lower display area for display, that is, the second preset ratio corresponding to the crouching state is 0:0:10.
  • the attack path here refers to the display area.
  • the target bullet screen when it is determined that the target bullet screen takes the current main attack path at the time of departure (display time), the target bullet screen is marked, and when it is determined that the target bullet screen contacts the virtual image of the second anchor, the calibration value corresponding to the target bullet screen is multiplied by a preset multiple. In this way, the audience user can be motivated to actively send bullet screens to generate a greater degree of attack on the other anchor.
  • the live interactive method further includes:
  • the electronic device simultaneously displays the live broadcast interface of anchor A and the live broadcast interface of anchor B; wherein, the virtual image of anchor B (anchor B virtual person or digital person) is displayed in the live broadcast interface of anchor A, and the virtual image of anchor A (anchor A virtual person or digital person) is displayed in the live broadcast interface of anchor B, and supports displaying a first collision animation effect when the target barrage of anchor A is at a first preset distance from the virtual image of anchor B; supports displaying a second collision animation effect when the target barrage of anchor B is at a first preset distance from the virtual image of anchor A; wherein the first collision animation effect and the second collision animation effect may be the same or different.
  • the live broadcast screen includes three display areas: the top lane, the middle lane, and the bottom lane.
  • the top lane display area corresponds to the head of the virtual image
  • the middle lane display area corresponds to the body of the virtual image
  • the bottom lane display area corresponds to the legs
  • the live interactive method further includes:
  • the calibration value of each target bullet screen displayed in the target display area during the first action state is set to a preset value; wherein the calibration value is used to reflect the degree of attack of the target bullet screen to the second anchor.
  • the movements of the second anchor are captured in real time by a camera of the electronic device, and the movement state of the second anchor's virtual image in the live broadcast room is controlled based on the real-time movements of the second anchor, so that the virtual image of the second anchor is consistent with the real-time movements of the second anchor.
  • a damage avoidance rule is obtained, which may specifically include: if the action state of the second anchor's virtual image is a jumping state, then avoid the damage of the barrage displayed in the lower lane during a jumping period, that is, set the calibration value of the barrage displayed in the lower lane during the jumping state to 0; if the action state of the second anchor's virtual image is a squatting state, then avoid the damage of the barrage displayed in the upper lane during a squatting period, that is, set the calibration value of the barrage displayed in the upper lane during the squatting state to 0; if the action state of the second anchor's virtual image is a squatting and circling state, then avoid the damage of the barrage displayed in the middle lane during a circling period, that is, set the calibration value of the barrage
  • the audience can interact with the anchor through barrage, increase the enthusiasm of user participation, and improve the liveliness of the live broadcast room.
  • the live interactive method further includes:
  • a score value of the second anchor in the live broadcast activity is determined according to the calibration value and the initial score of the second anchor.
  • the barrage used to support the first anchor will cause an attack on the second anchor, affecting the second anchor's PK activity score; similarly, the barrage used to support the second anchor will cause an attack on the first anchor, affecting the first anchor's PK activity score.
  • Different display areas have different support levels, that is, different display areas have different attack levels.
  • the attack level displayed in the upper display area is greater than that displayed in the middle display area.
  • the attack degree displayed in the middle display area is greater than the attack degree displayed in the lower display area.
  • the difference between the initial score of the second anchor and the calibration value can be used as the score of the second anchor in the live broadcast activity.
  • the initial scores of the first anchor and the second anchor are 100
  • the sum of the calibration values corresponding to the N target bullet screens is determined to be 60
  • the sum of the calibration values of at least one bullet screen is determined to be 70
  • audience users who do not have the conditions to send gifts can support their own anchors by sending bullet comments.
  • the calibration value corresponding to each target bullet comment is determined.
  • the score value of the second anchor in the live broadcast activity is determined. In this way, audience users can participate in the live broadcast PK by sending bullet comments, which enhances the user's sense of participation and the atmosphere of the live broadcast PK.
  • determining the calibration value corresponding to each target bullet screen according to the target display area corresponding to each target bullet screen includes:
  • the product of the target ratio value and the initial calibration value of the target bullet screen is determined as the calibration value corresponding to each target bullet screen.
  • the live interactive method further includes:
  • An initial calibration value of the target barrage is determined according to the user level of the audience user.
  • the level corresponding to each bullet comment is the user level, which is related to the user's activity, browsing volume, purchase status, etc.
  • the user level may be used as the initial calibration value, or the product of the user level and the weight may be used as the initial calibration value. In this way, users with higher user levels have higher barrage attack levels.
  • the live interactive method further includes:
  • a target operation is performed according to the gift type of the gift, wherein the target operation includes one of the following:
  • the calibration value of the target bullet screen sent by the audience user of the second anchor within the first preset time period is set to 0;
  • the calibration value of the target barrage sent by the audience user of the second anchor within the second preset time period is used to reflect the degree of attack on the second anchor.
  • setting the calibration value of the preset size to 0 can be understood as the calibration value of resisting the target barrage of the preset size sent by the audience user of the second anchor;
  • setting the calibration value of the target barrage sent by the audience user of the second anchor within the first preset time length to 0 can be understood as the calibration value of resisting the target barrage sent by the audience user of the second anchor within the first preset time length;
  • the calibration value of the target barrage sent by the audience user of the second anchor within the second preset time length is used to reflect the degree of attack on the second anchor, which can be understood as the calibration value of the target barrage sent by the audience user of the second anchor within the second preset time length is used to react to the second anchor.
  • the electronic device when the electronic device detects that the audience user sends a gift to the anchor, it will analyze the gift sent by the audience user and obtain the gift type and gift usage instructions of the gift.
  • the gift type and gift usage instructions are stored in a preset gift list, so that the anchor can view the gift type and gift usage instructions from the gift list.
  • the target instructions for using the gift include: preset actions, preset voices, preset text content, preset expressions, etc.
  • the target operation is performed according to the gift type of the gift.
  • the target operation corresponding to the gift type of the gift is triggered.
  • the corresponding target operation is: add armor to the host's digital human and resist attacks of a certain calibration value.
  • the corresponding target operation is: add a golden light effect to the anchor's digital human and the PK value (the score value of the PK activity) will not be attacked within the specified time.
  • the corresponding target operation is: rebound the calibrated value attack received by the digital human to the other anchor, so that the PK value of the other anchor is reduced.
  • the embodiment of the present application also provides a live interactive device. See Figure 3, which is a structural diagram of the live interactive device provided in the embodiment of the present application. Since the principle of solving the problem by the live interactive device is similar to the live interactive device method in the embodiment of the present application, the implementation of the live interactive device can refer to the implementation of the method, and the repeated parts will not be repeated.
