Virtual resource processing method and device, storage medium, equipment and program product

By acquiring and processing user physiological data, calculating the control parameters of virtual resources, and adjusting their visual and physical attributes in real time, the problem of ignoring the player's physiological state in existing technologies is solved, thereby enhancing the immersion and realism of the game.

CN121338348APending Publication Date: 2026-01-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511596482.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-03
Publication Date
2026-01-16

AI Technical Summary

Technical Problem

Existing game interaction technologies ignore the player's real physiological state, making it difficult to obtain an immersive experience in virtual operations that is as realistic as in real life.

Method used

By acquiring user physiological data, preprocessing it to obtain feature change data, and calculating the material and physical control parameters of virtual resources based on this data, the visual and physical properties of virtual resources are adjusted in real time.

Benefits of technology

It enhances the immersion and realism of game players, provides more realistic emotional feedback, and overcomes the limitations of relying solely on preset virtual events to trigger feedback.

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Abstract

The invention discloses a virtual resource processing method and device, a storage medium, equipment and a program product. The method comprises the following steps: acquiring physiological data of a user; the physiological data are preprocessed to obtain feature change data, and the feature change data can represent physiological changes of the user; material control parameters and / or physical control parameters of the virtual resources are / is calculated based on the feature change data; and adjusting visual attributes of the virtual resources according to the material control parameters and / or adjusting physical attributes of the virtual resources according to the physical control parameters. According to the method, the physiological data can be effectively converted into real-time parameters in the game through data analysis and quantification, reliable technical support is provided for development of physiological feedback games, and therefore better game experience can be provided for users.
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Description

Technical Field

[0001] This application relates to the field of game technology, specifically to a method, apparatus, storage medium, device, and program product for processing virtual resources. Background Technology

[0002] With the development of human-computer interaction technology, the interaction control methods on various terminal platforms are becoming more and more diversified. Among them, the interface interaction control of operating systems or applications is one of the most frequently used interaction methods in people's daily lives. Users not only pursue the accuracy and efficiency of interaction, but also pay more and more attention to the realism of operation and the realism of user experience.

[0003] In modern game development, player immersion heavily relies on interactive dynamic feedback mechanisms. However, current interactive operation technologies primarily depend on virtual events (character injury, weapon overheating) to trigger visual and performance changes, without taking into account the player's real physiological state. For example, in shooting games, the shooting effect in reality is closely related to the operator's emotional state, but current technology ignores this factor, making it difficult for users to obtain a truly immersive experience in virtual operations. Summary of the Invention

[0004] This application provides a method, apparatus, storage medium, device, and program product for processing virtual resources. The method of this application can effectively convert physiological data into real-time parameters in games through data analysis and quantification, providing reliable technical support for the development of physiological feedback games and improving the gaming experience for players.

[0005] On one hand, embodiments of this application provide a method for processing virtual resources, the method comprising: Obtaining users' physiological data; The physiological data is preprocessed to obtain feature change data, which can characterize the user's physiological changes; Calculate the material control parameters and / or physical control parameters of the virtual resource based on the aforementioned feature change data; and The visual attributes of the virtual resource are adjusted according to the material control parameters and / or the physical attributes of the virtual resource are adjusted according to the physical control parameters.

[0006] On the other hand, embodiments of this application provide a virtual resource processing apparatus, the apparatus comprising: The acquisition unit is used to acquire the user's physiological data; A preprocessing unit is used to preprocess the physiological data to obtain feature change data, which can characterize the user's physiological changes. A calculation unit is configured to calculate the material control parameters and / or physical control parameters of the virtual resource based on the characteristic change data; and An adjustment unit is used to adjust the visual attributes of the virtual resource according to the material control parameters and / or adjust the physical attributes of the virtual resource according to the physical control parameters.

[0007] On the other hand, embodiments of this application provide a computer-readable storage medium storing a computer program adapted for loading by a processor to execute the virtual resource processing method as described in any of the above embodiments.

[0008] On the other hand, embodiments of this application provide a computer device, the computer device including a processor and a memory, the memory storing a computer program, and the processor executing the virtual resource processing method as described in any of the above embodiments by calling the computer program stored in the memory.

[0009] On the other hand, embodiments of this application provide a computer program product, including computer instructions, which, when executed by a processor, implement the virtual resource processing method as described in any of the above embodiments.

[0010] The virtual resource processing method provided in this application obtains a characteristic curve by acquiring and processing the user's physiological data in real time, and dynamically calculates and adjusts the material control parameters and / or physical control parameters of the virtual resource based on the characteristic curve. This enables the visual performance and / or physical behavior of the virtual resource to respond in real time to changes in the user's physiological state. Thus, it provides reliable technical support for the development of physiological feedback games, significantly improves the realism and immersion of human-computer interaction, and provides users with a more realistic and emotionally responsive personalized experience, overcoming the limitations of related technologies that rely solely on preset virtual events to trigger feedback while ignoring the user's real physiological factors. Attached Figure Description

[0011] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0012] Figure 1 This is a schematic diagram of an example game system provided in an embodiment of this application.

[0013] Figure 2-4 This is a flowchart illustrating the virtual resource processing method provided in the embodiments of this application.

