A game scene vibration regulation method, device and computer readable storage medium
By acquiring game image and audio information, detecting and generating vibration signals, the problem of monotonous motor vibration in existing game programs is solved, enhancing user immersion and gaming experience.
Patent Information
- Application Number
- CN202111563773.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-20
- Publication Date
- 2026-02-24
- Estimated Expiration
- 2041-12-20
AI Technical Summary
The existing motor vibration effects in game programs are monotonous and the vibration intensity remains constant, leading to user fatigue and reducing the enjoyment of using the game.
By acquiring the game's image and audio information, detecting whether preset vibration conditions are met, obtaining the image and audio characteristics of game objects, and generating corresponding vibration signals, the vibration control of the game scene can be achieved.
It enhances the user's immersion in the game scene and improves the gaming experience.
Smart Images

Figure CN114225379B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of mobile communications, and more particularly to a method, device, and computer-readable storage medium for controlling vibration in game scenes. Background Technology
[0002] In the current technology, with the continuous development of smart terminal devices and the advancement of the Internet era, more and more games and video entertainment software have emerged. Each application manufacturer is trying to enhance the user experience and bring users an immersive experience. Motors are one way to enhance the user experience and bring an immersive experience, adding a tactile element to the visual enjoyment.
[0003] However, current motor vibration effects are relatively simple and the vibration intensity remains constant, which can easily lead to user fatigue after a period of use, reducing the enjoyment of the experience. In particular, the motor activation settings in existing game programs are generally limited in function and scope, resulting in a low level of user immersion.
[0004] Therefore, there is still considerable room for improvement in the existing motor control solutions for gaming scenarios. Summary of the Invention
[0005] To address the aforementioned technical deficiencies in the prior art, this invention proposes a method for controlling vibration in game scenes, the method comprising:
[0006] Obtain current game information, including game image information and game audio information.
[0007] The system detects whether the image information contains a game object that meets a preset first vibration condition. If the image information contains a game object that meets the first vibration condition, the system detects whether the audio information contains an audio object that meets a preset second vibration condition.
[0008] If the audio information contains an audio object that meets the second vibration condition, then the image features of the game object and the audio features of the audio object are obtained.
[0009] The current game vibration signal is generated based on the image features and the audio features.
[0010] Optionally, the step of obtaining current game information includes game image information and game audio information, including:
[0011] Extract the first associated region related to the controlled object from the game information, and obtain and identify the image information of the first associated region.
[0012] Extract the second associated region associated with the controlled object from the game information, and obtain and identify the audio information of the sound-emitting object generated in the second associated region.
[0013] Optionally, detecting whether the image information contains a game object that meets a preset first vibration condition, and if the image information contains a game object that meets the first vibration condition, then detecting whether the audio information contains an audio object that meets a preset second vibration condition, includes:
[0014] Obtain the first object attribute of the controlled object, wherein the first object attribute includes a movement graphic attribute, a collision graphic attribute, and a deformation graphic attribute.
[0015] The corresponding movement graphic parameters, collision graphic parameters, and deformation graphic parameters are determined based on the movement graphic attributes, collision graphic attributes, and deformation graphic attributes, respectively.
[0016] Optionally, the step of detecting whether the image information contains a game object that meets a preset first vibration condition, and if the image information contains a game object that meets the first vibration condition, then detecting whether the audio information contains an audio object that meets a preset second vibration condition, further includes:
[0017] The image vibration threshold corresponding to the controlled object is determined based on one or more of the motion graphic parameters, the collision graphic parameters, and the deformation graphic parameters.
[0018] The first vibration condition is set according to the movement graphic parameters, the collision graphic parameters, the deformation graphic parameters, and the image vibration threshold.
[0019] Optionally, the step of detecting whether the image information contains a game object that meets a preset first vibration condition, and if the image information contains a game object that meets the first vibration condition, then detecting whether the audio information contains an audio object that meets a preset second vibration condition, further includes:
[0020] Obtain the second object attribute of the controlled object, wherein the second object attribute includes a movement audio attribute, a collision audio attribute, and a deformation audio attribute.
[0021] The corresponding motion audio parameters, collision audio parameters, and deformation audio parameters are determined based on the motion audio attribute, the collision audio attribute, and the deformation audio attribute, respectively.
[0022] Optionally, the step of detecting whether the image information contains a game object that meets a preset first vibration condition, and if the image information contains a game object that meets the first vibration condition, then detecting whether the audio information contains an audio object that meets a preset second vibration condition, further includes:
[0023] The audio vibration threshold corresponding to the controlled object is determined based on one or more of the moving audio parameters, the collision audio parameters, and the deformation audio parameters.
[0024] The second vibration condition is set based on the movement audio parameters, the collision audio parameters, the deformation audio parameters, and the audio vibration threshold.
