Virtual character interaction method and device based on user rope skipping

By monitoring user movement on jump rope devices and combining dynamic probability models and diverse incentive mechanisms, the problem of insufficient integration between virtual characters and user movement is solved, achieving a continuous exercise incentive effect and improving users' exercise persistence and interest.

CN120900199APending Publication Date: 2025-11-07HANGZHOU XIAOGUO SPORTS TECH CO LTD
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Patent Information

Application Number
CN202511099789.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-07
Publication Date
2025-11-07

AI Technical Summary

Technical Problem

Existing technologies have failed to effectively integrate users' physical exercise behavior with virtual character development systems, resulting in a lack of long-term appeal in exercise incentive mechanisms and making it easy for users to lose interest in exercise.

Method used

By monitoring users' jump rope movements with sensors, numerical resources are accumulated to maintain the health of the virtual character. Dynamically changing probability models and diverse incentive mechanisms, such as temporary boost states and acceleration operations, are used to drive the evolution of the virtual character and establish a direct causal link between user movement and character growth.

Benefits of technology

Through a deeply integrated virtual feedback system, users are motivated to engage in continuous and meaningful exercise, enhancing their long-term motivation to exercise. This avoids the diminishing incentive effect caused by singular goals and rigid feedback, and provides novel and lasting exercise goals.

✦ Generated by Eureka AI based on patent content.

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    Figure 35F315B5-877C-451D-8EB0-4BD1ED9F0267
Patent Text Reader

Abstract

The invention provides a virtual character interaction method based on user rope skipping. The method comprises the following steps: firstly, monitoring a rope skipping action of a user through a sensor module, and accumulating a first numerical resource in a system according to the monitored action times; the virtual character in the system has a plurality of preset states including at least a health state, a hunger state and a sickness state, and a user needs to consume the accumulated first numerical resource to perform preset operations such as feeding or treatment on the virtual character so as to maintain the health state or recover the virtual character from a bad state. The core purpose of the invention is to effectively and continuously stimulate the user to perform rope skipping exercise through a deeply integrated virtual feedback system. Each rope skipping action of the user is converted into a key resource influencing the survival and development of the virtual character, so that the internal motivation of the user for regular exercise is greatly improved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of electronic devices, and in particular to an interactive technology that combines user physical exercise with a virtual character nurturing system. The present application particularly relates to an electronic device and an implementation method thereof that monitors user motion data through a sensor and drives the state and evolution process of a virtual character based on the motion data. BACKGROUND

[0002] Currently, there are various electronic pet devices on the market that aim to provide entertainment or companionship for users. Such devices usually have a virtual character built-in, and users can perform simple interactive operations such as feeding, cleaning, or playing through the buttons on the device to maintain the virtual character's survival. However, this interactive method is relatively simple and is completely limited to pre-set instructions within the device. After a long time of use, users may feel bored due to the repetitive operations, thereby losing interest in continued use.

[0003] On the other hand, electronic devices for recording user physical exercise, such as pedometers or dedicated skipping rope counters, are also increasingly popular. Such devices can quantify user exercise results and provide exercise data feedback to users. However, the functions of such devices often stop at data recording and display. Although users may be motivated by seeing changing numbers at the initial stage of exercise, this motivation method is relatively direct and lacks depth, making it difficult to form a long-term and continuously attractive motivation mechanism for users. Once the initial freshness fades, users may lose the motivation to exercise and use the device.

[0004] Although the prior art provides the functions of virtual pets and exercise recording respectively, it fails to effectively and deeply combine the two. Some attempts to gamify exercise have a relatively superficial combination method, such as simply exchanging exercise amounts for in-game universal currency. This method fails to establish a strong association between user physical exercise behavior and the core growth mechanism of a virtual character. Therefore, how to deeply integrate user physical exercise behavior with a virtual nurturing system that has a continuously attractive and deep interactive mechanism, and maintain user long-term exercise enthusiasm and device use stickiness through a non-simple and dynamic feedback system, is a problem that needs to be solved in the current technical field. SUMMARY

[0005] The technical problem to be solved by the present application is to provide an interactive method and device that can deeply couple user physical exercise behavior with the core growth mechanism of a virtual character, in order to overcome the problems of single virtual pet interactive method and lack of long-term attractiveness in exercise motivation mechanism in the prior art.