[0014] Figure 5 This is a schematic diagram of heart rate data, feature change data, and feature change data after filtering and enhancement processing, provided in the embodiments of this application.

[0015] Figure 6 This is a schematic diagram of feature change data provided in an embodiment of this application.

[0016] Figure 7 This is a schematic diagram of the feature change data after filtering enhancement processing provided in the embodiments of this application.

[0017] Figure 8 This is a flowchart illustrating the virtual resource processing method provided in the embodiments of this application.

[0018] Figure 9 A schematic diagram of a scenario for the virtual resource processing method provided in this application embodiment.

[0019] Figure 10-11 This is a flowchart illustrating the virtual resource processing method provided in the embodiments of this application.

[0020] Figure 12 A schematic diagram of the structure of the virtual resource processing device provided in this application embodiment.

[0021] Figure 13 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0022] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0023] This application provides a method, apparatus, storage medium, device, and program product for processing virtual resources. Specifically, the virtual resource processing method of this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc. The terminal can also include a client, which can be a game client, browser client, instant messaging client, or mini-program, etc. The server can be an independent physical server, a server cluster composed of multiple physical servers, or a distributed system. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.

[0024] For example, when the virtual resource processing method runs on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters move. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device can provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.

[0025] For example, when the virtual resource processing method runs on a server, this method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The main body running the game application and the main body displaying the game screen are separate. The storage and operation of the virtual resource processing method are completed on the server. The game screen display is completed on the client, which is mainly used for receiving and sending game data and displaying the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. When playing the game, the player operates the client to send instructions to the server. The server controls the game to run according to the instructions, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.

[0026] It should be noted that, in this embodiment, the executing entity of the virtual resource processing method can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of executing entity.

[0027] For example, in conjunction with the above description, Figure 1 This application illustrates a game system 1000 for implementing a virtual resource processing method. The game system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The user-held terminal 1001 can connect to different servers via the network. The terminal is any device with computing hardware capable of supporting and executing software applications corresponding to the game.

[0028] In the aforementioned game system 1000, terminal 1001 is used to install and run the game application. In some cases, the game application may not need to be pre-installed on terminal 1001, and players can directly access the game through a browser or other client. Players log in to the game application using their registered game account to control the virtual character corresponding to that account and participate in the game. When a player logs in to the game application, terminal 1001 sends a login request to server 1002. Server 1002 verifies the game account used by the player and determines the game mechanics corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to terminal 1001. During the player's participation in the game through the game application, terminal 1001 and server 1002 exchange data. Terminal 1001 sends various information to server 1002. Server 1002 determines the display data for terminal 1001 based on the stored game mechanics and the received information, and sends the display data back to terminal 1001 so that terminal 1001 can display the display data sent by server 1002 to the player.

[0029] In possible application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the embodiments of this application will use the terms "first" and "second" to describe them. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, without distinguishing between "first" and "second", it can be understood that the terminals 1001 corresponding to virtual characters in the same game scene are served by the same server 1002.

[0030] Furthermore, when the game system 1000 includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network; for example, wireless networks include Wi-Fi, LAN, cellular networks, 2G, 3G, 4G, and 5G networks. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. Moreover, the system 100 can include multiple databases coupled to different servers, and can continuously store game-related information in the databases while different users are playing multiplayer games online.

[0031] It should be noted that in this embodiment, multiple terminal devices are running the same virtual game. Therefore, data interaction between the multiple terminal devices can be achieved through the virtual game's server. Thus, sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the virtual game's server, and the server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the virtual game's server, which is the data sent by terminal device 2 to the server. Alternatively, there may be no game server, and terminal device 1 directly sends game data to terminal device 2.

[0032] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system 1000 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.

[0033] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.

[0034] In this embodiment, a graphical user interface is provided through a terminal device. The graphical user interface includes at least some virtual resources, which are applied to at least one of virtual reality games, augmented reality games, simulation training systems, and metaverses. The virtual resources can be virtual scenes or virtual characters.

[0035] The aforementioned virtual scene can be a game scene, which can be understood as a simulation of the real world within a game, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional virtual scenes. A virtual scene typically includes multiple scene elements, which are the various elements required to construct the virtual scene. For example, these may include, but are not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, and virtual vegetation elements. Virtual terrain elements may include, but are not limited to, natural landforms such as land, ocean, lakes, and rivers. A virtual scene is a scenario where players control virtual characters to complete game logic.

[0036] As can be understood, a virtual character is a game character controlled by the player in a game. The player manipulates this virtual character to perform various game activities within the game environment, such as picking up items, engaging in combat, exploring, or solving puzzles. This virtual character can represent the player's image, and each virtual character can be implemented using a 3D or 2D virtual model; this embodiment does not specifically limit this. Virtual characters include, but are not limited to, at least one of the following: virtual human, virtual animal, and virtual machine.

[0037] Please see Figures 2 to 9 , Figure 2-4 and Figure 8 This is a flowchart illustrating the virtual resource processing method provided in an embodiment of this application. Figures 5 to 8 This is a schematic diagram illustrating an application scenario for the virtual resource processing method provided in this application embodiment. It should be noted that the steps shown may be executed in a logical order different from that shown in the flowchart. The method provides a graphical user interface through a terminal device, and the graphical user interface contains at least some of the virtual resources. The method may include the following steps: Step 110: Obtain the user's physiological data.