  • the live interactive device 300 includes:
  • the first receiving module 301 is used to receive N target comments from audience users to support the first anchor, where N is a positive integer;
  • the first display module 302 is used to display at least one target according to the barrage threshold or the real-time action of the second anchor.
  • the N target bullet comments are displayed in the target display area; wherein the target bullet comments displayed in the target display area interact with the second anchor; and the bullet comment threshold is related to the number of people in the live broadcast room of the second anchor.
  • the first display module 302 includes:
  • a first display submodule configured to divide the N target bullet screens into at least one group according to the bullet screen threshold
  • a second display submodule configured to determine a target display area corresponding to each group of target bullet screens according to a corresponding relationship between a display area and a bullet screen threshold interval;
  • the third display submodule is used to display a group of the target bullet comments in each of the target display areas.
  • the first display module 302 includes:
  • the fourth display submodule is used for distributing the N target bullet comments in at least one of the target display areas for display according to a first preset ratio if the second anchor does not make an evasive action within the first time; wherein the first time is the time for acquiring the target bullet comments;
  • the above device 300 further includes:
  • a second display module configured to display the virtual image of the second anchor in the at least one target display area
  • the third display module is used to display a first animation effect when the target barrage is at a first preset distance from the virtual image of the second anchor.
  • a fourth display module is used to obtain a first action state of the virtual image of the second anchor; wherein the first action state is obtained according to the real-time action mapping of the second anchor;
  • the above device 300 further includes:
  • a seventh display module used to determine a calibration value corresponding to each target barrage according to the target display area corresponding to each target barrage, wherein the calibration value is used to reflect the degree of attack of the target barrage to the second anchor;
  • An eighth display module is used to determine the score value of the second anchor in the live broadcast activity according to the calibration value and the initial score of the second anchor.
  • the seventh display module is specifically used to:
  • the product of the target ratio value and the initial calibration value of the target bullet screen is determined as the value corresponding to each target bullet screen.
  • the above device 300 further includes:
  • a first acquisition module used to acquire gifts sent by the audience user to the first anchor
  • a response module is used for, upon receiving a target instruction from the first anchor to use the gift, responding to the target instruction and performing a target operation according to the gift type of the gift, wherein the target operation includes one of the following:
  • the calibration value of the target bullet screen sent by the audience user of the second anchor within the first preset time period is set to 0;
  • the above device 300 further includes:
  • the second acquisition module is used to obtain the number of people in the live broadcast room and the live broadcast duration of the second anchor at a first time; the first time is the time when the target barrage is received;
  • the first determination module is used to determine the barrage threshold according to the number of people in the live broadcast room and the live broadcast duration.
  • the first determining module includes:
  • the first determination submodule is used to determine the barrage threshold value according to the ratio of the number of people in the live broadcast room to the live broadcast time.
  • the device 300 provided in the embodiment of the present application can execute the above method embodiment, and its implementation principle and technical effect are similar, which will not be repeated in this embodiment.
  • the electronic device of an embodiment of the present application includes: a processor 400; and a memory 420 connected to the processor 400 through a bus interface, the memory 420 is used to store programs and data used by the processor 400 when performing operations, and the processor 400 calls and executes the programs and data stored in the memory 420.
  • the transceiver 410 is connected to the bus interface and is used to receive and send data under the control of the processor 400; the processor 400 is used to read the program in the memory 420 and execute the following process:
  • the transceiver 410 is configured to receive and send data under the control of the processor 400 .
  • the bus architecture may include any number of interconnected buses and bridges, specifically one or more processors represented by processor 400 and various circuits of memory represented by memory 420 are linked together.
  • the bus architecture may also link together various other circuits such as peripherals, voltage regulators, and power management circuits, which are well known in the art and are therefore not further described herein.
  • the bus interface provides an interface.
  • the transceiver 410 may be a plurality of components, namely, a transmitter and a transceiver, providing a unit for communicating with various other devices on a transmission medium.
  • the processor 400 is responsible for managing the bus architecture and general processing, and the memory 420 may store the processor 400 during execution. The data used when performing the operation.
  • the processor 400 is responsible for managing the bus architecture and general processing, and the memory 420 can store data used by the processor 400 when performing operations.
  • the processor 400 is specifically configured to read the computer program and execute the following steps:
  • the N target barrages are divided into at least one group
  • a group of the target bullet screens are displayed in each of the target display areas.
  • the processor 400 is specifically configured to read the computer program and execute the following steps:
  • the N target bullet comments are distributed in at least one of the target display areas for display according to a first preset ratio; wherein the first time is the time for obtaining the target bullet comments;
  • the processor 400 is specifically configured to read the computer program and execute the following steps:
  • the processor 400 is specifically configured to read the computer program and execute the following steps:
  • the calibration value of each target bullet screen displayed in the target display area during the first action state is set to a preset value; wherein the calibration value is used to reflect the offensiveness of the target bullet screen to the second anchor.
  • the processor 400 is specifically used to read the computer program and execute the following steps:
  • the product of the target ratio value and the initial calibration value of the target bullet screen is determined as the calibration value corresponding to each target bullet screen.
  • the processor 400 is further configured to read the computer program and execute the following steps:
  • a target operation is performed according to the gift type of the gift, wherein the target operation includes one of the following:
  • the calibration value of the target bullet screen sent by the audience user of the second anchor within the first preset time period is set to 0;
  • the calibration value of the target barrage sent by the audience user of the second anchor within the second preset time period is used to reflect the degree of attack on the second anchor.
  • processor 400 is further configured to read the computer program and execute the following steps:
  • the first time is the time when the target barrage is received
  • the barrage threshold is determined according to the number of people in the live broadcast room and the live broadcast duration.
  • processor 400 is further configured to read the computer program and execute the following steps:
  • the barrage threshold is determined according to the ratio of the number of people in the live broadcast room to the live broadcast duration.
  • the electronic device provided in the embodiment of the present application can execute the above method embodiment, and its implementation principle and technical effect are similar, which will not be repeated in this embodiment.
  • the computer-readable storage medium of the embodiment of the present application is used to store a computer program, and the computer program can be executed by a processor to implement the live interactive method as described above.
  • the disclosed methods and devices can be implemented in other ways.
  • the device embodiments described above are only schematic.
  • the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed.
  • Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may be physically included separately, or two or more units may be integrated into one unit.
  • the above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.
  • the above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium.
  • the above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to execute some steps of the sending and receiving method described in each embodiment of the present application.