[0025] Optionally, if the audio information contains an audio object that meets the second vibration condition, then acquiring the image features of the game object and the audio features of the audio object includes:
[0026] Based on one or more of the motion graphic parameters, the collision graphic parameters, and the deformation graphic parameters, determine the image features corresponding to the controlled object, and determine the first vibration parameter corresponding to the image features.
[0027] Based on one or more of the moving audio parameters, the collision audio parameters, and the deformation audio parameters, determine the audio features corresponding to the controlled object, and determine the second vibration parameters corresponding to the audio features.
[0028] Optionally, generating the current game vibration signal based on the image features and the audio features includes:
[0029] By combining the first vibration parameter and the second vibration parameter, a third vibration parameter is obtained.
[0030] Generate and respond to a game vibration signal corresponding to the third vibration parameter.
[0031] The present invention also proposes a game scene vibration control device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, it implements the steps of the game scene vibration control method as described in any of the preceding claims.
[0032] The present invention also proposes a computer-readable storage medium storing a game scene vibration control program, which, when executed by a processor, implements the steps of the game scene vibration control method as described in any of the above claims.
[0033] The present invention discloses a game scene vibration control method, device, and computer-readable storage medium. By acquiring current game information, including game image information and game audio information; detecting whether the image information contains a game object that meets a preset first vibration condition; if the image information contains a game object that meets the first vibration condition, then detecting whether the audio information contains an audio object that meets a preset second vibration condition; if the audio information contains an audio object that meets the second vibration condition, then acquiring the image features of the game object and the audio features of the audio object; and generating a current game vibration signal based on the image features and the audio features. This provides a user-friendly game scene vibration control scheme, enhancing the user's immersion in the game scene and improving the user's gaming experience. Attached Figure Description
[0034] The present invention will be further described below with reference to the accompanying drawings and embodiments. In the accompanying drawings:
[0035] Figure 1 This is a schematic diagram of the hardware structure of a mobile terminal according to the present invention;
[0036] Figure 2 This is a communication network system architecture diagram provided in an embodiment of the present invention;
[0037] Figure 3 This is a flowchart of the first embodiment of the game scene vibration control method of the present invention;
[0038] Figure 4 This is a flowchart of the second embodiment of the game scene vibration control method of the present invention;
[0039] Figure 5 This is a flowchart of the third embodiment of the game scene vibration control method of the present invention;
[0040] Figure 6 This is a flowchart of the fourth embodiment of the game scene vibration control method of the present invention;
[0041] Figure 7 This is a flowchart of the fifth embodiment of the game scene vibration control method of the present invention;
[0042] Figure 8 This is a flowchart of the sixth embodiment of the game scene vibration control method of the present invention;
[0043] Figure 9 This is a flowchart of the seventh embodiment of the game scene vibration control method of the present invention;
[0044] Figure 10 This is a flowchart of the eighth embodiment of the game scene vibration control method of the present invention. Detailed Implementation
[0045] It should be understood that the specific embodiments described herein are for illustrative purposes only and are not intended to limit the scope of the invention.
[0046] In the following description, the use of suffixes such as "module," "part," or "unit" to denote elements is solely for the purpose of illustrative purposes and has no specific meaning in itself. Therefore, "module," "part," or "unit" may be used interchangeably.
[0047] Terminals can be implemented in various forms. For example, the terminals described in this invention may include mobile terminals such as mobile phones, tablets, laptops, handheld computers, personal digital assistants (PDAs), portable media players (PMPs), navigation devices, wearable devices, smart bracelets, pedometers, etc., as well as fixed terminals such as digital TVs and desktop computers.
[0048] The following description will use a mobile terminal as an example. Those skilled in the art will understand that, apart from elements specifically designed for mobile purposes, the construction according to embodiments of the present invention can also be applied to fixed-type terminals.
[0049] Please see Figure 1 This is a schematic diagram of the hardware structure of a mobile terminal implementing various embodiments of the present invention. The mobile terminal 100 may include: an RF (Radio Frequency) unit 101, a WiFi module 102, an audio output unit 103, an A / V (Audio / Video) input unit 104, a sensor 105, a display unit 106, a user input unit 107, an interface unit 108, a memory 109, a processor 110, and a power supply 111, etc. Those skilled in the art will understand that... Figure 1 The mobile terminal structure shown does not constitute a limitation on the mobile terminal. The mobile terminal may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0050] The following is combined with Figure 1 A detailed introduction to each component of the mobile terminal:
[0051] The radio frequency unit 101 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with the processor 110; additionally, it transmits uplink data to the base station. Typically, the radio frequency unit 101 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, and a duplexer. Furthermore, the radio frequency unit 101 can also communicate wirelessly with networks and other devices. The aforementioned wireless communications may use any communication standard or protocol, including but not limited to GSM (Global System of Mobile communication), GPRS (General Packet Radio Service), CDMA2000 (Code Division Multiple Access 2000), WCDMA (Wideband Code Division Multiple Access), TD-SCDMA (Time Division-Synchronous Code Division Multiple Access), FDD-LTE (Frequency Division Duplexing-Long Term Evolution), and TDD-LTE (Time Division Duplexing-Long Term Evolution).