[0006] To achieve the above object, the present application provides a virtual character interaction method based on user skipping. The method first monitors the skipping action of the user through a sensor module, and accumulates a first numerical resource in the system according to the number of monitored actions. At the same time, the virtual character in the system has a plurality of preset states including at least a health state, a hunger state and a sick state, and a processor module calculates the growth value of the virtual character according to the specific state of the virtual character. The user needs to consume the accumulated first numerical resource to perform preset operations such as feeding or treatment on the virtual character to maintain its health state or recover it from an unhealthy state. When the growth value of the virtual character accumulates to a preset evolution threshold, the system triggers the evolution process of the virtual character.

[0007] The key of the present application is that the final evolution result of the evolution process is not determined by a fixed path or a pure random number, but by a dynamic probability model. The probability model records and analyzes various evolution forms that the user has obtained in history, and dynamically adjusts the probability of developing to each different evolution branch in subsequent evolution events based on the historical record.

[0008] In an optional embodiment, when calculating the growth value, the processor module causes the growth value of the virtual character to increase steadily over time when the virtual character is in the health state, and the increase rate of the growth value of the virtual character is significantly reduced or completely stopped when the virtual character is in the hunger state or the sick state. This mechanism establishes a direct causal relationship between the user maintaining the character's health through skipping and the character's effective growth.

[0009] In another optional embodiment, when adjusting the probability, the dynamic probability model increases the probability of occurrence of the evolution branch that the user has rarely achieved or has not achieved in history. This is intended to encourage the user to engage in continuous and long-term interaction to explore and unlock all evolution possibilities, thereby avoiding the boredom caused by repeatedly obtaining the same evolution result.

[0010] In addition, the method of the present application can also include an acceleration operation. The user can consume a large amount of first numerical resource at one time to immediately increase the growth value of the virtual character by a fixed value, thereby providing the user with a strategic choice of actively accelerating the growth of the character. The use of the acceleration operation can be limited by a preset cooling time interval.

[0011] The method of the present application can also include a gain mechanism based on the intensity of the movement. The processor module not only records the number of jumps during the unit time of the user's skipping activity, but also records the duration of the skipping activity, and calculates the skipping frequency of the user. When the skipping frequency exceeds the preset frequency threshold, the system triggers the virtual character to enter a temporary gain state with a preset duration. In this state, the accumulation rate of the virtual character's growth value will be increased by a preset multiple.

[0012] Correspondingly, the present application also provides a virtual character interaction device based on user skipping, which includes a sensor module configured to monitor the skipping action of the user, a display module configured to show the state and evolution of the virtual character, and a processor module configured to perform the interaction method described in any of the preceding embodiments. Generally, the interaction device is the handle of the skipping rope or is directly arranged in the handle of the skipping rope.

[0013] Compared with the prior art, the core purpose of the present application is to effectively and continuously motivate the user to perform skipping exercise through a deeply integrated virtual feedback system. It converts each skipping action of the user into a key resource that affects the survival and development of the virtual character. This immediate and meaningful connection makes the user's physical exercise no longer a boring number accumulation, but a process of developing emotions and goals, thereby greatly improving the user's intrinsic motivation to exercise regularly.

[0014] By introducing a dynamic evolution probability model based on the user's historical records, the present application injects exploration and variability into the user's long-term exercise goals. In order to unlock all evolution forms, the user will be more motivated to continue skipping exercise to obtain the necessary resources and growth values. This mechanism avoids the problem of declining motivation caused by the single goal and fixed feedback of traditional exercise motivation, and provides the user with long-term and novel exercise goals, thereby significantly enhancing the user's persistence in exercise.

[0015] In addition, the present application also encourages different intensities of movement by setting diverse incentive paths. Among them, the "acceleration operation" provides a high-value reward channel for the user's large amount of movement accumulation, so that the user understands that a large amount of exercise can significantly shorten the process of achieving the goal, thereby motivating the user to exercise more. The "temporary gain state" based on the skipping frequency directly rewards the user's movement intensity in unit time, which clearly conveys the positive feedback of "jumping faster, growing faster" to the user, effectively encouraging the user to challenge themselves in exercise and improve exercise efficiency. These two mechanisms complement each other and together build a comprehensive and long-term incentive system that can motivate users to improve from the "quantity" and "quality" dimensions of exercise. BRIEF DESCRIPTION OF DRAWINGS

[0016] Figure 1 is a flowchart of a virtual character interaction method based on user skipping rope provided by the present application.