[0038] For example, users' physiological data can be acquired in real time through wearable devices (such as watches, bracelets, smart wristbands, smart glasses / AR glasses), cameras, and other devices with data collection capabilities.

[0039] For example, the sampling frequency can be 1-5Hz.

[0040] In some embodiments, the user wears a wristband that transmits the collected physiological data to the terminal device in real time via Bluetooth.

[0041] Physiological data refers to quantitative indicators and information describing a user's physiological functional state and its changes. For example, a user's physiological data may include, but is not limited to, one or more of the following: heart rate data, electrodermal activity data, respiratory rate data, respiratory depth data, facial expression data, electromyography (EMG) signal data, electroencephalography (EEG) signal data, and body surface temperature data. Electrodermal activity data, by recording electrical signals generated on the skin surface due to changes in sweat gland activity, reflects quantitative information about the body's autonomic nervous system function and physiological and psychological states such as emotions and stress.

[0042] In some embodiments, physiological data can be heart rate data, which is collected in real time by a wearable device based on a preset acquisition algorithm. The preset acquisition algorithm includes at least one of photoplethysmography (PPG), electrocardiography (ECG), piezoelectric sensor method, and acoustic wave method. Specifically, PPG uses a 515nm green LED to illuminate the skin, detects the light signal reflected by blood flow, and converts it into an electrical signal to calculate heart rate data. ECG detects the bioelectric signals generated during cardiac contraction and relaxation, records changes in the electrical activity of myocardial cells, and then calculates the heart rate. Piezoelectric sensor method uses piezoelectric materials to sense the mechanical vibrations generated during heartbeats (such as the pulsation of the chest wall or blood vessels), converting the vibration signal into an electrical signal to calculate the heart rate. Acoustic wave method uses ultrasound to detect changes in blood flow velocity within blood vessels and combines this with hemodynamic characteristics to estimate the heart rate.

[0043] In some embodiments, physiological data may be facial expression data, obtained from user facial images through image recognition technology, which includes at least one of deep learning-based expression recognition algorithms and facial blood vessel change analysis algorithms.

[0044] In some embodiments, physiological data can be various types of data such as heart rate data and skin conductance data, and the user's heart rate data and skin conductance data can be collected in real time through the wristband.

[0045] Step 120: Preprocess the physiological data to obtain feature change data, which can characterize the user's physiological changes.

[0046] For example, physiological data can be preprocessed using programming languages ​​such as Python, Java, and C / C++, transforming raw physiological data into smoother signals more suitable for game feedback. Understandably, obtaining physiological data such as heart rate through conventional algorithms too frequently would lead to overly frequent effect transitions if directly used in game algorithm drivers, making it appear as if there's a "problem" and causing user discomfort. Therefore, physiological data needs algorithmic optimization to remove these "jittery data," ensuring that the processed physiological data reflects the user's physiological changes while being more suitable for driving visual and physical effects in games.

[0047] In some embodiments, various algorithms are invoked using the Python programming language to optimize and filter heart rate data, thereby generating heart rate characteristic change data that can characterize changes in the user's physiological state.

[0048] Optional, such as Figure 3 and 5 As shown, step 120 can be achieved through steps 121 to 123, specifically as follows: Step 121: Normalize the physiological data to obtain a feature smoothing curve. The normalization process includes at least one of the following: noise reduction, smoothing, trend extraction, and standardization. For example, using the Python programming language, physiological data can be denoised, smoothed, trend extracted, and standardized to obtain a feature smoothing curve. Denoising removes sudden outliers from the physiological data; smoothing further smooths the data; trend extraction preserves the overall trend while filtering out short-term fluctuations; and standardization ensures the feature smoothing curve reflects only physiologically relevant fluctuations, preventing invalid fluctuations that could affect game feedback stability and thus improving the convergence speed, generalization ability, and reliability of subsequent classification algorithms.

[0049] For example, denoising can be done by median filtering, smoothing can be done by moving average or Gaussian filtering, trend extraction can be done by multinomial fitting or Kalman filtering, and standardization can be done by normalization, Z-score standardization, or minimum-maximum scaling.

[0050] In this way, by denoising, smoothing, trend extraction, and standardization of physiological data, the original physiological data can be converted into a smooth signal that is more suitable for game feedback, thus avoiding the problem of frequent switching of game effects caused by physiological data jitter.

[0051] Optional, such as Figure 4 As shown, step 121 can be implemented through steps 1211 to 1214, specifically as follows: Step 1211: Perform median filtering on the physiological data to filter out abnormal data in the physiological data; For example, in a window containing 5 heart rate data points, all heart rate data points in the window are first sorted, and the median value after sorting is selected as the output value of the current window. In this way, sudden noise and outliers in the heart rate data can be effectively removed while maintaining the main characteristics of the data.

[0052] Step 1212: Traverse the physiological data sequence through a sliding window of preset length, calculate the arithmetic mean of the data points in each window, and generate smooth data points at the corresponding positions. The arithmetic mean is a statistic that reflects the "average level" or "central tendency" of a set of data by calculating the sum of the data and then dividing it by the number of data points in the set.

[0053] In other words, in this step, smooth data points are obtained by performing a moving average on the physiological data.

