Method for interactive influence of characters in real world and virtual world

A virtual world and interactive influence technology, applied in special data processing applications, instruments, electrical and digital data processing, etc., can solve problems affecting people's daily physical and mental health, and achieve easy-to-accept results

Inactive Publication Date: 2010-11-17
陈益强 +1
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  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0007] The purpose of this invention is to solve the problem that existing online games seriously affect people's daily life and physical and mental health, and proposes a method that introduces behavior recognition technology into virtual online games, and the behavior status of game users affects the virtual characters in the game. The method of unifying reality and virtuality can not only guide users to reasonably arrange game time, leisure and exercise Both are correct, and it can make games more conducive to healthy life

Method used

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  • Method for interactive influence of characters in real world and virtual world
  • Method for interactive influence of characters in real world and virtual world
  • Method for interactive influence of characters in real world and virtual world

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Embodiment Construction

[0023] In order to make the purpose, technical solution and advantages of the present invention clearer, the symmetric interactive behavior model based on the combination of virtual and real in the present invention will be further described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific implementation cases described here are only used to explain the present invention, and are not intended to limit the present invention.

[0024] as attached figure 1 As shown, the process of the symmetric interactive behavior model based on the combination of virtual and real is: when the user is in a certain state, the sensor collects relevant data, and uses machine learning methods based on these sensor data, such as nearest neighbor (KNN), support vector machine ( SVM) or Hidden Horse Model (HMM), etc., infer the user's state, and then match the obtained state with the statistically prepared learning library to find ...

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Abstract

The invention discloses a method for interactive influence of characters in real world and virtual world. The method comprises the following steps of: (1) acquiring various information of a user in the real world by using a sensor; (2) deducing a user behavior state by using a machine learning method according to various acquired sensor data; (3) comparing the user behavior state with a pre-established user behavior state learning library to obtain character state parameters of the user; (4) setting parameters corresponding to the same state of the user in the real world and the virtual world according to a statistical result to establish functional relation between the two parameters; (5) obtaining the character state parameter of the virtual world through the functional relation and according to the character state parameter obtained in the step 3; and (6) adjusting the state of the character in a virtual game according to the character state parameter of the virtual world.

Description

technical field [0001] The invention relates to a method for monitoring user's motion behavior in real life by using a sensor, and combining user behavior in the real world with virtual character status and related attributes in the virtual world and interacting with each other. Background technique [0002] According to the data released by the General Administration of Publication in early January 2009, the actual sales revenue of my country's online game publishing industry reached 18.38 billion yuan in 2008, an increase of 76.6% over 2007. The revenue scale of the online game industry has far surpassed the three traditional entertainment industries - film, television and music, and has become the vanguard of the development of China's entertainment and Internet industries. [0003] While online games are booming, they have also been questioned and attacked by many. Some people think that online games make people (especially teenagers) addicted, leading to mental sinking...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06F19/00
Inventor 陈益强曹一清
Owner 陈益强
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