  • the aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (Read-Only Memory, referred to as ROM), random access memory (Random Access Memory, referred to as RAM), disk or optical disk and other media that can store program codes.

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Abstract

提供了一种直播互动方法、装置及电子设备,涉及计算机技术领域,该方法包括:接收观众用户用于支持第一主播的N条目标弹幕,N属于正整数(101);根据弹幕阈值或第二主播的实时动作,在至少一个目标显示区域中显示所述N条目标弹幕;其中,显示在所述目标显示区域中的所述目标弹幕与所述第二主播存在互动;所述弹幕阈值与所述第二主播的直播间人数有关(102)。

Description

一种直播互动方法、装置及电子设备
相关申请的交叉引用
本申请主张在2023年07月06日提交的中国专利申请No.202310825951.1的优先权,其全部内容通过引用包含于此。
技术领域
本申请涉及计算机技术领域,尤其涉及一种直播互动方法、装置及电子设备。
背景技术
主播PK(对决/对抗)是一个主播在直播时,可以对另一个直播间的主播发起挑战。一旦挑战接受,两个直播间的主播就开始进行连麦互动,直播界面一分为二,同时显示两个主播的画面,两方粉丝也会进入到同一个直播间中。
直播主播打PK时,用户可以用刷礼物的方式支持自己的主播,当PK限制时间到时,收到礼物价值总量多的主播获胜。
在目前的主播PK中,没有条件刷礼物的用户参与感很低,不利于激发粉丝用户参与直播PK的积极性。
发明内容
本申请实施例提供一种直播互动方法、装置及电子设备,以解决相关技术的直播PK过程中,没有条件刷礼物的用户参与感很低,不利于激发粉丝用户参与直播对PK的积极性的问题。
第一方面,本申请实施例提供了一种直播互动方法,包括:
接收观众用户用于支持第一主播的N条目标弹幕,N属于正整数;
根据弹幕阈值或第二主播的实时动作,在至少一个目标显示区域中显示所述N条目标弹幕;其中,显示在所述目标显示区域中的所述目标弹幕与所述第二主播存在互动;所述弹幕阈值与所述第二主播的直播间人数有关。
可选地,所述根据弹幕阈值,在至少一个目标显示区域中显示所述N条目标弹幕,包括:
根据所述弹幕阈值,将所述N条目标弹幕划分为至少一组;
根据显示区域与弹幕阈值区间之间的对应关系,确定每组所述目标弹幕对应的一个所述目标显示区域;
在每个所述目标显示区域中显示一组所述目标弹幕。
可选地,根据所述第二主播的实时动作,在至少一个显示区域中显示所述N条目标弹幕,包括:
若所述第二主播在第一时间内未作出闪避动作,则按照第一预设比例,将所述N条目标弹幕分配在至少一个所述目标显示区域中进行显示;其中,所述第一时间为获取所述目标弹幕的时间;
若所述第二主播在所述第一时间内已作出闪避动作,则根据动作类型与预设比例值的对应关系,确定所述闪避动作对应的第二预设比例值;并根据所述第二预设比例值,将所述N条目标弹幕分配在至少一个所述目标显示区域中进行显示。
可选地,上述直播互动方法还包括:
在所述至少一个目标显示区域中显示所述第二主播的虚拟形象;
在所述目标弹幕与所述第二主播的虚拟形象相距第一预设距离时,显示第一动画效果。
可选地,上述直播互动方法还包括:
获取所述第二主播的虚拟形象的第一动作状态;其中,所述第一动作状态是根据所述第二主播的实时动作映射得到的;
根据动作状态与显示区域的对应关系,确定所述第一动作状态对应的所述目标显示区域;
将所述第一动作状态期间内,所述目标显示区域内显示的每条所述目标弹幕的标定值置为预设值;其中,所述标定值用于反应所述目标弹幕对所述第二主播的攻击度。
可选地,上述直播互动方法还包括:
根据每条所述目标弹幕对应的所述目标显示区域,确定每条所述目标弹幕对应的标定值,所述标定值用于反应所述目标弹幕对第二主播的攻击度;
根据所述标定值和所述第二主播的初始分值,确定所述第二主播在直播活动中的得分值。
可选地,所述根据每条所述目标弹幕对应的所述目标显示区域,确定每条所述目标弹幕对应的标定值,包括:
根据显示区域与预设比例值的对应关系,确定每条所述目标弹幕的所述目标显示区域对应的目标比例值;
将所述目标比例值与所述目标弹幕的初始标定值之积,确定为每条所述目标弹幕对应的标定值。
可选地,上述直播互动方法还包括:
获取观众用户向第一主播发送的礼物;
在接收到所述第一主播使用所述礼物的目标指令的情况下,响应于所述目标指令,根据所述礼物的礼物类型,执行目标操作:其中,所述目标操作包括以下其中之一:
将预设大小的所述标定值置为0;
将所述第二主播的观众用户在第一预设时长内发送的所述目标弹幕的标定值置为0;
将所述第二主播的观众用户在第二预设时长内发送的所述目标弹幕的标定值,用于反应对所述第二主播的攻击度。
可选地,上述直播互动方法还包括:
获取所述第二主播在第一时间的直播间人数和已直播时长;所述第一时间为接收到所述目标弹幕的时间;
根据所述直播间人数和所述已直播时长,确定所述弹幕阈值。
可选地,所述根据所述直播间人数和所述已直播时长,确定所述弹幕阈值,包括:
根据所述直播间人数与所述已直播时长的比值,确定所述弹幕阈值。
第二方面,本申请实施例还提供一种直播互动装置,包括:
第一接收模块,用于接收观众用户用于支持第一主播的N条目标弹幕,N属于正整数;
第一显示模块,用于根据弹幕阈值或第二主播的实时动作,在至少一个目标显示区域中显示所述N条目标弹幕;其中,显示在所述目标显示区域中的所述目标弹幕与所述第二主播存在互动;所述弹幕阈值与所述第二主播的直播间人数有关。
第三方面,本申请实施例还提供一种电子设备,包括:收发机、存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序;所述处理器,用于读取存储器中的程序实现如上所述的直播互动方法中的步骤。
