Gesture interaction method and device, electronic equipment and storage medium
By using motion information from the left and right hands in an augmented reality device to calculate the vector angle and distance, the judgment and execution of motion execution states are separated, solving the problem of virtual operation misjudgment caused by hand tremors and improving the accuracy of gesture recognition and user interaction experience.
Patent Information
- Application Number
- CN202511381464.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-09-25
- Publication Date
- 2026-01-16
AI Technical Summary
Existing technologies struggle to accurately recognize gestures when a user's hand is trembling, leading to problems in virtual world operations.
By acquiring motion information from both the left and right hands when they are in a preset trigger gesture state, calculating the vector angle and distance, and separating the judgment and execution of motion execution state, the effects of jitter are avoided.
It improves the accuracy of gesture recognition, reduces misjudgments of virtual operations, and enhances the user interaction experience.
Smart Images

Figure CN121349294A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of gesture recognition and interaction, and more specifically, to a gesture interaction method, apparatus, electronic device, and storage medium. Background Technology
[0002] Extended Reality (AR) is a suite of immersive technologies that use wearable devices to blend virtual content with the real world. With advancements in virtual reality (VR) technology, AR devices are becoming increasingly prevalent and are being used in numerous fields and scenarios, such as gaming and industrial operations.
[0003] Extended reality technology primarily operates by using image capture devices to capture and recognize users' gestures in the real world, then executing corresponding actions in the virtual world based on the recognition results. However, users' hands may tremble when performing gesture operations, and this tremor makes it difficult for existing technologies to accurately recognize similar gestures, leading to problems with the corresponding actions in the virtual world. Summary of the Invention
[0004] This invention provides a gesture interaction method, device, electronic device, and storage medium to effectively avoid the impact of user hand tremors on gesture recognition interaction.
[0005] According to a first aspect of this application, a gesture interaction method is provided, the method comprising: The gesture interaction method is characterized in that the method includes: Get the current virtual interaction object; If both the left and right hands are in a preset trigger gesture state, then the first motion information of the left and right hands is obtained, and the current motion execution state is determined based on the first motion information. Based on the motion execution state, the second motion information of the left and right hands is obtained, and the current virtual interactive object is controlled to move according to the second motion information.
[0006] Optionally, determining the current motion execution state based on the first motion information includes: The left-hand movement vector and the right-hand movement vector are obtained based on the first motion information; Calculate the angle between the left-hand vectors corresponding to the left-hand movement vector, and calculate the angle between the right-hand vectors corresponding to the right-hand movement vector; If the angle of the left-hand vector is within a preset first angle range, or the angle of the right-hand vector is within a preset second angle range, then the current motion execution state is determined to be a rotation state.
[0007] Optionally, if the angle of the left-hand vector is not within a preset first angle range and the angle of the right-hand vector is not within a preset second angle range, then the distance between the left and right hands is obtained based on the left-hand movement vector and the right-hand movement vector. If the distance between the left and right hands does not exceed a preset left and right hand distance threshold, then the current motion execution state is determined to be a scaling state.
[0008] Optionally, before the steps of calculating the angle between the left-hand vectors corresponding to the left-hand movement vector and calculating the angle between the right-hand vectors corresponding to the right-hand movement vector, the method further includes: If the length of the left-hand movement vector exceeds a preset first movement distance threshold, or the length of the right-hand movement vector exceeds a preset second movement distance threshold, then the steps of calculating the included angle of the left-hand vector corresponding to the left-hand movement vector and calculating the included angle of the right-hand vector corresponding to the right-hand movement vector are executed.
[0009] Optionally, calculating the angle between the left-hand vectors corresponding to the left-hand movement vector and the angle between the right-hand vectors corresponding to the right-hand movement vector includes: The positions where the left and right hands enter the triggered gesture state are taken as the initial positions, and the initial direction vectors are obtained based on the initial positions of the left and right hands; The angle between the left-hand movement vector and the initial direction vector is calculated as the angle between the left-hand vector and the right-hand movement vector.