[0052] WiFi is a short-range wireless transmission technology. Mobile terminals, through the WiFi module 102, can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 1 WiFi module 102 is shown, but it is understood that it is not a necessary component of a mobile terminal and can be omitted as needed without changing the nature of the invention.
[0053] The audio output unit 103 can convert audio data received by the radio frequency unit 101 or the WiFi module 102 or stored in the memory 109 into audio signals and output them as sound when the mobile terminal 100 is in call signal receiving mode, call mode, recording mode, voice recognition mode, broadcast receiving mode, etc. Furthermore, the audio output unit 103 can also provide audio output related to specific functions performed by the mobile terminal 100 (e.g., call signal receiving sound, message receiving sound, etc.). The audio output unit 103 may include a speaker, a buzzer, etc.
[0054] The A / V input unit 104 is used to receive audio or video signals. The A / V input unit 104 may include a graphics processing unit (GPU) 1041 and a microphone 1042. The GPU 1041 processes image data of still images or videos acquired by an image capture device (such as a camera) in video capture mode or image capture mode. The processed image frames can be displayed on the display unit 106. The image frames processed by the GPU 1041 can be stored in the memory 109 (or other storage medium) or transmitted via the radio frequency unit 101 or the WiFi module 102. The microphone 1042 can receive sound (audio data) in operating modes such as telephone call mode, recording mode, and voice recognition mode, and can process such sound into audio data. The processed audio (voice) data can be converted into a format that can be transmitted to a mobile communication base station via the radio frequency unit 101 in telephone call mode. The microphone 1042 can implement various types of noise cancellation (or suppression) algorithms to eliminate (or suppress) noise or interference generated during the reception and transmission of audio signals.
[0055] The mobile terminal 100 also includes at least one sensor 105, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 1061 according to the ambient light level, and the proximity sensor can turn off the display panel 1061 and / or backlight when the mobile terminal 100 is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, tapping), etc. Other sensors that may be configured in the phone, such as fingerprint sensors, pressure sensors, iris sensors, molecular sensors, gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.
[0056] The display unit 106 is used to display information input by the user or information provided to the user. The display unit 106 may include a display panel 1061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
[0057] User input unit 107 can be used to receive input numerical or character information, and generate key signal inputs related to user settings and function control of the mobile terminal. Specifically, user input unit 107 may include touch panel 1071 and other input devices 1072. Touch panel 1071, also known as touch screen, can collect touch operations on or near the user (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near touch panel 1071), and drive corresponding connection devices according to a pre-set program. Touch panel 1071 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position 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 processor 110, and can receive and execute commands from processor 110. In addition, touch panel 1071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 1071, the user input unit 107 may also include other input devices 1072. Specifically, other input devices 1072 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc., without being limited here.
[0058] Furthermore, the touch panel 1071 may cover the display panel 1061. When the touch panel 1071 detects a touch operation on or near it, it transmits the information to the processor 110 to determine the type of touch event. Subsequently, the processor 110 provides corresponding visual output on the display panel 1061 based on the type of touch event. Although in Figure 1 In this embodiment, the touch panel 1071 and the display panel 1061 are two independent components to realize the input and output functions of the mobile terminal. However, in some embodiments, the touch panel 1071 and the display panel 1061 can be integrated to realize the input and output functions of the mobile terminal. The specific implementation is not limited here.
[0059] Interface unit 108 serves as an interface through which at least one external device can connect to mobile terminal 100. For example, the external device may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, and so on. Interface unit 108 may be used to receive input (e.g., data, power, etc.) from the external device and transmit the received input to one or more elements within mobile terminal 100, or it may be used to transmit data between mobile terminal 100 and the external device.
[0060] The memory 109 can be used to store software programs and various data. The memory 109 may primarily include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback, image playback, etc.), etc.; the data storage area may store data created based on the use of the mobile phone (such as audio data, phonebook, etc.). Furthermore, the memory 109 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0061] The processor 110 is the control center of the mobile terminal. It connects various parts of the mobile terminal via various interfaces and lines. By running or executing software programs and / or modules stored in the memory 109, and by calling data stored in the memory 109, it performs various functions and processes data of the mobile terminal, thereby providing overall monitoring of the mobile terminal. The processor 110 may include one or more processing units; preferably, the processor 110 may integrate an application processor and a modem processor. The application processor mainly handles the operating system, user interface, and applications, while the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 110.