第四方面,本申请实施例还提供一种计算机可读存储介质,所述计算机可读存储介质上存储计算机程序,所述计算机程序被处理器执行时实现如上所述的直播互动方法中的步骤。
在本申请实施例中,通过接收观众用户用于支持第一主播的N条目标弹幕,N属于正整数;根据弹幕阈值或第二主播的实时动作,在至少一个目标显示区域中显示所述N条目标弹幕;其中,显示在所述目标显示区域中的所述目标弹幕与所述第二主播存在互动;所述弹幕阈值与所述第二主播的直播间人数有关。如此,没有条件刷礼物的观众用户可通过发送弹幕的方式支持自己的主播,提升用户的参与感和直播PK的氛围感。
附图说明
为了更清楚地说明本申请实施例的技术方案,下面将对本申请实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动性的前提下,还可以根据这些附图获得其他的附图。
图1是本申请实施例提供的直播互动方法的流程图;
图2是本申请实施例提供的直播互动界面的示意图;
图3是本申请实施例提供的直播互动装置的结构图;
图4是本申请实施例提供的电子设备的硬件结构示意图。
具体实施方式
下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。
参见图1,图1是本申请实施例提供的直播互动方法的流程图,如图1所示,包括以下步骤:
步骤101,接收观众用户用于支持第一主播的N条目标弹幕,N属于正整数。
示例性地,主播甲和主播乙在直播PK(对决)时,观众用户的电子设备的显示界面包括主播甲的直播画面和主播乙的直播画面,其中支持主播甲的弹幕显示在主播甲的直播画面中,支持主播乙的弹幕显示在主播乙的直播画面中。
步骤102,根据弹幕阈值或第二主播的实时动作,在至少一个目标显示区域中显示所述N条目标弹幕;其中,显示在所述目标显示区域中的所述目标弹幕与所述第二主播存在互动;所述弹幕阈值与所述第二主播的直播间人数有关。
示例性地,如图2中,主播甲和主播乙的直播画面中分别包括上路、中路和下路三个显示区域,在接收到支持主播甲的N条目标弹幕后,根据弹幕阈值或主播乙的实时动作,在主播甲的三个显示区域中选择至少一个目标显示区域,用于显示支持主播甲的N条目标弹幕,其中,在主播甲的至少一个目标显示区域中显示的N条目标弹幕与主播乙进行互动。
示例性地,如图2中,主播甲和主播乙的直播画面中均包括上路、中路和下路三个显示区域;其中,主播甲的直播间内的观众用户所发送的弹幕,在主播甲的直播画面中由左侧向右侧沿着直线移动显示,主播乙的直播间内的观众用户所发送的弹幕,在主播乙的直播画面中由右侧向左侧沿着直线移动显示。
上述实施例中,在一种方案中,由于支持第一主播的N条目标弹幕对应的至少一个目标显示区域是根据弹幕阈值确定的,而弹幕阈值与第二主播的直播间人数有关,如此,支持第一主播的目标弹幕与第二主播的直播间人数产生动态关联,能够提高支持第一主播的观众用户的参与积极性,同时也能促进第二主播的直播间人数增长,实现提升用户的参与感和直播PK的氛围感。在另一种方案中,支持第一主播的N条目标弹幕对应的至少一个目标显示区域是根据第二主播的实时动作确定的,如此,支持第一主播的目标弹幕与第二主播的实时动作产生关联,支持第一主播的目标弹幕能够促使第二主播动起来,同时也能激发观众用户发送弹幕的参与积极性,提升用户的参与感和直播PK的氛围感。
具体地,下面对上述步骤102中包括的两种方案进行介绍:
方案一:根据弹幕阈值,在至少一个目标显示区域中显示所述N条目标弹幕,具体可以包括:
根据所述弹幕阈值,将所述N条目标弹幕划分为至少一组;
根据显示区域与弹幕阈值区间之间的对应关系,确定每组所述目标弹幕对应的一个所述目标显示区域;
在每个所述目标显示区域中显示一组所述目标弹幕。
示例性地,假设弹幕阈值为K,且图2中所示的上路、中路和下路三个显示区域是根据弹幕阈值划分的,将N条目标弹幕按照发送的先后顺序进行排序,其中第1个弹幕至第K个弹幕对应下路,第K+1个弹幕至第2K个弹幕对应中路,第2K个弹幕之后的弹幕对应上路。如此,若N小于或等于K,则确定N条目标弹幕作为一组,且对应的目标显示区域为下路;若N大于K且小于2K,则系统确定发送时间靠前的K个弹幕对应的显示区域为下路,第K+1个弹幕至第N个弹幕对应的目标显示区域为中路;同理,若N大于2K,则系统确定发送时间靠前的K个弹幕对应的目标显示区域为下路,第K+1个弹幕至第N个弹幕对应的显示区域为中路,第2K个弹幕之后的弹幕对应的目标显示区域为上路。
在一实施例中,上述直播互动方法还包括:
获取所述第二主播在第一时间的直播间人数和已直播时长;所述第一时间为接收到所述目标弹幕的时间;
根据所述直播间人数和所述已直播时长,确定所述弹幕阈值。
示例性地,如图2所示,以主播甲的观众用户发送的用于攻击主播乙的弹幕为例,弹幕的显示可由系统控制,每隔1秒显示上一秒观众用户发送的N条目标弹幕,假设一场直播PK活动时长为60秒,系统会根据主播乙的已直播时长和上一秒的直播间人数,计算出主播甲在上一秒的弹幕阈值K。
在一实施例中,所述根据所述直播间人数和所述已直播时长,确定所述弹幕阈值,包括:
根据所述直播间人数与所述已直播时长的比值,确定所述弹幕阈值。
示例性地,弹幕阈值K=当前红色直播间人数×r/T;其中,r为比例系数常量,0<r<1,T指已直播时长,T从1开始取值。这里,假设计算第6秒的弹幕阈值,则已直播时长为6秒。
需要指出的是,针对图2所示的上、中、下三个显示区域,假设对于同一观众用户发送的弹幕,在上路显示的攻击度大于在中路显示的攻击度,在中路显示的攻击度大于在下路显示的攻击度。若系统确定发送时间靠前的K个弹幕走下路,第K+1个弹幕至第2K个弹幕走中路,第2K+1及之后的弹幕走上路。那么,本申请实施例通过设置弹幕阈值K与直播间的热度(直播间的人数反应直播间的热度)和已直播时长相关,能够实现弹幕阈值K是随着直播时间越长值越小的,这样会形成刚开始直播PK时弹幕大多会走下路,下路的攻击度最低,则对对方主播造成的伤害小;而随着PK的深入(直播时长增加)K逐渐减小,观众用户发送的弹幕将逐渐走向中路和上路,中路和上路的攻击度较高,对对 方主播造成的伤害更高。这样,会激励观众用户更多的发射弹幕,使得PK氛围逐渐热烈。
在一实施例中,上述步骤102中,根据第二主播的实时动作,在至少一个显示区域中显示所述N条目标弹幕,包括:
若所述第二主播在第一时间内未作出闪避动作,则按照第一预设比例,将所述N条目标弹幕分配在至少一个所述目标显示区域中进行显示;其中,所述第一时间为获取所述目标弹幕的时间;
若所述第二主播在所述第一时间内已作出闪避动作,则根据动作类型与预设比例值的对应关系,确定所述闪避动作对应的第二预设比例值;并根据所述第二预设比例值,将所述N条目标弹幕分配在至少一个所述目标显示区域中进行显示。
示例性地,如图2中,显示路径包括上、中、下三路显示区域,且第一主播的直播画面中显示有第二主播的虚拟形象(如数字人),且虚拟形象的头部对应上路、虚拟形象的身体对应中路显示区域、虚拟形象的腿部对应下路显示区域。通过系统捕捉在目标弹幕发出时刻下的第二主播的运动状态,如果第二主播没有做出闪避动作,那么系统会以2:3:5的比例分配待显示的目标弹幕到上、中、下三路显示区域,即这里,第一预设比例为2:3:5;如果主播处于跳起状态,那么上路被系统标记为弹幕主要进攻路径,当前待显示的弹幕分配在上路显示区域中进行显示,即跳起状态对应的第二预设比例为10:0:0;如果主播处于转圈状态,那么上路和下路显示区域被系统标记为主要进攻路径,当前待显示的弹幕会以5:3或3:5随机二选一的比例,分成两拨分别显示在上路和下路显示区域中,即转圈状态对应的第二预设比例为5:0:3或者,3:0:5。如果主播处于蹲下状态,则下路显示区域被标记为主要进攻路径,当前待显示的目标弹幕分配在下路显示区域中进行显示,即下蹲状态对应的第二预设比例为0:0:10。其中,这里的进攻路径指的是显示区域。
可选地,在确定目标弹幕出发时刻(显示时刻)走的是当前的主要进攻路径,则标记所述目标弹幕,在确定目标弹幕与第二主播的虚拟形象接触时,将目标弹幕对应的标定值乘以预设倍数。如此,能够激发观众用户积极发送弹幕,以对对方主播产生更大的攻击度。
在一实施例中,上述直播互动方法还包括:
在所述至少一个目标显示区域中显示所述第二主播的虚拟形象;
在所述目标弹幕与所述第二主播的虚拟形象相距第一预设距离时,显示第一动画效果。
示例性地,如图2中,电子设备同时显示主播甲的直播界面和主播乙的直播界面;其中,在主播甲的直播界面中显示有主播乙的虚拟形象(主播乙虚拟人或数字人),在主播乙的直播界面中显示有主播甲的虚拟形象(主播甲虚拟人或数字人),支持主播甲的目标弹幕与主播乙的虚拟形象相距第一预设距离时,显示第一撞击动画效果;支持主播乙的目标弹幕与主播甲的虚拟形象相距第一预设距离时,显示第二撞击动画效果;其中,第一撞击动画效果与第二撞击动画效果可以相同或不同。
示例性地,如图2中,直播画面包括上路、中路、下路三个显示区域,上路显示区域对应虚拟形象的头部,中路显示区域对应虚拟形象的身体,下路显示区域对应虚拟形象的 腿部,那么,在上路显示区域中显示的弹幕在移动到与虚拟形象头部相距预设距离时,会显示第一撞击动画,在中路显示区域中显示的弹幕在移动到与虚拟形象身体相距预设距离时,会显示第二撞击动画,在下路显示区域中显示的弹幕在移动到与虚拟形象腿部相距预设距离时,会显示第三撞击动画。其中,第一撞击动画、第二撞击动画和第三撞击动画可以相同也可以不同,如撞击强度依次递减等。
在一实施例中,上述直播互动方法还包括:
获取所述第二主播的虚拟形象的第一动作状态;其中,所述第一动作状态是根据所述第二主播的实时动作映射得到的;
根据动作状态与显示区域的对应关系,确定所述第一动作状态对应的所述目标显示区域;
将所述第一动作状态期间内,所述目标显示区域内显示的每条所述目标弹幕的标定值置为预设值;其中,所述标定值用于反应所述目标弹幕对所述第二主播的攻击度。
可选地,通过电子设备的摄像头实时捕捉第二主播的动作,基于第二主播的实时动作控制直播间第二主播的虚拟形象的动作状态,使得第二主播的虚拟形象与第二主播的实时动作一致。进一步地,通过对第二主播的虚拟形象的动作进行分析,确定第二主播的虚拟形象的动作状态,根据第二主播的虚拟形象的动作状态,获取伤害躲避规则,具体可以包括:若第二主播的虚拟形象的动作状态为跳起状态,则躲避一次跳起期间内下路显示的弹幕的伤害,即将处于跳起状态期间的下路显示的弹幕的标定值置为0;若第二主播的虚拟形象的动作状态为下蹲状态,则躲避一次下蹲期间内上路显示的弹幕的伤害,即将处于下蹲状态期间的上路显示的弹幕的标定值置为0;若第二主播的虚拟形象的动作状态为下蹲且转圈状态,则躲避一次转圈期间内中路显示的弹幕的伤害,即将处于下蹲且转圈状态期间的中路显示的弹幕的标定值置为0。
通过上述实施例,能够使观众用于通过弹幕与主播进行互动,提供用户参与的积极性,提升直播间的活跃度。
在一实施例中,上述直播互动方法还包括:
根据每条所述目标弹幕对应的所述目标显示区域,确定每条所述目标弹幕对应的标定值,所述标定值用于反应所述目标弹幕对第二主播的攻击度;
根据所述标定值和所述第二主播的初始分值,确定所述第二主播在直播活动中的得分值。
需要指出的是,用于支持第一主播的弹幕,将对第二主播产生攻击度,影响第二主播的PK活动得分值;同理,用于支持第二主播的弹幕,将对第一主播产生攻击度,影响第一主播的PK活动得分值。
其中,不同的显示区域对应的支持度等级不同,也即每不同的显示区域对应的攻击度等级也不同。示例性地,作为一种可选方式,针对图2所示上中下三个显示区域,对于同一观众用户发送的弹幕,在上路显示区域中显示的攻击度大于在中路显示区域中显示的攻 击度,在中路显示区域中显示的攻击度大于在下路显示区域中显示的攻击度。
作为一种可选方式,可将第二主播的初始分值与标定值之差,作为第二主播在直播活动中的得分值。
例如,假设第一主播和第二主播初始分值为100,根据用于支持第一主播的N条目标弹幕对应的目标显示区域,确定N条目标弹幕对应的标定值之和为60,那么在观众用户发送支持第一主播的N条目标弹幕后,第二主播的得分值变为100-60=40分。同理,根据用于支持第二主播的至少一条弹幕的目标显示区域,确定至少一个弹幕的标定值之和为70,那么在用户发送支持第二主播的至少一个弹幕后,第一主播的得分值变为100-70=30分。最终,若哪个主播分数先扣光为0分,则判定哪个主播PK失败,或者当PK时间到时,主播剩余分数少的一方判定为PK失败。