[0010] Optionally, the method further includes: If the left or right hand is in the triggered gesture state, the hand movement vector of the left or right hand in the triggered gesture state is obtained, and the current virtual interactive object is controlled to move based on the hand movement vector.
[0011] Optionally, the method further includes: If both the left and right hands are in a non-triggered gesture state, then the current state is determined to be idle; In the idle state, the current virtual interactive object does not change with the movement of the left or right hand.
[0012] According to a second aspect of this application, a gesture interaction device is provided, the device comprising: The interaction object acquisition module is used to acquire the current virtual interaction object; The motion state determination module is used to obtain the first motion information of the left and right hands if both the left and right hands are in a preset trigger gesture state, and determine the current motion execution state based on the first motion information. The motion execution module is used to acquire second motion information of the left and right hands based on the motion execution state, and control the current virtual interactive object to move according to the second motion information.
[0013] According to a third aspect of this application, an electronic device is provided, comprising: Memory, used to store one or more computer programs; A processor that, when the one or more computer programs are executed by the processor, implements the gesture interaction method described in the first aspect above.
[0014] According to a fourth aspect of this application, a computer-readable storage medium is provided, the computer-readable storage medium storing computer instructions for causing a processor to execute and implement the gesture interaction method described in the first aspect above.
[0015] Based on any of the above aspects, the gesture interaction method, device, electronic device, and computer storage medium provided in this application, when both the left and right hands are in a preset trigger gesture state, first determine the current motion execution state based on the first motion information of the left and right hands; after determining the current motion execution state, further obtain the second motion information to control the movement of the current virtual interactive object. By separating the determination of the motion execution state from the specific execution, each execution of a specific movement can be based on the currently determined motion execution state, avoiding misjudgment of the motion execution state due to hand tremors when the motion execution state and execution are performed simultaneously, thereby effectively improving the user's interactive experience. Attached Figure Description
[0016] 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.
[0017] Figure 1 This is a schematic application scenario diagram of the gesture interaction method provided in this embodiment.
[0018] Figure 2 This is a flowchart illustrating the steps of the gesture interaction method provided in this embodiment.
[0019] Figure 3 This is a schematic diagram of the steps for obtaining the motion execution state provided in this embodiment.
[0020] Figure 4 This is a schematic diagram of the functional modules of the gesture interaction device provided in this embodiment.
[0021] Figure 5 This embodiment provides a schematic diagram of the electronic device. Detailed Implementation
[0022] The accompanying drawings are for illustrative purposes only and should not be construed as limiting the scope of this application. To better illustrate the following embodiments, some components in the drawings may be omitted, enlarged, or reduced, and do not represent the actual dimensions of the product; it is understandable to those skilled in the art that some well-known structures and their descriptions may be omitted in the drawings.
[0023] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort should fall within the scope of protection of the present application.
[0024] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0025] Extended Reality (AR) is a suite of immersive technologies that use wearable devices to blend virtual content with the real world. With advancements in virtual reality (VR) technology, AR devices are becoming increasingly prevalent and are being used in numerous fields and scenarios, such as gaming and industrial operations.
[0026] Extended reality technology primarily operates by using image capture devices to capture and recognize users' gestures in the real world, then executing corresponding actions in the virtual world based on the recognition results. However, users' hands may tremble when performing gesture operations, and this tremor makes it difficult for existing technologies to accurately recognize similar gestures, leading to problems with the corresponding actions in the virtual world.
[0027] This embodiment provides a technical solution that can solve the above problems. The specific implementation of this application will be described in detail below with reference to the accompanying drawings.
[0028] This is an exemplary schematic diagram illustrating an application scenario of a gesture interaction method provided in an embodiment of this application. Figure 1 As shown, the application scenario includes at least a server 100 and a terminal 200 that can communicate with the server 100.