[0062] The mobile terminal 100 may also include a power supply 111 (such as a battery) that supplies power to various components. Preferably, the power supply 111 can be logically connected to the processor 110 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.
[0063] although Figure 1 As not shown, the mobile terminal 100 may also include a Bluetooth module, etc., which will not be described in detail here.
[0064] To facilitate understanding of the embodiments of the present invention, the communication network system on which the mobile terminal of the present invention is based is described below.
[0065] Please see Figure 2 , Figure 2 This invention provides a communication network system architecture diagram. The communication network system is an LTE system based on the universal mobile communication technology. The LTE system includes a UE (User Equipment) 201, an E-UTRAN (Evolved UMTS Terrestrial Radio Access Network) 202, an EPC (Evolved Packet Core) 203, and the operator's IP services 204, which are connected in sequence.
[0066] Specifically, UE201 can be the aforementioned terminal 100, which will not be elaborated here.
[0067] E-UTRAN202 includes eNodeB2021 and other eNodeB2022s. Among them, eNodeB2021 can connect to other eNodeB2022s via backhaul (e.g., X2 interface), and eNodeB2021 connects to EPC203. eNodeB2021 can provide UE201 with access to EPC203.
[0068] EPC203 may include MME (Mobility Management Entity) 2031, HSS (Home Subscriber Server) 2032, other MMEs 2033, SGW (Serving Gateway) 2034, PGW (Packet Data Network Gateway) 2035, and PCRF (Policy and Charging Rules Function) 2036, etc. Among them, MME2031 is the control node that handles signaling between UE201 and EPC203, providing bearer and connection management. HSS2032 provides registers to manage functions such as the Home Location Register (not shown in the diagram) and stores user-specific information such as service characteristics and data rates. All user data can be sent through SGW2034. PGW2035 can provide UE 201 IP address allocation and other functions. PCRF2036 is the policy and charging control decision point for service data flow and IP bearer resources. It selects and provides available policy and charging control decisions for the policy and charging enforcement function unit (not shown in the figure).
[0069] IP services 204 may include the Internet, intranet, IMS (IP Multimedia Subsystem), or other IP services.
[0070] Although the above description uses the LTE system as an example, those skilled in the art should understand that the present invention is not only applicable to the LTE system, but also to other wireless communication systems, such as GSM, CDMA2000, WCDMA, TD-SCDMA, and future new network systems, etc., which are not limited here.
[0071] Based on the aforementioned mobile terminal hardware structure and communication network system, various embodiments of the method of the present invention are proposed.
[0072] Example 1
[0073] Figure 3 This is a flowchart of the first embodiment of the game scene vibration control method of the present invention. A game scene vibration control method, the method comprising:
[0074] S1. Obtain current game information, wherein the game information includes the game's image information and the game's audio information.
[0075] S2. Detect whether the image information contains a game object that meets the preset first vibration condition. If the image information contains a game object that meets the first vibration condition, then detect whether the audio information contains an audio object that meets the preset second vibration condition.
[0076] S3. If there is an audio object in the audio information that meets the second vibration condition, then obtain the image features of the game object and the audio features of the audio object.
[0077] S4. Generate the current game vibration signal based on the image features and the audio features.
[0078] In this embodiment, for identifying user scenarios, element variables in the scenario are extracted and mapped to motor vibration intensity, ultimately achieving the purpose of adjusting the motor vibration intensity. The technical approach involves: first, identifying and extracting tactile-related element variables in the user scenario; then, using an algorithm to map the element variables to motor vibration intensity, so that changes in the variables correspond to changes in the motor vibration intensity; and finally, handling situations where multiple elements occur concurrently, resulting in chaotic motor vibration.
[0079] In this embodiment, a mobile terminal such as a mobile phone is used as an example for explanation. This mobile terminal should be equipped with at least the following components: signal transmission modules such as Wi-Fi and USB interfaces, memory, storage and data processing devices such as a CPU, a touchscreen, and a motor. Correspondingly, the software modules included in this mobile terminal are: an audio module, an image display module, a touch control module, a motor drive module, and a data storage and processing module.
[0080] In this embodiment, the game object being detected can be the game's control character or the vehicle the control character is riding in.
[0081] In this embodiment, the existing game settings offer very little vibration feedback to users, and the scope is very limited. Furthermore, they cannot provide vibration feedback that is adaptive to specific game scenarios. Therefore, this embodiment generates vibration signals in real time based on specific image and audio features during the game, thereby enhancing the immersive experience of the game.