[0054] For example, the preset length can be 4, 5, 6, 7, 8, 10, etc.

[0055] In some embodiments, a sliding window of length 5 slides sequentially along the heart rate data sequence, and the arithmetic mean is calculated based on all data points within each sliding window to obtain the arithmetic mean corresponding to each sliding window. The arithmetic mean is then used as the processing result for the corresponding position of the sliding window until the sliding window covers all heart rate data points, and finally smoothed data points are obtained.

[0056] Step 1213: Perform curve fitting based on smooth data points using polynomial fitting to obtain the fitted curve.

[0057] For example, a fitted curve can be obtained by fitting smoothed data points using a Savitzky-Golay filter. Understandably, a Savitzky-Golay filter is a digital filter that achieves a smoothing effect by performing a polynomial fit (such as a quadratic or cubic polynomial) on the data points within a sliding window, replacing the original data with the values ​​of the fitted curve. This better preserves the morphological characteristics of the data.

[0058] Step 1214: Normalize the fitted curve to generate a feature smooth curve.

[0059] In this way, the fitted curve is standardized to the 0-1 range, which facilitates subsequent classification.

[0060] Step 122: Quantitatively classify and process the feature smoothing curve by a preset fluctuation intensity threshold range to obtain feature change data. The feature change data includes at least two fluctuation state levels that characterize the intensity of the user's physiological changes.

[0061] For example, by setting one, two, three, four, or even more thresholds, the system can divide the system into two, three, four, five, or even more fluctuation intensity threshold intervals, thus obtaining two, three, four, five, or even more fluctuation state levels.

[0062] Please see Figure 5-6 In some embodiments, the feature change data is obtained by analyzing and processing heart rate data. The fluctuation state level of the feature change data includes three fluctuation states: low fluctuation state, medium fluctuation state, and high fluctuation state. The fluctuation amplitude of the low fluctuation state is smaller than that of the medium fluctuation state, and the fluctuation amplitude of the medium fluctuation state is smaller than that of the high fluctuation state.

[0063] In some embodiments, the process of normalizing and quantifying psychological data to obtain feature change data is implemented using Python programming (i.e., steps 121 and 122 are implemented using Python programming) is as follows: def heart_rate_classify(heart_rate): "Heart Rate Quantitative Classification" if heart_rate < 60: return{"level":0,"hue":0.0,"overheat_factor":0.5} elif heart_rate<100: return{"level":1,"hue":0.33,"overheat_factor":1.0} Else: return {"level":2,"hue":0.0,"overheat_factor":1.5} def process_heart_rate_data(raw_data,window_sizes={'median':5,'moving':5},trend_window=31): """ Step 3: Complete Heart Rate Data Processing Flow parameter: raw_data: Raw heart rate data window_sizes: A dictionary of window size parameters trend_window: Size of the trend extraction window return: processed_data: Dictionary of processed data """ processed_data ={ 'raw': raw_data, 'filtered':None, 'smoothed':None, 'trend':None, 'normalized':None, 'quantized':None } #1. Median filtering to remove outliers processed_data['filtered']=median_filter(raw_data,window_sizes['median']) #2. Smoothing with Moving Average processed_data['smoothed']=moving_average(processed_data['filtered'],window_sizes['moving']) #3. Trend Extraction processed_data['trend']=extract_trend(processed_data['smoothed'],trend_window) #4. Data Normalization processed_data['normalized']=(processed_data['trend']-np.min(processed_data['trend'])) (np.max(processed_data['trend'])-np.min(processed_data['trend'])) #5. Quantitative Classification processed_data['quantized']=np.digitize(processed_data['normalized'],[0,0.33,0.66,1]) return processed_data # Processing sample data processed_results = process_heart_rate_data(raw_heart_rate) #Visualize the processing results plt.figure(figsize=(12,10)) titles = ['Original Data', 'Median Filter', 'Moving Average', 'Trend Extraction', 'Normalization', 'Quantitative Classification'] data_keys=['raw','filtered','smoothed','trend','normalized','quantized'] Step 123: Filter the fluctuation state level with the smallest fluctuation amplitude in the feature change data, and perform enhancement processing on the remaining fluctuation state levels in the feature change data.

[0064] Please see Figure 7In some embodiments, the fluctuation state levels include low fluctuation state, medium fluctuation state, and high fluctuation state. Therefore, the low fluctuation state in the feature change data is filtered out, while the medium and high fluctuation states are enhanced. Figure 7 As can be seen, the processed curve has larger peaks and two distinct states: a stable state (no processing) and a fluctuating state (game data call state) on the basis of the basic curve.

[0065] In this way, by filtering and enhancing the data on feature changes, the data parameters in the game can generate stronger feedback.

[0066] Step 130: Calculate the material control parameters and / or physical control parameters of the virtual resource based on the feature change data.

[0067] In other words, it is possible to calculate only the material control parameters of virtual resources based on feature change data, or to calculate only the material control parameters of virtual resources based on feature change data, or to calculate both the material control parameters and physical control parameters of virtual resources based on feature change data.

[0068] For example, virtual resources can be applied to at least one of the following: non-virtual reality games, virtual reality games, augmented reality games, simulation training systems, and the metaverse. Virtual resources can include virtual scenes, virtual characters, props, weapons, etc.