[0029] Understandably, the server 100 can be an independent electronic device or a cluster of multiple electronic devices; the terminal 200 can be a smartphone terminal, personal computer, tablet computer, vehicle terminal, etc., but is not limited to these.
[0030] In one possible implementation, server 100 and terminal 200 may respectively execute the gesture interaction method provided in the embodiments of this application, or, optionally, the gesture interaction method provided in the embodiments of this application may be partially executed in server 100 and partially executed in terminal 200.
[0031] like Figure 2 As shown, this embodiment provides a gesture interaction method, which may include the following steps: S1: Get the current virtual interaction object; In this embodiment, the current virtual interactive object can be acquired using an extended reality eye-tracking device. In one implementation, the current virtual interactive object can be selected by eye-tracking device gaze detection; in some implementations, the current virtual interactive object can also be selected by detecting the operator's left or right hand gestures. For example, if a grasping gesture is detected by the left or right hand towards an object, that object can be used as the current virtual interactive object.
[0032] It should be noted that this embodiment does not limit the method of obtaining the current virtual interactive object.
[0033] S2: If both the left and right hands are in a preset trigger gesture state, then obtain the first motion information of the left and right hands, and determine the current motion execution state based on the first motion information; In this embodiment, the trigger gesture state represents a signal to begin determining the current motion execution state. The trigger gesture state can be set according to the operator's operating habits. For example, the trigger gesture state can be set to a pinch state, in which case both the left and right hands are in the preset trigger gesture state, which can be understood as both the left and right hands being in a pinch state.
[0034] In this embodiment, when both the left and right hands are in the triggered gesture state, it indicates that the motion determination state has been entered. After entering the motion determination state, the first motion information of the left and right hands can be collected to determine the current motion execution state. The first motion information is the motion information of the left and right hands after entering the motion determination state, such as the direction and distance of translation, the direction and angle of rotation, etc.
[0035] It is understood that the left and right hands mentioned in this embodiment can be the left and right hands of the operator in the real world as collected by the eye device, or they can be the virtual left and right hands mapped in the virtual world. This embodiment does not limit them.
[0036] Understandably, step S2, where both the left and right hands are in a preset trigger gesture state, indicates that both the left and right hands have entered the acquisition range of the eye device. Being in a preset trigger gesture state can include entering the trigger gesture state after the left and / or right hand has entered the acquisition range of the eye device, and then being acquired by the eye device. It can also include the left and / or right hand entering the trigger gesture state outside the eye device's acquisition range, and then entering the acquisition range of the eye device, and then being acquired by the eye device.
[0037] In this embodiment, the step of determining the current motion execution state based on the first motion information is as follows: Figure 3 As shown, it may include the following steps: S21: Obtain the left-hand movement vector and the right-hand movement vector based on the first motion information; In one implementation, the first motion information may include the coordinates of the left and right hands before and after movement, thereby enabling the acquisition of the left-hand and right-hand movement vectors based on the first motion information. It is understood that the coordinates in the first motion information can be three-dimensional coordinates, and therefore the left-hand and right-hand movement vectors can be three-dimensional vectors. By acquiring the left-hand and right-hand movement vectors, the movement direction and distance of the left and right hands can be better expressed, thus making it easier to determine the current motion execution state.
[0038] S22: Calculate the angle between the left-hand vectors corresponding to the left-hand movement vector, and calculate the angle between the right-hand vectors corresponding to the right-hand movement vector; In this embodiment, step S22 may include the following sub-steps: First, obtain the initial direction vector based on the initial positions of the left and right hands; In this embodiment, the initial positions of the left and right hands are the positions of the left and right hands when both enter the triggered gesture state. It can be understood that, assuming the left hand enters the triggered gesture state first, and then the right hand enters the triggered gesture state, and the position of the left hand changes before the right hand enters the triggered gesture state, then the position of the left hand when the right hand enters the triggered gesture state, and the position of the right hand when the right hand enters the triggered gesture state, can be used as the initial positions of the left and right hands.