[0082] In this embodiment, user scenario detection is addressed. Specifically, the most common scenarios for motor vibration detection are game videos and gameplay. By identifying when a user is watching a game video or playing a game, the effectiveness of the motor vibration detection method is confirmed, improving the fault tolerance of the solution. For example, in a game's video scene, when the system detects that the user has accessed game recording playback, game CG animation, or other video streaming media, or is playing a local video, it proceeds to the next step of enabling motor vibration mode; otherwise, the motor vibration mode is not enabled. Similarly, in a game's gameplay scene, after detecting that the user has launched the game space, the system proceeds to the next step of preparing to enable motor vibration mode; otherwise, motor vibration is not enabled. In this embodiment, user scenario elements are identified and extracted, and then the motor vibration mode is activated. Specifically, key user operations are extracted from the user scenario, and these operations are provided as elements to the motor vibration solution to enable motor vibration. For example, in the scenario of pressing the screen with a finger, if the long press time of the user's finger is detected to be related to the data accumulator in the application, the motor vibration mode is activated, and the finger's press time on the screen is extracted as a key element; otherwise, the next step of scenario detection is performed. In the scenario of swiping the screen with a finger, if the swipe of the user's finger on the screen is detected to be related to the data accumulator in the application, the motor vibration mode is activated, and the finger's movement displacement on the screen is extracted as a key element; otherwise, the next step of scenario detection is performed. In the scenario of switching the bass response in video / audio, the motor vibration function is turned on when a bass component (40Hz-160Hz) appears in the video / audio. Vibration during bass playback enhances the user's immersive video experience; sound volume is extracted as a key element, otherwise, the next step of detection is performed. For explosion scenes, vibration is detected; during explosions, the screen shakes, and the motor vibrates in sync with the screen, extracting sound volume as a key element; otherwise, the next step of scene detection is performed. For footstep vibration in audio files, footstep audio in games is generally concentrated around 500Hz. When the system detects alternating 500Hz audio files, it's considered footstep sound, and the footstep sound volume is extracted as an element; otherwise, step f is performed. For vehicle collision vibration, when the system detects a player driving a vehicle, if a collision sound occurs with an obstacle or other vehicle, the motor activates vibration mode, extracting the sound effect volume as a key element; otherwise, the next step of scene detection is performed. For player victory vibration, when the system detects a player winning the game, the motor activates vibration mode, extracting the sound effect volume as a key element.In this embodiment, key elements are further mapped to motor vibration intensity. After extracting the key elements of the user scenario through the above steps, the key elements are mapped and associated with the motor vibration intensity as variables in this step. The specific mapping relationship is as follows: For finger pressing the screen, the strongest motor vibration is set to value 'a'. When the finger first presses the touchscreen, the motor vibration is adjusted every 200ms, with a total of 10 levels. The motor vibrates once every 200ms, and the vibration gradually increases according to the duration of finger pressing on the screen. The relationship between the pressing time t (ms) and the vibration intensity is f = (t / 200) * (a / 10); For finger swiping the screen, the strongest motor vibration is set to value 'a'. The vibration intensity is adjusted in 10 increments, with each 5mm movement of the finger as it presses the touchscreen position representing a vibration increment. The vibration increases with each increment, and the relationship between finger displacement (s / 5mm) and vibration intensity is f = (s / 5) * (a / 10). For volume-based vibration adjustment, the strongest vibration is set to value 'a', and the manually adjusted volume is value 'b'. The vibration intensity is adjusted based on the volume, with the relationship f = (b / 10) * (a / 10). Regarding concurrent scenarios, concurrent scenarios are unavoidable when using a mobile phone. When concurrent scenarios occur, priority is prioritized. For example, call scenarios have higher priority than message scenarios, and message scenarios have higher priority than user experience scenarios. The element with the strongest influence on motor vibration within the concurrent scenarios is then selected as the unique value for the current scenario and provided to the motor for response. For instance, in the call scenario, the vibration intensity is highest; in the message scenario, it is medium; and in the user experience scenario, it is lowest.
[0083] The beneficial effect of this embodiment is that, by acquiring current game information, including game image information and game audio information; detecting whether the image information contains a game object that meets a preset first vibration condition; if the image information contains a game object that meets the first vibration condition, then detecting whether the audio information contains an audio object that meets a preset second vibration condition; if the audio information contains an audio object that meets the second vibration condition, then acquiring the image features of the game object and the audio features of the audio object; and generating the current game vibration signal based on the image features and the audio features, a user-friendly game scene vibration control scheme is implemented, enhancing the user's immersion in the game scene and improving the user's gaming experience.
[0084] Example 2
[0085] Figure 4This is a flowchart of the second embodiment of the game scene vibration control method of the present invention. Based on the above embodiment, the step of obtaining the current game information includes the game's image information and the game's audio information, including:
[0086] S11. Extract the first associated region related to the controlled object from the game information, and obtain and identify the image information of the first associated region.
[0087] S12. Extract the second associated region associated with the controlled object from the game information, and obtain and identify the audio information of the sound-emitting object generated in the second associated region.