[0069] In some embodiments, virtual resources can be applied to shooting games that are not virtual reality games, and the virtual resources can be weapons in shooting games.

[0070] Material control parameters refer to parameters calculated based on user physiological characteristic change data, used to adjust the visual presentation attributes of virtual resources in real time. For example, material control parameters include at least one of roughness parameters, metallicity parameters, texture parameters, color parameters, and brightness parameters.

[0071] Physical control parameters refer to parameters calculated based on user physiological characteristic change data, used to adjust the attributes of virtual resources at the interactive behavior level in real time. For example, physical control parameters may include at least one of the following: attack power parameters, overheating speed parameters, durability parameters, attack speed parameters, recoil parameters, and enchantment effect enhancement parameters.

[0072] In some embodiments, the characteristic variation data includes heart rate levels. At a low heart rate, the weapon's color is bluish, its overheating speed is slow, and its recoil intensity is the lowest. At a mid-heart rate, the weapon's color is greenish, its overheating speed is normal, and its recoil intensity is 1.2. At a mid-heart rate, the weapon's color is reddish, its overheating speed is fast, and its recoil intensity is 1.5.

[0073] For example, material control parameters and / or physical control parameters of virtual resources can be calculated based on the peak values ​​of fluctuating regions in characteristic change data.

[0074] Step 140: Adjust the visual attributes of the virtual resource according to the material control parameters and / or adjust the physical attributes of the virtual resource according to the physical control parameters.

[0075] Visual attributes refer to the perceptible features of a virtual resource in terms of its appearance when presented to a user. For example, visual attributes may include at least one of roughness, metallicity, color, texture, and brightness.

[0076] Physical attributes refer to the rules followed or dynamic characteristics exhibited by virtual resources in the interaction behavior of virtual environments. Physical attributes may include at least one of the following: attack power, overheating rate, durability, attack speed, recoil, and enchantment effect enhancement.

[0077] For example, visual properties can be adjusted based on material control parameters using a material system common to Unreal Engine (UE) / Unity, and physical properties can be adjusted based on physical control parameters using a physics system common to Unreal Engine (UE) / Unity.

[0078] Optionally, such as Figure 8 As shown, step 140 can be implemented through steps 141 to 142, specifically as follows: 141. Material control parameters are injected into the rendering pipeline through the dynamic material instance interface to drive the update of visual properties of virtual resources.

[0079] The Dynamic Material Instance interface is the standard interface for the UE engine to create dynamic material instances, which is used to create / modify material parameter instances at runtime.

[0080] The rendering pipeline refers to a series of fixed or programmable stages executed by the graphics processing unit (GPU) to perform graphics calculations and generate the final image.

[0081] Please see Figure 9 In some embodiments, material instances can be dynamically created and weapon colors updated in real time based on heart rate levels using C++ programming. The specific implementation process is as follows: cpp / / Dynamic material instance creation and updating / / Create a dynamic material instance for the weapon mesh; parameter 0 indicates the material slot index. UMaterialInstanceDynamic* DynMat = WeaponMesh->CreateDynamicMaterialInstance(0); / / Set the base color of weapon materials based on heart rate level / / R, G, B correspond to the color components at different heart rate levels. / / At low heart rate, the color is more blue (0,0,1); at medium heart rate, it is more green (0,1,0); and at high heart rate, it is more red (1,0,0). DynMat->SetVectorParameterValue("BaseColor", FLinearColor(R, G, B)).

[0082] In this way, the visual effect of the weapon's appearance changing color according to heart rate is achieved.

[0083] 142. Physical control parameters are injected into the simulation engine through the physical component interface to drive the dynamic behavior changes of virtual resources.

[0084] The physical component interface refers to the programming interface (API) provided by the physics simulation engine, which is used to access and manipulate the properties of the underlying physical entities (components) associated with virtual resources at runtime. Through this interface, the intrinsic parameters of the components can be dynamically modified or external physical actions can be applied to change the dynamic behavior of the virtual resources in the simulation environment.

[0085] A simulation engine is the core software system responsible for calculating and updating the motion state, interactions, and environmental responses of objects in a virtual environment in real time, based on physical laws (such as Newtonian mechanics, collision detection and response rules, rigid body / soft body dynamics, etc.). It receives instructions and data from the physical component interface and drives the evolution of the physical behavior of the entire virtual world.

[0086] In some embodiments, the overheating rate and recoil intensity of the weapon can be dynamically adjusted based on the character's heart rate level using C++ programming. The specific implementation process is as follows: cpp / / Dynamic calculation of overheating rate float OverheatSpeed ​​= BaseOverheatSpeed ​​* HeartRateLevel.overheat_factor; / / Dynamic adjustment of recoil intensity floatRecoilForce = BaseRecoil * (1 + HeartRateLevel.level * 0.2).

[0087] In this way, weapon performance is dynamically adjusted according to heart rate level, causing weapon overheating speed and recoil to increase with heart rate, forcing players to actively control their emotions and increasing the depth of strategy.

[0088] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.