[0039] Furthermore, if both the left and right hands have entered the triggered gesture state before entering the collection range of the eye device, then the position of the left and right hands entering the collection range of the eye device can be used as the initial position of the left and right hands.
[0040] Next, the angle between the left-hand movement vector and the initial direction vector is calculated as the angle between the left-hand vector and the right-hand movement vector is calculated as the angle between the right-hand vector and the initial direction vector.
[0041] In this embodiment, based on the initial direction vector, the angle between the left-hand vector and the angle between the right-hand vector are calculated respectively, which can determine the movement of the left and right hands respectively, and thus accurately determine the operator's intention.
[0042] Meanwhile, since the hand may shift during the scaling operation, calculating the angle based on the coordinates of the left and right hands before and after movement could lead to misjudging the scaling state as a rotation state. Therefore, this embodiment uses the initial direction vector to calculate the angle between the left and right hand vectors, effectively achieving accurate angle calculation and thus accurate identification of the rotation and scaling states.
[0043] S23: If the included angle of the left-hand vector is within a preset first angle range, or the included angle of the right-hand vector is within a preset second angle range, then the current motion execution state is determined to be a rotation state. S24: If the angle of the left-hand vector is not within the preset first angle range and the angle of the right-hand vector is not within the preset second angle range, then the distance between the left and right hands is obtained based on the left-hand movement vector and the right-hand movement vector; S25: If the distance between the left and right hands does not exceed the preset left and right hand distance threshold, then the current motion execution state is determined to be a scaling state.
[0044] It is understandable that the rotation and scaling states are easily affected by hand operations, leading to misjudgments. Therefore, this embodiment effectively avoids misjudgments of the rotation and scaling states by using two different judgment methods to determine the order of conditions when both the left and right hands are in the triggered gesture state. It should be noted that since the judgment methods between the rotation and scaling states are relatively independent, the judgments in steps S22, S23 and steps S24, S25 can be interchanged under certain circumstances by adjusting the judgment logic, which will not be elaborated further.
[0045] Understandably, in order to reduce the impact of jitter, it is necessary to eliminate the interference caused by jitter before determining whether the motion execution state is a rotation state or a scaling state. Therefore, in one embodiment of this invention, before the steps of calculating the angle between the left-hand vectors corresponding to the left-hand movement vector and the angle between the right-hand vectors corresponding to the right-hand movement vector, the method further includes: If the length of the left-hand movement vector exceeds a preset first movement distance threshold, or the length of the right-hand movement vector exceeds a preset second movement distance threshold, then the steps of calculating the included angle of the left-hand vector corresponding to the left-hand movement vector and calculating the included angle of the right-hand vector corresponding to the right-hand movement vector are executed.
[0046] Understandably, if the length of the left-hand movement vector does not exceed the first movement distance, and the right-hand movement vector does not exceed the second movement distance, it indicates that the movement of the left and right hands is jittering and cannot be used to determine the movement execution state. In this case, the first movement information of the left and right hands can be reacquired until it is determined based on the first movement information that the length of the left-hand movement vector exceeds the first movement distance, or the right-hand movement vector exceeds the second movement distance; or, the left or right hand exits the triggered gesture state, indicating exiting the movement determination state.
[0047] S3: Based on the motion execution state, obtain the second motion information of the left and right hands, and control the current virtual interactive object to move according to the second motion information.
[0048] Understandably, step S2 determines the motion execution state. After determining the motion execution state, no control is performed on the current virtual interactive object. The first motion information is only used to provide information for determining the motion execution state. Therefore, in this embodiment, the motion of the current virtual interactive object is controlled by further obtaining the second motion information.
[0049] Understandably, the second motion information represents the motion information of the left and right hands in the motion execution state, and the second motion information matches the motion execution state.