[0088] Optionally, in this embodiment, the first associated area is the area where the user-controlled character is located, or the area of the character's vehicle, or the area where the character's adjacent friend or opponent is located.
[0089] Optionally, in this embodiment, the second associated region is the region in the first associated region that has the possibility of making a sound. For example, if the person next to the character is a person who cannot make a sound, then the region of that person is not considered as the second associated region.
[0090] The beneficial effect of this embodiment is that by extracting a first associated region related to the controlled object from the game information, image information of the first associated region is obtained and identified; by extracting a second associated region related to the controlled object from the game information, audio information of the sound-emitting object generated in the second associated region is obtained and identified. This achieves a user-friendly game scene vibration control scheme, enhancing the user's immersion in the game scene and improving the user's gaming experience.
[0091] Example 3
[0092] Figure 5 This is a flowchart of the third embodiment of the game scene vibration control method of the present invention. Based on the above embodiment, the step of detecting whether the image information contains a game object that meets a preset first vibration condition, and if the image information contains a game object that meets the first vibration condition, then detecting whether the audio information contains an audio object that meets a preset second vibration condition, includes:
[0093] S21. Obtain the first object attribute of the controlled object, wherein the first object attribute includes a movement graphic attribute, a collision graphic attribute, and a deformation graphic attribute.
[0094] S22. Determine the corresponding movement graphic parameters, collision graphic parameters, and deformation graphic parameters based on the movement graphic attribute, the collision graphic attribute, and the deformation graphic attribute, respectively.
[0095] Optionally, in this embodiment, the moving image attribute includes the speed of movement, the collision graphic attribute includes the degree of collision, and the deformation graphic attribute includes the speed and degree of deformation.
[0096] Optionally, in this embodiment, the movement graphic attribute, the collision graphic attribute, and the deformation graphic attribute are quantified to obtain the corresponding graphic parameters.
[0097] The beneficial effect of this embodiment is that by acquiring the first object attribute of the controlled object, wherein the first object attribute includes a movement graphic attribute, a collision graphic attribute, and a deformation graphic attribute; and by determining the corresponding movement graphic parameters, collision graphic parameters, and deformation graphic parameters based on the movement graphic attribute, the collision graphic attribute, and the deformation graphic attribute, a user-friendly game scene vibration control scheme is achieved, enhancing the user's immersion in the game scene and improving the user's gaming experience.
[0098] Example 4
[0099] Figure 6 This is a flowchart of the fourth embodiment of the game scene vibration control method of the present invention. Based on the above embodiment, the step of detecting whether the image information contains a game object that meets a preset first vibration condition, and if the image information contains a game object that meets the first vibration condition, then detecting whether the audio information contains an audio object that meets a preset second vibration condition, further includes:
[0100] S23. Determine the image vibration threshold corresponding to the controlled object based on one or more of the movement graphic parameters, the collision graphic parameters, and the deformation graphic parameters.
[0101] S24. Set the first vibration condition according to the movement graphic parameters, the collision graphic parameters, the deformation graphic parameters, and the image vibration threshold.
[0102] Optionally, in this embodiment, the minimum moving speed, the degree of collision, the speed of deformation, and the degree of deformation are determined, and then the corresponding image vibration threshold that can trigger the vibration signal is determined.
[0103] The beneficial effect of this embodiment is that by determining an image vibration threshold corresponding to the controlled object based on one or more of the movement graphic parameters, collision graphic parameters, and deformation graphic parameters, and setting the first vibration condition based on the movement graphic parameters, collision graphic parameters, deformation graphic parameters, and the image vibration threshold, a user-friendly game scene vibration control scheme is achieved, enhancing the user's immersion in the game scene and improving the user's gaming experience.
[0104] Example 5
[0105] Figure 7 This is a flowchart of the fifth embodiment of the game scene vibration control method of the present invention. Based on the above embodiment, the step of detecting whether the image information contains a game object that meets a preset first vibration condition, and if the image information contains a game object that meets the first vibration condition, then detecting whether the audio information contains an audio object that meets a preset second vibration condition, further includes:
[0106] S25. Obtain the second object attribute of the controlled object, wherein the second object attribute includes a movement audio attribute, a collision audio attribute, and a deformation audio attribute.
[0107] S26. Determine the corresponding motion audio parameters, collision audio parameters, and deformation audio parameters based on the motion audio attribute, the collision audio attribute, and the deformation audio attribute, respectively.
[0108] Optionally, in this embodiment, the movement audio attribute includes the audio of a moving object, such as footsteps or vehicle movement; the collision audio attribute includes the audio of a colliding object, such as a person falling or a vehicle colliding; and the deformation audio attribute includes the audio of a deformed object, such as the deformation of a metal robot or the deformation of an organic object.
[0109] Optionally, in this embodiment, the aforementioned motion audio attribute, collision audio attribute, and deformation audio attribute are quantified to obtain the corresponding audio parameters.