[0017] Figure 2 is a flowchart of a virtual character entering a temporary gain state.

[0018] Figure 3 is a tree structure diagram of a virtual character evolution path.

[0019] Figure 4 is a structural block diagram of a virtual character interaction device DETAILED DESCRIPTION

[0020] The preferred embodiments of the present application are described below in conjunction with the accompanying drawings, in which it is understood that the preferred embodiments described below merely for the purpose of illustrating and explaining the present application, and are not intended to limit the present application.

[0021] Embodiment 1.

[0022] Referring to Figure 1 , which shows a flowchart of a virtual character interaction method based on user skipping rope provided by the present application, the flow is executed on a smart skipping rope.

[0023] Step 101, in response to the user skipping rope action monitored by the sensor module, accumulate the first numerical resource.

[0024] When the user exercises with the smart skipping rope, the sensor module (for example, a three-axis acceleration sensor or a Hall sensor) arranged inside the handle will monitor the rotating motion of the rope body in real time. The processor module in the handle accurately identifies and counts each successful skipping rope action by analyzing the sensor data. Each valid count is accumulated as the first numerical resource in the system and stored in the storage unit of the handle.

[0025] Step 102, calculate the growth value of the virtual character according to the preset state of the virtual character.

[0026] On the display module (for example, a small size OLED screen) of the smart skipping rope handle, a virtual character will be displayed. The virtual character has multiple preset states, at least including a healthy state, a hungry state and a sick state. The conversion logic of these states is executed by the processor module according to the preset rules. For example, the processor module will start a timer, and if the time elapsed since the last "feeding" operation exceeds the first preset time length (such as 12 hours), the character state will automatically convert from healthy to hungry; if the duration in the hungry state also exceeds the second preset time length (such as 6 hours), the state will convert to sick.

[0027] The processor module calculates and updates the growth value of the virtual character at different rates according to the current state of the virtual character. In a specific implementation, when the character is in a healthy state, the growth value increases steadily over time, for example, by 1 point per minute. When the character is in a hungry state, the growth value increases at half the rate. When the character is in a sick state, the growth value stops increasing.

[0028] Step 103, in response to the user consuming the first numerical resource to perform the preset operation, maintaining or changing the preset state of the virtual character.

[0029] The user can select to perform preset operations such as "feeding" or "treatment" on the interface of the display module by operating the interactive keys on the handle. Performing these operations requires the consumption of a certain amount of first numerical resource, for example, performing a "feeding" operation requires the consumption of 300 skipping ropes. When the user confirms the operation, the processor module will deduct the corresponding value from the stored total amount of first numerical resource, and update the state of the virtual character, for example, from hungry to healthy.

[0030] Step 104, when the growth value of the virtual character reaches the preset evolution threshold, triggering the evolution process of the virtual character.

[0031] The processor module internally presets multiple evolution stages and their corresponding growth value thresholds. For example, evolving from the initial stage (L0) to the first stage (L1) requires a growth value of 10080, and evolving from L1 to L2 requires a growth value of 20160. When the processor module detects that the cumulative growth value of the character meets the threshold of the next stage, it automatically triggers the evolution process and displays the corresponding evolution preparation animation on the display module.

[0032] Step 105, determining the evolution result according to the dynamically changing probability model.

[0033] Please refer to Figure 3 which shows a tree structure diagram of the evolution path of the virtual character. The evolution path of the character is not single, but has multiple branches, for example, from L1 stage to L2A or L2B two branches.

[0034] The key of this embodiment is that the probability of evolving to a specific branch from one stage to the next is dynamically adjusted. The storage unit of the handle records the number of times the user has obtained each final evolved form (e.g. L3AA, L3AB, etc.). When evolution is required, for example from L1 to L2, the processor module reads this history. The probability of evolving to the L2A branch is affected by the total number of final forms obtained by the user that belong to the L2A branch and the total number of final forms obtained by the user that belong to the L2B branch. A specific probability calculation formula can be set as: the base probability of evolving to L2A is 0.5, and the correction factor is 0.05 times (the total number of final forms obtained by the user that belong to the L2B branch - the total number of final forms obtained by the user that belong to the L2A branch). The processor module makes a random decision based on the calculated final probability to determine the evolution result of this time.