上述实施例中,没有条件刷礼物的观众用户可通过发送弹幕支持自己的主播,根据用于支持第一主播的每条目标弹幕对应的所述目标显示区域,确定每条所述目标弹幕对应的标定值,根据所述标定值和第二主播的初始分值,确定所述第二主播在直播活动中的得分值。如此,能够使观众用户通过发送弹幕的方式参与直播PK,提升用户的参与感和直播PK的氛围感。
在一实施例中,所述根据每条所述目标弹幕对应的所述目标显示区域,确定每条所述目标弹幕对应的标定值,包括:
根据显示区域与预设比例值的对应关系,确定每条所述目标弹幕的所述目标显示区域对应的目标比例值;
将所述目标比例值与所述目标弹幕的初始标定值之积,确定为每条所述目标弹幕对应的标定值。
示例性地,如图2中,显示路径包括上路、中路和下路三个显示区域,若预设上路显示区域对应2倍,中路显示区域对应1倍,下路显示区域对应0.5倍,则在上路显示区域中显示的目标弹幕,其标定值=初始标定值×2;在中路显示区域中显示的目标弹幕,其标定值=初始标定值×1;在下路显示区域中显示的目标弹幕,其标定值-初始标定值×0.5。
可选地,上述直播互动方法还包括:
根据所述观众用户的用户等级,确定所述目标弹幕的初始标定值。
其中,如图2中,每条弹幕后面对应标识的等级即为用户等级,用户等级与用户的活跃度、浏览量、购买情况等有关。
可选地,可能用户等级作为初始标定值,或者将用户等级与权重的乘积作为初始标定值。这样,用户等级越高的用户其发生的弹幕攻击度更高。
在一实施例中,上述直播互动方法还包括:
获取观众用户向第一主播发送的礼物;
在接收到所述第一主播使用所述礼物的目标指令的情况下,响应于所述目标指令,根据所述礼物的礼物类型,执行目标操作:其中,所述目标操作包括以下其中之一:
将预设大小的所述标定值置为0;
将所述第二主播的观众用户在第一预设时长内发送的所述目标弹幕的标定值置为0;
将所述第二主播的观众用户在第二预设时长内发送的所述目标弹幕的标定值,用于反应对所述第二主播的攻击度。
需要解释的是,将预设大小的所述标定值置为0,可以理解为抵御第二主播的观众用户发送的预设量大小的目标弹幕的标定值;将所述第二主播的观众用户在第一预设时长内发送的所述目标弹幕的标定值置为0,可以理解为抵御第二主播的观众用户在第一预设时长内发送的目标弹幕的标定值;将所述第二主播的观众用户在第二预设时长内发送的所述目标弹幕的标定值,用于反应对所述第二主播的攻击度,可以理解为将第二主播的观众用户在第二预设时长内发送的目标弹幕的标定值,反作用于所述第二主播。
具体实现时,电子设备在检测观众用户向主播发送礼物时,会对观众用户发送的礼物进行分析,获取礼物的礼物类型和礼物使用指令。可选地,在展示礼物的同时将礼物类型和礼物使用指令存储至预设的礼物列表,这样,主播可从礼物列表查看礼物类型和礼物使用指令。具体地,使用礼物的目标指令包括:预设动作、预设语音、预设文字内容、预设表情等。
具体地,在通过对主播的动作或语音进行检测及分析,在检测到主播的动作或语音为使用礼物的目标指令时,根据礼物的礼物类型,执行目标操作。
例如,当礼物使用指令为“今天天气不错”时,在监测到主播发出的语音中包含“今天天气不错”的内容时,触发该礼物的礼物类型对应的目标操作。
例如,当礼物类型为防护铠甲时,对应的目标操作为:给主播的数字人添加铠甲且抵御一定标定值的攻击。
例如,当礼物类型为无敌时,对应的目标操作为:给主播的数字人添加金光效果且在指定时间内PK值(PK活动的得分值)不受到攻击。
例如,当礼物类型为反弹攻击时,对应的目标操作为:将自身数字人受到的标定值攻击,反弹给对方主播,使对方主播的PK值减少。
通过上述实施例,不仅能够使没有条件刷礼物的用户通过发送弹幕的形式参与直播PK,提升用户的参与感,还能够激发观众用户发送礼物的积极性,提高直播PK的收益,使得直播PK的氛围逐渐热烈。
本申请实施例还提供了一种直播互动装置。参见图3,图3是本申请实施例提供的直播互动装置的结构图。由于直播互动装置解决问题的原理与本申请实施例中直播互动装置方法相似,因此该直播互动装置的实施可以参见方法的实施,重复之处不再赘述。
如图3所示,直播互动装置300,包括:
第一接收模块301,用于接收观众用户用于支持第一主播的N条目标弹幕,N属于正整数;
第一显示模块302,用于根据弹幕阈值或第二主播的实时动作,在至少一个目标显示 区域中显示所述N条目标弹幕;其中,显示在所述目标显示区域中的所述目标弹幕与所述第二主播存在互动;所述弹幕阈值与所述第二主播的直播间人数有关。
可选地,第一显示模块302,包括:
第一显示子模块,用于根据所述弹幕阈值,将所述N条目标弹幕划分为至少一组;
第二显示子模块,用于根据显示区域与弹幕阈值区间之间的对应关系,确定每组所述目标弹幕对应的一个所述目标显示区域;
第三显示子模块,用于在每个所述目标显示区域中显示一组所述目标弹幕。
可选地,第一显示模块302,包括:
第四显示子模块,用于若所述第二主播在第一时间内未作出闪避动作,则按照第一预设比例,将所述N条目标弹幕分配在至少一个所述目标显示区域中进行显示;其中,所述第一时间为获取所述目标弹幕的时间;
第五显示子模块,用于若所述第二主播在所述第一时间内已作出闪避动作,则根据动作类型与预设比例值的对应关系,确定所述闪避动作对应的第二预设比例值;并根据所述第二预设比例值,将所述N条目标弹幕分配在至少一个所述目标显示区域中进行显示。
可选地,上述装置300还包括:
第二显示模块,用于在所述至少一个目标显示区域中显示所述第二主播的虚拟形象;
第三显示模块,用于在所述目标弹幕与所述第二主播的虚拟形象相距第一预设距离时,显示第一动画效果。
可选地,上述装置300还包括:
第四显示模块,用于获取所述第二主播的虚拟形象的第一动作状态;其中,所述第一动作状态是根据所述第二主播的实时动作映射得到的;
第五显示模块,用于根据动作状态与显示区域的对应关系,确定所述第一动作状态对应的所述目标显示区域;
第六显示模块,用于将所述第一动作状态期间内,所述目标显示区域内显示的每条所述目标弹幕的标定值置为预设值;其中,所述标定值用于反应所述目标弹幕对所述第二主播的攻击度。
可选地,上述装置300还包括:
第七显示模块,用于根据每条所述目标弹幕对应的所述目标显示区域,确定每条所述目标弹幕对应的标定值,所述标定值用于反应所述目标弹幕对第二主播的攻击度;