[0110] The beneficial effect of this embodiment is that by acquiring the second object attribute of the controlled object, wherein the second object attribute includes a movement audio attribute, a collision audio attribute, and a deformation audio attribute; and by determining the corresponding movement audio parameters, collision audio parameters, and deformation audio parameters based on the movement audio attribute, the collision audio attribute, and the deformation audio attribute, a user-friendly game scene vibration control scheme is achieved, enhancing the user's immersion in the game scene and improving the user's gaming experience.
[0111] Example 6
[0112] Figure 8 This is a flowchart of the sixth embodiment of the game scene vibration control method of the present invention. Based on the above embodiment, the step of detecting whether the image information contains a game object that meets a preset first vibration condition, and if the image information contains a game object that meets the first vibration condition, then detecting whether the audio information contains an audio object that meets a preset second vibration condition, further includes:
[0113] S27. Determine the audio vibration threshold corresponding to the controlled object based on one or more of the moving audio parameters, the collision audio parameters, and the deformation audio parameters.
[0114] S28. Set the second vibration condition according to the moving audio parameters, the collision audio parameters, the deformation audio parameters, and the audio vibration threshold.
[0115] Optionally, in this embodiment, the minimum sound source audio level is determined and is determined as the corresponding audio vibration threshold that can trigger the vibration signal.
[0116] The beneficial effect of this embodiment is that by determining the audio vibration threshold corresponding to the controlled object based on one or more of the movement audio parameters, collision audio parameters, and deformation audio parameters, and setting the second vibration condition based on the movement audio parameters, collision audio parameters, deformation audio parameters, and the audio vibration threshold, a user-friendly game scene vibration control scheme is achieved, enhancing the user's immersion in the game scene and improving the user's gaming experience.
[0117] Example 7
[0118] Figure 9 This is a flowchart of the seventh embodiment of the game scene vibration control method of the present invention. Based on the above embodiment, if there is an audio object in the audio information that meets the second vibration condition, then obtaining the image features of the game object and the audio features of the audio object includes:
[0119] S31. Determine the image features corresponding to the controlled object based on one or more of the movement graphic parameters, the collision graphic parameters, and the deformation graphic parameters, and determine the first vibration parameter corresponding to the image features.
[0120] S32. Determine an audio feature corresponding to the controlled object based on one or more of the moving audio parameters, the collision audio parameters, and the deformation audio parameters, and determine a second vibration parameter corresponding to the audio feature.
[0121] Optionally, in this embodiment, for example, firstly, a vibration event in the image that meets the first vibration condition is identified. Then, based on audio analysis, it is determined whether the vibration event meets the second vibration condition. If so, the vibration object in the vibration event is extracted, and the image of the source of the object and the audio of the source are extracted simultaneously.
[0122] The beneficial effect of this embodiment lies in determining image features corresponding to the controlled object based on one or more of the movement graphic parameters, collision graphic parameters, and deformation graphic parameters, and determining a first vibration parameter corresponding to the image features; determining audio features corresponding to the controlled object based on one or more of the movement audio parameters, collision audio parameters, and deformation audio parameters, and determining a second vibration parameter corresponding to the audio features. This achieves a user-friendly vibration control scheme for game scenes, enhancing the user's immersion in the game scene and improving the user's gaming experience.
[0123] Example 8
[0124] Figure 10 This is a flowchart of the eighth embodiment of the game scene vibration control method of the present invention. Based on the above embodiment, the step of generating the current game vibration signal according to the image features and the audio features includes:
[0125] S41. Combine the first vibration parameter and the second vibration parameter to obtain the third vibration parameter.
[0126] S42. Generate and respond to a game vibration signal corresponding to the third vibration parameter.
[0127] Optionally, in this embodiment, the first vibration parameter and the second vibration parameter are superimposed to obtain the third vibration parameter.
[0128] Optionally, in this embodiment, a vibration feedback control window is displayed in the idle area of the game, and the duration and intensity of the previous vibration feedback are adjusted by sliding the window.
[0129] The beneficial effect of this embodiment is that by fusing the first vibration parameter and the second vibration parameter, a third vibration parameter is obtained; and a game vibration signal corresponding to the third vibration parameter is generated and responded to. This achieves a user-friendly game scene vibration control scheme, enhancing the user's immersion in the game scene and improving the user's gaming experience.
[0130] Example 9
[0131] Based on the above embodiments, the present invention also proposes a game scene vibration control device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, it implements the steps of the game scene vibration control method as described in any of the above embodiments.
[0132] It should be noted that the above-described device embodiments and method embodiments belong to the same concept. The specific implementation process can be found in the method embodiments, and the technical features in the method embodiments are also applicable to the device embodiments, which will not be repeated here.