[0089] The virtual resource processing method provided in this application obtains characteristic curves by acquiring and processing users' physiological data in real time, and dynamically calculates and adjusts the material control parameters and physical control parameters of the virtual resources based on the characteristic curves. This enables the visual performance and physical behavior of the virtual resources to respond in real time to changes in the user's physiological state. Thus, it provides reliable technical support for the development of physiological feedback games, significantly improves the realism and immersion of human-computer interaction, and provides users with a more realistic and emotionally responsive personalized experience, overcoming the limitations of related technologies that rely solely on preset virtual events to trigger feedback while ignoring the user's real physiological factors.

[0090] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.

[0091] Please see Figure 10 , Figure 10 This is another flowchart illustrating the virtual resource processing method provided in this application embodiment. The method may further include steps 210 to 230.

[0092] Step 210: Obtain user operation behavior data and physiological data; In this context, behavioral data refers to the raw operational signals or derived interactive features actively applied by the user through input devices (such as mice, keyboards, touchscreens, gamepads, motion sensors, eye trackers, and brain-computer interfaces) during interaction, which can be captured and quantified by the system. In other words, behavioral data reflects the user's conscious and actively controlled external interactive actions. For example, behavioral data may include click frequency, movement trajectory, and force.

[0093] Physiological data refers to quantitative indicators and information that describe a user's physiological functional state and its changes. For example, a user's physiological data may include, but is not limited to, one or more of the following: heart rate data, electrodermal activity data, respiratory rate data, respiratory depth data, facial expression data, electromyography signal data, electroencephalography signal data, and body surface temperature data.

[0094] Step 220: Calculate the material control parameters and / or physical control parameters of the virtual resources based on the operational behavior data and physiological data.

[0095] For example, the operational behavior data and physiological data can be preprocessed and then fused to calculate the material control parameters and / or physical control parameters of the virtual resources. The preprocessing process can be the same as or similar to the above process, and will not be described in detail here.

[0096] Step 230: Adjust the visual attributes of the virtual resource according to the material control parameters and / or adjust the physical attributes of the virtual resource according to the physical control parameters.

[0097] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.

[0098] In this embodiment, by integrating real-time user physiological data and operational behavior data, the visual and / or physical attributes of virtual resources are dynamically calculated and collaboratively adjusted, achieving more accurate and personalized feedback that better aligns with the user's actual interaction intentions. This significantly enhances the virtual environment's ability to perceive and respond to the user's state, not only strengthening the realism and immersion of the interaction but also optimizing the adaptability of operational control, ultimately achieving a synergistic leap in realism, operational efficiency, and personalized experience.

[0099] Please see Figure 11 , Figure 11 This is another flowchart illustrating the virtual resource processing method provided in the embodiments of this application. The method may include steps 310 to 330.

[0100] Step 310: Obtain physiological data from multiple users; For example, a user's physiological data may include, but is not limited to, one or more of the following: heart rate data, electrodermal activity data, respiratory rate data, respiratory depth data, facial expression data, electromyography (EMG) signal data, electroencephalography (EEG) signal data, and body surface temperature data. Among these, electrodermal activity data is a quantitative information reflecting the body's autonomic nervous system function and physiological and psychological states such as emotions and stress by recording electrical signals generated on the skin surface due to changes in sweat gland activity.

[0101] For example, the types of physiological data of different users can be the same or different.

[0102] In some embodiments, heart rate data of member 1, electroencephalogram (EEG) data of member 2, and electromyogram (EMG) data of member 3 are acquired.

[0103] In some embodiments, heart rate data of multiple members are acquired.

[0104] Step 320: Calculate the co-variation index of physiological data for each user; Among them, the collaborative change index specifically refers to the indicators used in multiplayer game scenarios to quantitatively analyze the linkage characteristics between players' physiological states and game progress, interactive behaviors, or external stimuli by collecting physiological signals (such as heart rate, EEG, and skin conductance) of the player group. The core purpose is to capture implicit states such as "emotional resonance, synchronized focus, and tacit cooperation" among players and transform them into interactive feedback mechanisms within the game.

[0105] Coordinated change indicators can include indicators of directional synergy, magnitude synergy, and temporal synchronization. Among them, the directional synergy indicator is the consistency of the rising and falling trends of physiological data among players (such as synchronized heart rate increases when encountering enemies together), the magnitude synergy indicator is used to characterize whether the magnitudes of changes in physiological data of multiple users are proportionally related, and the temporal synchronization indicator characterizes whether the time points when significant changes in physiological data of multiple users occur are close.

[0106] For example, physiological data can be preprocessed first, then the preprocessed physiological data can be fused, and then the coordinated change index of physiological data of each user can be calculated. The preprocessing process can be the same as or similar to the above process, and will not be described in detail here.

[0107] In some embodiments, when the physiological data is heart rate data, the co-change index can be the heart rate change direction coordination rate, that is, the proportion of players whose heart rate rises / falls simultaneously per unit time (e.g., 10 seconds) out of the total number of players. By collecting real-time heart rates from multiple players using smart bracelets, if multiple players simultaneously experience a sudden increase in heart rate due to tension, the heart rate change direction coordination rate is ≥80%; if some players panic while others remain calm, the heart rate change direction coordination rate is <50%.

[0108] Step 330: Adjust the physical and / or visual attributes of shared virtual resources in a multiplayer game scenario based on the collaborative change index.