第八显示模块,用于根据所述标定值和所述第二主播的初始分值,确定所述第二主播在直播活动中的得分值。
可选地,第七显示模块,具体用于:
根据显示区域与预设比例值的对应关系,确定每条所述目标弹幕的所述目标显示区域对应的目标比例值;
将所述目标比例值与所述目标弹幕的初始标定值之积,确定为每条所述目标弹幕对应 的标定值。
可选地,上述装置300还包括:
第一获取模块,用于获取观众用户向第一主播发送的礼物;
响应模块,用于在接收到所述第一主播使用所述礼物的目标指令的情况下,响应于所述目标指令,根据所述礼物的礼物类型,执行目标操作:其中,所述目标操作包括以下其中之一:
将预设大小的所述标定值置为0;
将所述第二主播的观众用户在第一预设时长内发送的所述目标弹幕的标定值置为0;
将所述第二主播的观众用户在第二预设时长内发送的所述目标弹幕的标定值,用于反应对所述第二主播的攻击度。
可选地,上述装置300还包括:
第二获取模块,用于获取所述第二主播在第一时间的直播间人数和已直播时长;所述第一时间为接收到所述目标弹幕的时间;
第一确定模块,用于根据所述直播间人数和所述已直播时长,确定所述弹幕阈值。
可选地,第一确定模块,包括:
第一确定子模块,用于根据所述直播间人数与所述已直播时长的比值,确定所述弹幕阈值。
本申请实施例提供的装置300,可以执行上述方法实施例,其实现原理和技术效果类似,本实施例此处不再赘述。
如图4所示,本申请实施例的电子设备,包括:处理器400;以及通过总线接口与所述处理器400相连接的存储器420,所述存储器420用于存储所述处理器400在执行操作时所使用的程序和数据,处理器400调用并执行所述存储器420中所存储的程序和数据。
其中,收发机410与总线接口连接,用于在处理器400的控制下接收和发送数据;处理器400,用于读取存储器420中的程序,执行下列过程:
接收观众用户用于支持第一主播的N条目标弹幕,N属于正整数;
根据弹幕阈值或第二主播的实时动作,在至少一个目标显示区域中显示所述N条目标弹幕;其中,显示在所述目标显示区域中的所述目标弹幕与所述第二主播存在互动;所述弹幕阈值与所述第二主播的直播间人数有关。
收发机410,用于在处理器400的控制下接收和发送数据。
其中,在图4中,总线架构可以包括任意数量的互联的总线和桥,具体由处理器400代表的一个或多个处理器和存储器420代表的存储器的各种电路链接在一起。总线架构还可以将诸如外围设备、稳压器和功率管理电路等之类的各种其他电路链接在一起,这些都是本领域所公知的,因此,本文不再对其进行进一步描述。总线接口提供接口。收发机410可以是多个元件,即包括发送机和收发机,提供用于在传输介质上与各种其他装置通信的单元。处理器400负责管理总线架构和通常的处理,存储器420可以存储处理器400在执 行操作时所使用的数据。
处理器400负责管理总线架构和通常的处理,存储器420可以存储处理器400在执行操作时所使用的数据。
可选地,处理器400具体用于读取所述计算机程序,执行如下步骤:
根据所述弹幕阈值,将所述N条目标弹幕划分为至少一组;
根据显示区域与弹幕阈值区间之间的对应关系,确定每组所述目标弹幕对应的一个所述目标显示区域;
在每个所述目标显示区域中显示一组所述目标弹幕。
可选地,处理器400具体用于读取所述计算机程序,执行如下步骤:
若所述第二主播在第一时间内未作出闪避动作,则按照第一预设比例,将所述N条目标弹幕分配在至少一个所述目标显示区域中进行显示;其中,所述第一时间为获取所述目标弹幕的时间;
若所述第二主播在所述第一时间内已作出闪避动作,则根据动作类型与预设比例值的对应关系,确定所述闪避动作对应的第二预设比例值;并根据所述第二预设比例值,将所述N条目标弹幕分配在至少一个所述目标显示区域中进行显示。
可选地,处理器400具体用于读取所述计算机程序,执行如下步骤:
在所述至少一个目标显示区域中显示所述第二主播的虚拟形象;
在所述目标弹幕与所述第二主播的虚拟形象相距第一预设距离时,显示第一动画效果。
可选地,处理器400具体用于读取所述计算机程序,执行如下步骤:
获取所述第二主播的虚拟形象的第一动作状态;其中,所述第一动作状态是根据所述第二主播的实时动作映射得到的;
根据动作状态与显示区域的对应关系,确定所述第一动作状态对应的所述目标显示区域;
将所述第一动作状态期间内,所述目标显示区域内显示的每条所述目标弹幕的标定值置为预设值;其中,所述标定值用于反应所述目标弹幕对所述第二主播的攻击度。可选地,处理器400具体用于读取所述计算机程序,执行如下步骤:
根据每条所述目标弹幕对应的所述目标显示区域,确定每条所述目标弹幕对应的标定值,所述标定值用于反应所述目标弹幕对第二主播的攻击度;
根据所述标定值和所述第二主播的初始分值,确定所述第二主播在直播活动中的得分值。可选地,处理器400还用于读取所述计算机程序,执行如下步骤:
根据显示区域与预设比例值的对应关系,确定每条所述目标弹幕的所述目标显示区域对应的目标比例值;
将所述目标比例值与所述目标弹幕的初始标定值之积,确定为每条所述目标弹幕对应的标定值。可选地,处理器400还用于读取所述计算机程序,执行如下步骤:
获取观众用户向第一主播发送的礼物;
在接收到所述第一主播使用所述礼物的目标指令的情况下,响应于所述目标指令,根据所述礼物的礼物类型,执行目标操作:其中,所述目标操作包括以下其中之一:
将预设大小的所述标定值置为0;
将所述第二主播的观众用户在第一预设时长内发送的所述目标弹幕的标定值置为0;
将所述第二主播的观众用户在第二预设时长内发送的所述目标弹幕的标定值,用于反应对所述第二主播的攻击度。
可选地,处理器400还用于读取所述计算机程序,执行如下步骤:
获取所述第二主播在第一时间的直播间人数和已直播时长;所述第一时间为接收到所述目标弹幕的时间;
根据所述直播间人数和所述已直播时长,确定所述弹幕阈值。
可选地,处理器400还用于读取所述计算机程序,执行如下步骤:
根据所述直播间人数与所述已直播时长的比值,确定所述弹幕阈值。
本申请实施例提供的电子设备,可以执行上述方法实施例,其实现原理和技术效果类似,本实施例此处不再赘述。
此外,本申请实施例的计算机可读存储介质,用于存储计算机程序,所述计算机程序可被处理器执行实现如上所述的直播互动方法。