[0050] In one implementation, the left hand movement vector and the right hand movement vector in the motion execution state can be obtained based on the second motion information, and then the current virtual interactive object can be controlled to move based on the left hand movement vector and the right hand movement vector.
[0051] For example, if the motion execution state is the rotation state, the left-hand movement vector and right-hand movement vector in the rotation state can be obtained based on the second motion information. Then, the included angle between the left-hand and right-hand vectors in the rotation state can be calculated, and the current virtual interactive object can be controlled to rotate based on the included angle. If the motion execution state is the scaling state, the left-hand movement vector and right-hand movement vector in the scaling state can be obtained based on the second motion information. A scaling factor can be calculated based on the left-hand and right-hand movement vectors, and the current virtual interactive object can be controlled to scale based on the scaling factor.
[0052] It should be noted that the motion execution state may also include other states. The specific judgment conditions and execution content are set according to the specific state situation, which will not be elaborated further here.
[0053] In one embodiment, the method further includes: If both the left and right hands are in a non-triggered gesture state, then the current state is determined to be idle; In the idle state, the current virtual interactive object does not change with the movement of the left or right hand.
[0054] Understandably, when both the left and right hands are in the triggered gesture state, it indicates that the motion determination state has been entered. If the left or right hand is exited from the triggered gesture state, the motion determination state will not be exited. When both the left and right hands are exited from the triggered gesture state, it indicates that the idle state has been entered and the motion determination state has been exited.
[0055] Similarly, after determining the motion execution state, if the left hand or right hand exits the trigger gesture state, the motion execution state is maintained. If the left hand or right hand that exited the trigger gesture state re-enters the trigger gesture state, the motion execution state continues. If both the left hand and right hand exit the trigger gesture state, the motion execution state is exited.
[0056] In one embodiment, the method further includes: If the left or right hand is in the triggered gesture state, the hand movement vector of the left or right hand in the triggered gesture state is obtained. If the vector length of the hand movement vector exceeds a preset third movement distance threshold, the current virtual interactive object is controlled to move based on the hand movement vector.
[0057] Understandably, when only one hand is detected in the triggered gesture state, the movement of the current virtual interactive object can be controlled based on the hand movement vector of the hand in the triggered gesture state. By separating the movement operation from other operations, conflicts between the movement operation and other operations can be better reduced, and misjudgments of operations can be avoided.
[0058] like Figure 4 As shown in the illustration, this application also provides a gesture interaction device. Optionally, the hand interaction device may include: Interaction object acquisition module 11 is used to acquire the current virtual interaction object; In this embodiment, the interaction object acquisition module 11 can be used to execute... Figure 2 For a detailed description of the interactive object acquisition module 11 shown in step S1, please refer to the description of step S1.
[0059] The motion state determination module 12 is used to obtain the first motion information of the left and right hands if both the left and right hands are in a preset trigger gesture state, and determine the current motion execution state based on the first motion information. In this embodiment, the motion state determination module 12 can be used to perform... Figure 2 For a detailed description of the motion state determination module 12 shown in step S2, please refer to the description of step S2.
[0060] The motion execution module 13 is used to obtain second motion information of the left and right hands based on the motion execution state, and control the current virtual interactive object to move according to the second motion information.
[0061] In this embodiment, the motion execution module 13 can be used to execute... Figure 2 For a detailed description of the motion execution module 13 shown in step S3, please refer to the description of step S3.
[0062] It is understood that the above-described device embodiments and method embodiments can correspond to each other, and similar descriptions of the device embodiments can be referred to the method embodiments. To avoid repetition, further details are omitted here. The gesture interaction device provided in this application can execute a gesture interaction method provided in any embodiment of this application, and has the corresponding functional modules and beneficial effects of executing the method. The functional modules of the gesture interaction device can be implemented in hardware, in software instructions, or in a combination of hardware and software modules.