[0109] Shared virtual resources refer to virtual objects whose state or behavior can be jointly perceived, operated, or affected by multiple users in a multi-user interaction scenario. Changes in the visual and physical attributes of these resources will produce unified or differentiated experience effects for the associated user groups. For example, shared virtual resources include, but are not limited to, team-specific objects (such as vehicles for team sharing, team shield generators, and shared skill cooldown devices), environmental interaction objects (such as mechanisms, public facilities, and environmental objects that can be operated by multiple users), territory-specific objects (such as flags for strongholds captured by the team, defensive fortifications built by the guild, and energy cores for shared bases), and global state objects (dynamic weather systems, ambient lighting, and background music intensity that affect the entire scene).

[0110] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.

[0111] This application embodiment collects and analyzes the physiological data of multiple users in real time, calculates indicators reflecting the synergy of the group's state, and dynamically adjusts the visual and physical attributes of shared virtual resources based on these indicators. This seamlessly integrates the group's physiological state into virtual world interaction, significantly enhancing the immersion and realism of team collaboration, creating a dynamic game environment that highly responds to collective emotions and collaborative states, and improving the depth and strategic nature of multiplayer interaction.

[0112] To facilitate better implementation of the virtual resource processing method of this application embodiment, this application embodiment also provides a virtual resource processing apparatus. Please refer to... Figure 12 , Figure 12 This is a schematic diagram of the structure of a virtual resource processing apparatus provided in an embodiment of this application. The virtual resource processing apparatus 200 can provide a graphical user interface (GUI) via a terminal device. The GUI includes at least a portion of a virtual scene and at least one virtual character. The virtual resource processing apparatus 200 may include: Acquisition unit 210 is used to acquire the user's physiological data; The preprocessing unit 220 is used to preprocess physiological data to obtain feature change data, which can characterize the user's physiological changes. Calculation unit 230 is used to calculate the material control parameters and physical control parameters of virtual resources based on feature change data; and The adjustment unit 240 is used to adjust the visual attributes of the virtual resource according to the material control parameters and to adjust the physical attributes of the virtual resource according to the physical control parameters.

[0113] Thus, the aforementioned virtual resource processing device 200, by acquiring and processing the user's physiological data in real time to obtain characteristic curves, and dynamically calculating and adjusting the material control parameters and physical control parameters of the virtual resources based on these characteristic curves, enables the visual performance and physical behavior of the virtual resources to respond in real time to changes in the user's physiological state. This provides reliable technical support for the development of physiological feedback games, significantly enhances the realism and immersion of human-computer interaction, and provides users with a more realistic and emotionally responsive personalized experience, overcoming the limitations of related technologies that rely solely on preset virtual events to trigger feedback while ignoring the user's real physiological factors.

[0114] Each unit in the aforementioned virtual resource processing device can be implemented entirely or partially through software, hardware, or a combination thereof. Each unit can be embedded in or independent of the processor in a computer device in hardware form, or stored in the memory of a computer device in software form, so that the processor can invoke and execute the operations corresponding to each unit.

[0115] The virtual resource processing device 200 can be integrated into a terminal or server that has storage and a processor and thus computing power, or the virtual resource processing device 200 can be the terminal or server.

[0116] Optionally, this application also provides a computer device, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps in the above-described method embodiments.

[0117] Figure 13 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device may be a terminal or a server. Figure 13 As shown, the computer device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 is electrically connected to the memory 302. Those skilled in the art will understand that the computer device structure shown in the figures does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0118] The processor 301 is the control center of the computer device 300. It connects various parts of the computer device 300 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 302, and calling data stored in the memory 302, it performs various functions of the computer device 300 and processes data, thereby performing overall processing of the computer device 300.

[0119] In this embodiment, the processor 301 in the computer device 300 loads the instructions corresponding to the processes of one or more computer programs into the memory 302 according to the following steps, and the processor 301 runs the computer programs stored in the memory 302 to realize various functions: Acquire user physiological data; preprocess the physiological data to obtain feature change data, which can characterize user physiological changes; calculate material control parameters and physical control parameters of virtual resources based on feature change data; and adjust the visual attributes of virtual resources according to the material control parameters and the physical attributes of virtual resources according to the physical control parameters.

[0120] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0121] Optional, such as Figure 13As shown, the computer device 300 also includes: a display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will understand that... Figure 13 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0122] The display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The display screen 303 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program. Optionally, the touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, and transmits the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to the processor 301, and can receive and execute commands from the processor 301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel according to the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the display screen 303 to achieve input and output functions. However, in some embodiments, the touch panel and the display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the display screen 303 can also be used as part of the input unit 306 to achieve input functions.

[0123] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.

[0124] Audio circuitry 305 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and output to processor 301 for processing. The audio data is then transmitted via radio frequency circuitry 304 to, for example, another computer device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.

[0125] The input unit 306 can be used to receive input numbers, characters, or object feature information (such as fingerprints, irises, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0126] Power supply 307 is used to supply power to various components of computer device 300. Optionally, power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0127] although Figure 13 As not shown in the diagram, computer equipment 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0128] This application also provides a computer-readable storage medium for storing a computer program. This computer-readable storage medium can be applied to a computer device, and the computer program causes the computer device to execute the corresponding process in the virtual resource processing method described in the embodiments of this application; for brevity, further details are omitted here.