在本申请所提供的几个实施例中,应该理解到,所揭露方法和装置,可以通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理包括,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用硬件加软件功能单元的形式实现。
上述以软件功能单元的形式实现的集成的单元,可以存储在一个计算机可读取存储介质中。上述软件功能单元存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本申请各个实施例所述收发方法的部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,简称ROM)、随机存取存储器(Random Access Memory,简称RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
以上所述是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请所述原理的前提下,还可以作出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。

Claims (12)

  1. 一种直播互动方法,包括:
    接收观众用户用于支持第一主播的N条目标弹幕,N属于正整数;
    根据弹幕阈值或第二主播的实时动作,在至少一个目标显示区域中显示所述N条目标弹幕;其中,显示在所述目标显示区域中的所述目标弹幕与所述第二主播存在互动;所述弹幕阈值与所述第二主播的直播间人数有关。
  2. 根据权利要求1所述的直播互动方法,其中,所述根据弹幕阈值,在至少一个目标显示区域中显示所述N条目标弹幕,包括:
    根据所述弹幕阈值,将所述N条目标弹幕划分为至少一组;
    根据显示区域与弹幕阈值区间之间的对应关系,确定每组所述目标弹幕对应的一个所述目标显示区域;
    在每个所述目标显示区域中显示一组所述目标弹幕。
  3. 根据权利要求1所述的直播互动方法,其中,根据所述第二主播的实时动作,在至少一个显示区域中显示所述N条目标弹幕,包括:
    若所述第二主播在第一时间内未作出闪避动作,则按照第一预设比例,将所述N条目标弹幕分配在至少一个所述目标显示区域中进行显示;其中,所述第一时间为获取所述目标弹幕的时间;
    若所述第二主播在所述第一时间内已作出闪避动作,则根据动作类型与预设比例值的对应关系,确定所述闪避动作对应的第二预设比例值;并根据所述第二预设比例值,将所述N条目标弹幕分配在至少一个所述目标显示区域中进行显示。
  4. 根据权利要求1所述的直播互动方法,所述方法还包括:
    在所述至少一个目标显示区域中显示所述第二主播的虚拟形象;
    在所述目标弹幕与所述第二主播的虚拟形象相距第一预设距离时,显示第一动画效果。
  5. 根据权利要求1所述的直播互动方法,所述方法还包括:
    获取所述第二主播的虚拟形象的第一动作状态;其中,所述第一动作状态是根据所述第二主播的实时动作映射得到的;
    根据动作状态与显示区域的对应关系,确定所述第一动作状态对应的所述目标显示区域;
    将所述第一动作状态期间内,所述目标显示区域内显示的每条所述目标弹幕的标定值置为预设值;其中,所述标定值用于反应所述目标弹幕对所述第二主播的攻击度。
  6. 根据权利要求1所述的直播互动方法,所述方法还包括:
    根据每条所述目标弹幕对应的所述目标显示区域,确定每条所述目标弹幕对应的标定值,所述标定值用于反应所述目标弹幕对第二主播的攻击度;
    根据所述标定值和所述第二主播的初始分值,确定所述第二主播在直播活动中的得分值。
  7. 根据权利要求6所述的直播互动方法,其中,所述根据每条所述目标弹幕对应的所述目标显示区域,确定每条所述目标弹幕对应的标定值,包括:
    根据显示区域与预设比例值的对应关系,确定每条所述目标弹幕的所述目标显示区域对应的目标比例值;
    将所述目标比例值与所述目标弹幕的初始标定值之积,确定为每条所述目标弹幕对应的标定值。
  8. 根据权利要求6所述的直播互动方法,所述方法还包括:
    获取观众用户向第一主播发送的礼物;
    在接收到所述第一主播使用所述礼物的目标指令的情况下,响应于所述目标指令,根据所述礼物的礼物类型,执行目标操作:其中,所述目标操作包括以下其中之一:
    将预设大小的所述标定值置为0;
    将所述第二主播的观众用户在第一预设时长内发送的所述目标弹幕的标定值置为0;
    将所述第二主播的观众用户在第二预设时长内发送的所述目标弹幕的标定值,用于反应对所述第二主播的攻击度。
  9. 根据权利要求1所述的直播互动方法,所述方法还包括:
    获取所述第二主播在第一时间的直播间人数和已直播时长;所述第一时间为接收到所述目标弹幕的时间;
    根据所述直播间人数和所述已直播时长,确定所述弹幕阈值。
  10. 根据权利要求9所述的直播互动方法,其中,所述根据所述直播间人数和所述已直播时长,确定所述弹幕阈值,包括:
    根据所述直播间人数与所述已直播时长的比值,确定所述弹幕阈值。
  11. 一种直播互动装置,包括:
    第一接收模块,用于接收观众用户用于支持第一主播的N条目标弹幕,N属于正整数;
    第一显示模块,用于根据弹幕阈值或第二主播的实时动作,在至少一个目标显示区域中显示所述N条目标弹幕;其中,显示在所述目标显示区域中的所述目标弹幕与所述第二主播存在互动;所述弹幕阈值与所述第二主播的直播间人数有关。
  12. 一种电子设备,包括:收发机、存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序;所述处理器,用于读取存储器中的程序实现如权利要求1至10中任一项所述的直播互动方法中的步骤。
PCT/CN2024/091336 2023-07-06 2024-05-07 一种直播互动方法、装置及电子设备 Ceased WO2025007633A1 (zh)

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