[0063] Specifically, the steps of the method embodiments of this application can be completed by integrated logic circuits in the processor hardware and / or instructions in software form. The steps of the gesture interaction method in conjunction with the embodiments of this application can be directly implemented by a hardware encoding processor, or by a combination of hardware and software modules in the encoding processor. Optionally, the software module can be located in random access memory, and storage media such as read-only memory, programmable read-only memory, flash memory, electrically erasable programmable memory, and registers are all acceptable. The storage medium is located in the memory, and the processor reads the information in the memory and, in conjunction with its hardware, completes the steps in the above method embodiments.
[0064] This application provides an electronic device with the following structure: Figure 5 As shown. The electronic device can be as described in this embodiment. Figure 1 The server 100 or terminal 200 shown.
[0065] The electronic device includes a memory 21, a processor 22, a communication module 23, and an input / output interface 24, etc. Optionally, the memory 21, the processor 22, the communication module 23, and the input / output interface 24 can be connected and communicate with each other through a bus 25.
[0066] The memory 21 is used to store one or more computer programs and to transfer the code of the computer programs to the processor 22; when the one or more computer programs are executed by the processor 22, the gesture interaction method in the embodiments of this application is implemented.
[0067] Optionally, the electronic device can be connected to a network via communication module 23 to communicate with other devices, such as terminals or servers, to achieve data interaction. The electronic device can be various forms of digital computers, exemplarily such as desktop computers, servers, workbenches, mainframes, or other types of computers. The electronic device can also be various forms of mobile terminals, exemplarily such as smartphones, tablets, wearable devices (such as helmets, glasses, watches, etc.), and other similar mobile terminals.
[0068] Optionally, the electronic device can connect to required input / output devices, such as a keyboard or display device, via the input / output interface 24. The electronic device itself may have a display device, and other display devices can also be connected externally via the input / output interface 24. Optionally, a storage device, such as a hard disk, can also be connected via the input / output interface 24 to store data from the electronic device, read data from the storage device, or store data from the storage device in the memory 21. It is understood that the input / output interface 24 can be a wired interface or a wireless interface. Depending on the actual application scenario, the device connected to the input / output interface 24 can be a component of the electronic device or an external device connected to the electronic device when needed.
[0069] Optionally, the memory 21 may be a volatile memory and / or a non-volatile memory. The volatile memory may be a random access memory, etc., and the non-volatile memory may be a read-only memory, a programmable read-only memory, an erasable programmable read-only memory, an electrically erasable programmable read-only memory, or a flash memory, etc.
[0070] Optionally, the computer program stored in the processor 22 can be divided into one or more modules, which are stored in the memory 21 and executed by the processor 22 to perform the method provided in this embodiment. The one or more modules can be a series of computer program instruction segments capable of performing specific functions, which describe the execution process of the computer program in the electronic device.
[0071] Optionally, the processor 22 can be various general-purpose and / or special-purpose processing components with processing and computing capabilities. Some examples of the processor 22 include, but are not limited to, a central processing unit, a graphics processing unit, a digital signal processor, various special-purpose artificial intelligence computing chips, various processors running machine learning model algorithms, and can also be any suitable controller, microcontroller, processor, etc. The processor 22 executes the various methods and processes of this embodiment, exemplarily, such as a gesture interaction method according to an embodiment of this application.
[0072] Optionally, the bus 25 may include a path for transmitting information. Depending on its function, the bus 25 may be divided into an address bus, a data bus, a control bus, etc.
[0073] In an optional implementation, this application embodiment also provides a computer storage medium storing a computer program thereon. When executed by a computer, the computer program enables the computer to perform the methods described in the above-described method embodiments. Part or all of the computer program can be loaded and / or installed on the memory 21 of an electronic device. When the computer program is executed by the processor 22, one or more steps of a gesture interaction method according to this application embodiment can be performed.
[0074] Optionally, the computer-readable storage medium may be a random access memory, a read-only memory, a programmable read-only memory, an erasable programmable read-only memory, an electrically erasable programmable read-only memory, etc.