[0129] This application also provides a computer program product including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the corresponding process in the virtual resource processing method described in the embodiments of this application. For brevity, further details are omitted here.

[0130] This application also provides a computer program comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the corresponding flow in the virtual resource processing method of this application. For brevity, further details are omitted here.

[0131] It should be understood that the processor in this application may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method embodiments can be completed by integrated logic circuits in the processor's hardware or by instructions in software form. The processor described above can be a general-purpose processor, a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly embodied in the execution of a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software modules can be located in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. This storage medium is located in memory, and the processor reads information from the memory and, in conjunction with its hardware, completes the steps of the above method.

[0132] It is understood that the memory in the embodiments of this application can be volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. The volatile memory can be random access memory (RAM), which is used as an external cache. By way of example, but not limitation, many forms of RAM are available, such as Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDR SDRAM), Enhanced Synchronous DRAM (ESDRAM), Synchlink DRAM (SLDRAM), and Direct Rambus RAM (DR RAM). It should be noted that the memory used in the systems and methods described herein is intended to include, but is not limited to, these and any other suitable types of memory.

[0133] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application.

[0134] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0135] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0136] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0137] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0138] In addition, the functional units in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0139] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer or a server) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.

[0140] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A method for processing virtual resources, characterized in that, The processing method includes: Obtaining users' physiological data; The physiological data is preprocessed to obtain feature change data, which can characterize the user's physiological changes; Calculate the material control parameters and / or physical control parameters of the virtual resource based on the aforementioned feature change data; and The visual attributes of the virtual resource are adjusted according to the material control parameters and / or the physical attributes of the virtual resource are adjusted according to the physical control parameters.

2. The method for processing virtual resources as described in claim 1, characterized in that, The physiological data is preprocessed to obtain feature change data, which characterizes the user's physiological changes, including: The physiological data is normalized to obtain a feature smoothing curve. The normalization process includes at least one of filtering, smoothing, trend extraction, and standardization. The feature smoothing curve is quantified and classified by a preset fluctuation intensity threshold range to obtain the feature change data, which includes at least two fluctuation state levels that characterize the intensity of the user's physiological changes.

3. The method for processing virtual resources as described in claim 2, characterized in that, The physiological data are normalized to obtain a characteristic smooth curve, including: The physiological data is subjected to median filtering to filter out abnormal data. The physiological data sequence is traversed through a sliding window of preset length, and the arithmetic mean of the data points in each window is calculated to generate smooth data points at the corresponding positions. A fitted curve is obtained by performing curve fitting based on the smoothed data points using polynomial fitting. The fitted curve is normalized to generate the feature smooth curve.

4. The method for processing virtual resources as described in claim 2, characterized in that, Preprocessing the physiological data to obtain characteristic change data further includes: The fluctuation state level with the smallest fluctuation amplitude in the feature change data is filtered out, and the remaining fluctuation state levels in the feature change data are enhanced.

5. The method for processing virtual resources as described in claim 1, characterized in that, Adjusting the visual attributes of the virtual resource according to the material control parameters and / or adjusting the physical attributes of the virtual resource according to the physical control parameters includes: The material control parameters are injected into the rendering pipeline via the dynamic material instance interface to drive the update of the visual properties of the virtual resource; and / or Physical control parameters are injected into the simulation engine through the physical component interface to drive the dynamic behavior changes of the virtual resources.

6. The method for processing virtual resources as described in claim 1, characterized in that, The visual attributes include at least one of color, roughness, brightness, and metallicity; or The physical properties include one of the following: recoil, overheating rate, attack power, durability, and attack speed.

7. The method for processing virtual resources as described in claim 1, characterized in that, The physiological data includes at least one of the following: heart rate data, skin electrical activity data, respiratory rate data, respiratory depth data, user facial expression data, electromyography signal data, electroencephalography signal data, and body surface temperature data.

8. The method for processing virtual resources as described in claim 1, characterized in that, The method further includes: Obtain user action data; Based on the operational behavior data and the physiological data, calculate the material control parameters and / or physical control parameters of the virtual resource.

9. The method for processing virtual resources as described in claim 1, characterized in that, The method further includes: Obtain physiological data from multiple users; Calculate the co-variation index of physiological data for each user; Adjust the physical and / or visual attributes of shared virtual resources in multiplayer game scenarios based on the aforementioned collaborative change index.

10. A virtual resource processing device, characterized in that, The device includes: The acquisition unit is used to acquire the user's physiological data; A preprocessing unit is used to preprocess the physiological data to obtain feature change data, which can characterize the user's physiological changes. A calculation unit is configured to calculate the material control parameters and / or physical control parameters of the virtual resource based on the characteristic change data; and An adjustment unit is used to adjust the visual attributes of the virtual resource according to the material control parameters and / or adjust the physical attributes of the virtual resource according to the physical control parameters.

11. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program adapted for loading by a processor to perform the virtual resource processing method as described in any one of claims 1-9.

12. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing a computer program, and the processor executing the virtual resource processing method according to any one of claims 1-9 by calling the computer program stored in the memory.

13. A computer program product comprising computer instructions, characterized in that, When the computer instructions are executed by the processor, they implement the virtual resource processing method according to any one of claims 1-9.