[0133] Example 10
[0134] Based on the above embodiments, the present invention also proposes a computer-readable storage medium storing a game scene vibration control program, which, when executed by a processor, implements the steps of the game scene vibration control method as described in any of the above embodiments.
[0135] It should be noted that the above-described medium embodiments and method embodiments belong to the same concept. The specific implementation process can be found in the method embodiments, and the technical features in the method embodiments are also applicable to the medium embodiments, which will not be repeated here.
[0136] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element.
[0137] The sequence numbers of the above embodiments of the present invention are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0138] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes several instructions to cause a terminal (which may be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in the various embodiments of the present invention.
[0139] The embodiments of the present invention have been described above with reference to the accompanying drawings. However, the present invention is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of the present invention without departing from the spirit and scope of the claims. All of these forms are within the protection scope of the present invention.
Claims
1. A method for controlling vibration in a game scene, characterized in that, The method includes: Obtain current game information, wherein the game information includes the game's image information and the game's audio information; The system detects whether the image information contains a game object that meets a preset first vibration condition. If the image information contains a game object that meets the first vibration condition, the system detects whether the audio information contains an audio object that meets a preset second vibration condition. If the audio information contains an audio object that meets the second vibration condition, then the image features of the game object and the audio features of the audio object are obtained; specifically, this includes: determining the image features corresponding to the game object based on one or more of movement graphic parameters, collision graphic parameters, and deformation graphic parameters, and determining the first vibration parameter corresponding to the image features; determining the audio features corresponding to the game object based on one or more of movement audio parameters, collision audio parameters, and deformation audio parameters, and determining the second vibration parameter corresponding to the audio features; Generate the current game vibration signal based on the image features and the audio features; specifically, this includes: superimposing the first vibration parameter and the second vibration parameter to obtain a third vibration parameter; generating and responding to a game vibration signal corresponding to the third vibration parameter.
2. The game scene vibration control method according to claim 1, characterized in that, The step of obtaining current game information, wherein the game information includes the game's image information and the game's audio information, includes: Extract the first associated region related to the controlled object from the game information, and acquire and identify the image information of the first associated region; Extract the second associated region associated with the controlled object from the game information, and obtain and identify the audio information of the sound-emitting object generated in the second associated region.
3. The game scene vibration control method according to claim 2, characterized in that, The step of detecting whether the image information contains a game object that meets a preset first vibration condition, and if the image information contains a game object that meets the first vibration condition, then detecting whether the audio information contains an audio object that meets a preset second vibration condition, includes: Obtain the first object attribute of the controlled object, wherein the first object attribute includes a movement graphic attribute, a collision graphic attribute, and a deformation graphic attribute; The corresponding movement graphic parameters, collision graphic parameters, and deformation graphic parameters are determined based on the movement graphic attributes, collision graphic attributes, and deformation graphic attributes, respectively.
4. The game scene vibration control method according to claim 3, characterized in that, The step of detecting whether the image information contains a game object that meets a preset first vibration condition, and if the image information contains a game object that meets the first vibration condition, then detecting whether the audio information contains an audio object that meets a preset second vibration condition, further includes: The image vibration threshold corresponding to the controlled object is determined based on one or more of the motion graphic parameters, the collision graphic parameters, and the deformation graphic parameters. The first vibration condition is set according to the movement graphic parameters, the collision graphic parameters, the deformation graphic parameters, and the image vibration threshold.
5. The game scene vibration control method according to claim 4, characterized in that, The step of detecting whether the image information contains a game object that meets a preset first vibration condition, and if the image information contains a game object that meets the first vibration condition, then detecting whether the audio information contains an audio object that meets a preset second vibration condition, further includes: Obtain the second object attribute of the controlled object, wherein the second object attribute includes a motion audio attribute, a collision audio attribute, and a deformation audio attribute; The corresponding motion audio parameters, collision audio parameters, and deformation audio parameters are determined based on the motion audio attribute, the collision audio attribute, and the deformation audio attribute, respectively.
6. The game scene vibration control method according to claim 5, characterized in that, The step of detecting whether the image information contains a game object that meets a preset first vibration condition, and if the image information contains a game object that meets the first vibration condition, then detecting whether the audio information contains an audio object that meets a preset second vibration condition, further includes: The audio vibration threshold corresponding to the controlled object is determined based on one or more of the moving audio parameters, the collision audio parameters, and the deformation audio parameters. The second vibration condition is set based on the movement audio parameters, the collision audio parameters, the deformation audio parameters, and the audio vibration threshold.
7. A vibration control device for game scenes, characterized in that, The device includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When executed by the processor, the computer program implements the steps of the game scene vibration control method as described in any one of claims 1 to 6.
8. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a game scene vibration control program, which, when executed by a processor, implements the steps of the game scene vibration control method as described in any one of claims 1 to 6.
Citation Information
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