[0075] Obviously, the above embodiments of this application are merely examples for clearly illustrating the technical solution of this application, and are not intended to limit the specific implementation of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of the claims of this application should be included within the protection scope of the claims of this application.
Claims
1. A gesture interaction method, characterized by, The method comprises: acquiring a current virtual interactive object; if both the left hand and the right hand are in a preset trigger gesture state, acquiring first motion information of the left hand and the right hand, and determining a current motion execution state according to the first motion information; based on the motion execution state, acquiring second motion information of the left hand and the right hand, and controlling the current virtual interactive object to move according to the second motion information.
2. The gesture interaction method of claim 1, wherein, The determination of the current motion execution state according to the first motion information comprises: acquiring a left hand movement vector and a right hand movement vector according to the first motion information; calculating a left hand vector angle corresponding to the left hand movement vector and a right hand vector angle corresponding to the right hand movement vector; if the left hand vector angle is within a preset first angle range or the right hand vector angle is within a preset second angle range, determining that the current motion execution state is a rotation state.
3. The gesture interaction method of claim 2, wherein, if the left hand vector angle is not within the preset first angle range and the right hand vector angle is not within the preset second angle range, acquiring a distance between the left hand and the right hand according to the left hand movement vector and the right hand movement vector; if the distance between the left hand and the right hand does not exceed a preset left-right hand distance threshold, determining that the current motion execution state is a scaling state.
4. The gesture interaction method of claim 2, wherein, Before the steps of calculating the left hand vector angle corresponding to the left hand movement vector and the right hand vector angle corresponding to the right hand movement vector, the method further comprises: if a vector length of the left hand movement vector exceeds a preset first movement distance threshold or a vector length of the right hand movement vector exceeds a preset second movement distance threshold, performing the steps of calculating the left hand vector angle corresponding to the left hand movement vector and the right hand vector angle corresponding to the right hand movement vector.
5. The gesture interaction method according to any one of claims 2-4, characterized in that, The calculation of the left hand vector angle corresponding to the left hand movement vector and the right hand vector angle corresponding to the right hand movement vector comprises: acquiring an initial direction vector according to initial positions of the left hand and the right hand; the initial positions of the left hand and the right hand are positions of the left hand and the right hand when the left hand and the right hand both enter the trigger gesture state; calculating an angle between the left hand movement vector and the initial direction vector as the left hand vector angle, and calculating an angle between the right hand movement vector and the initial direction vector as the right hand vector angle.
6. The gesture interaction method according to any one of claims 1-4, characterized in that, The method further comprises: if the left hand or the right hand is in the trigger gesture state, acquiring a hand movement vector of the left hand or the right hand in the trigger gesture state, and controlling the current virtual interactive object to move based on the hand movement vector.
7. The gesture interaction method according to any one of claims 1-4, wherein, The method further comprises: if both the left hand and the right hand are in a non-trigger gesture state, determining that a current state is an idle state; in the idle state, the current virtual interactive object does not change with the motion of the left hand or the right hand.
8. A gesture interaction device, characterized in that The device comprises: an interactive object acquisition module configured to acquire a current virtual interactive object; The motion state determining module is configured to: if the left hand and the right hand are in a preset trigger gesture state, acquire first motion information of the left hand and the right hand, and determine a current motion execution state according to the first motion information; The motion execution module is configured to: based on the motion execution state, acquire second motion information of the left hand and the right hand, and control the current virtual interactive object to perform motion according to the second motion information.
9. An electronic device, comprising: The computer readable storage medium stores a computer program, and the computer program is configured to instruct the processor to implement the gesture interaction method according to any one of claims 1-7. The computer readable storage medium stores a computer program, and the computer program is configured to instruct the processor to implement the gesture interaction method according to any one of claims 1-7. 10. A computer-readable storage medium, characterized in that,
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