[0035] In an optional embodiment of the present application, the smart rope also provides an "accelerate" function. The user can select this function on the interactive interface to make the processor module immediately increase the growth value of the virtual character by a fixed amount, for example 2500 points, by consuming a large amount of, for example 1000, rope numbers at one time. This function can be designed to have a cooling time of 24 hours.

[0036] Please refer to Figure 2 which shows a flowchart of the virtual character entering the temporary gain state.

[0037] Step 201, record the number of jumps and the time used during the unit time of the user's rope activity, and calculate the jump frequency.

[0038] When the user starts a continuous jump movement, the processor module starts an internal timer and stops timing when it detects that the movement is paused. The processor module divides the total number of jumps recorded in this time period by the total time used to obtain the average jump frequency.

[0039] Step 202, determine whether the jump frequency exceeds the preset frequency threshold.

[0040] The processor module compares the calculated frequency with the preset threshold (e.g. 2 times per second) stored in the internal storage.

[0041] Step 203, if the threshold is exceeded, trigger the virtual character to enter the temporary gain state.

[0042] In this state, the processor module will calculate the accumulation of growth value at a higher rate (e.g. 1.5 times). This state can last for a preset duration, for example one hour, and then automatically return to normal.

[0043] Please refer to Figure 4Fig. 4 shows a structural diagram of a virtual character interaction device (i.e. smart rope) according to an embodiment of the present application. The device 400 can include a sensor module 401 arranged in the handle, a processor module 402, and a display module 403.

[0044] The sensor module 401 is configured to monitor the rope rotation action and send data to the processor module 402.

[0045] The processor module 402, as the brain of the smart rope, is configured to perform all the method steps described in the foregoing embodiments.

[0046] The display module 403 is configured to display the virtual character and all the interaction information in a graphical manner on the handle.

[0047] It should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, but not to limit it. Although the present application is described in detail with reference to the foregoing embodiments of the smart rope, those skilled in the art should understand that the technical solutions recorded in the foregoing embodiments can still be modified, or some technical features can be replaced by equivalents; and these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. A method for virtual character interaction based on user jump rope, characterized in that, The method comprises: accumulating a first numerical resource in response to a user's skipping action monitored by a sensor module; calculating a growth value of the virtual character according to a preset state of the virtual character, the preset state comprising a healthy state, a hungry state and a sick state; maintaining or changing the preset state of the virtual character in response to the user consuming the first numerical resource to perform a preset operation; triggering an evolution process of the virtual character when the growth value of the virtual character reaches a preset evolution threshold; wherein an evolution result of the evolution process is determined by a dynamic probability model, and the dynamic probability model adjusts a probability of subsequent evolution according to a historical record of evolution forms obtained by the user.

2. The method of claim 1, wherein, The calculating of the growth value of the virtual character according to the preset state of the virtual character comprises: when the virtual character is in the healthy state, the growth value increases over time; when the virtual character is in the hungry state or the sick state, the growth value increases at a lower rate than in the healthy state or stops increasing.

3. The method of claim 1, wherein, The dynamic probability model adjusts the probability of subsequent evolution according to the historical record of evolution forms obtained by the user, comprising: recording the number of times each final evolution form obtained by the user; when the virtual character evolves from a lower stage to a higher stage, adjusting the probability of evolution to different evolution branches of the higher stage based on the number of times.

4. The method of claim 3, wherein, The adjusting of the probability of evolution to different evolution branches of the higher stage comprises: for evolution branches with a small number of final evolution forms obtained by the user in history, increasing the evolution probability thereof.

5. The method of claim 1, wherein, The method further comprises: increasing the growth value of the virtual character by a preset value in response to the user consuming a predetermined amount of the first numerical resource to perform an acceleration operation.

6. The method of claim 5, wherein, The use of the acceleration operation is limited by a preset cooling time interval.

7. The method of claim 1, wherein, The method further comprises: recording the skipping frequency of the user within a unit time of skipping activity of the user, and calculating the skipping frequency of the user based thereon; when the skipping frequency exceeds a preset frequency threshold, triggering the virtual character to enter a temporary gain state; in the temporary gain state, the growth value accumulation rate of the virtual character is multiplied by a rate.

8. The method of claim 7, wherein, The temporary gain state has a preset duration.

9. A virtual character interaction device based on a user skipping, characterized by, The method comprises: a sensor module configured to monitor the skipping action of the user; a processor module configured to perform the method of any one of claims 1 to 8; a display module configured to display the state and evolution of the virtual character.