A VR game intelligent management system based on big data feature recognition

Through the VR game intelligent management system based on big data feature recognition, the problems of visual field delay and poor body movement synchronization in the VR game operating experience are solved, achieving better user experience and stickiness, and avoiding user loss.

CN114405004BActive Publication Date: 2025-01-24SHANGHAI LONGYOU NETWORK TECH CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202210071775.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-01-21
Publication Date
2025-01-24
Estimated Expiration
2042-01-21

AI Technical Summary

Technical Problem

The existing VR game operation experience has problems such as delayed vision and poor physical movement synchronization, resulting in poor user experience and even dizziness, affecting the user's viscosity and sense of substitution for VR games.

Method used

Design an intelligent management system for VR games based on big data feature recognition to achieve visual field operation sensitivity and body movement synchronization by obtaining user head posture parameters, analyzing character field of view switching delays, detecting body movement parameters, and calculating comprehensive operation test experience coefficients. optimization.

Benefits of technology

The user's vision experience of VR games has been improved, the sense of dizziness is reduced, the user's sense of substitution and viscosity are enhanced, and the VR game experience user loss is avoided.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN114405004B_ABST
    Figure CN114405004B_ABST
Patent Text Reader

Abstract

The present invention discloses a VR game intelligent management system based on big data feature recognition, comprising a user head posture parameter acquisition module, a character field of view switching parameter comparison module, a character field of view operation sensitivity analysis module, a user operation gesture acquisition module, a character action compliance analysis module, a limb action parameter detection module, a limb action synchronization analysis module and a game operation test experience analysis module. The present invention calculates the user's comprehensive operation test experience coefficient for VR games by acquiring the field of view operation sensitivity coefficient, hand action compliance and limb action synchronization matching coefficient of a game character in a VR game screen operated by the user. If the coefficient is less than a preset VR game operation test experience coefficient threshold, corresponding VR game optimization processing measures are performed, thereby improving the user's experience and sense of immersion in VR game operations, increasing the user's stickiness to VR games, and further providing a cornerstone for the good development of VR games.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the field of VR game intelligent management, and in particular to a VR game intelligent management system based on big data feature recognition. Background Art

[0002] VR games, or virtual reality games, are a manifestation of the development of virtual reality technology. As long as you wear virtual reality equipment, you can enter an interactive virtual live game scene. Not only can you virtualize the current scene, but you can also virtualize the past and the future. It can give users an immersive gaming experience and is deeply favored by game enthusiasts.

[0003] However, the current VR game operation experience management system mainly relies on the VR game device swinging direction to switch the game character's field of view. This switching causes a delay in the game character's field of view, which leads to a poor user experience of the VR game's operation field of view, and even makes the user feel dizzy, which in turn affects the user's immersive game experience and makes the user feel disgusted with the VR game itself.

[0004] At present, the VR game operation experience is basically based on the user specifying the position coordinates in the VR game screen, and then teleporting to the coordinates. This movement method is too abrupt and cannot be synchronized with the user's body movements, thereby reducing the user's experience and sense of immersion in VR game operations, affecting the user's stickiness to VR games, and causing the loss of VR game experience users;

[0005] In order to solve the above problems, a VR game intelligent management system based on big data feature recognition is designed. Summary of the invention

[0006] In view of the above problems existing in the prior art, the present invention provides a VR game intelligent management system based on big data feature recognition, which is used to solve the above technical problems.

[0007] In order to achieve the above purpose and other purposes, the technical solution adopted by the present invention is as follows:

[0008] A VR game intelligent management system based on big data feature recognition, including a user head posture parameter acquisition module, a character field of view switching parameter comparison module, a character field of view operation sensitivity analysis module, a user operation gesture acquisition module, a character action compliance analysis module, a limb action parameter detection module, a limb action synchronization analysis module and a game operation test experience analysis module;

[0009] The user head posture parameter acquisition module is used to obtain the head posture parameters of the user when operating the VR game. The specific steps are as follows:

[0010] S11. Obtaining the head swing horizontal angle in the head posture parameters when the user operates the VR game through the VR game device, and marking the head swing horizontal angle when the user operates the VR game as wa 1 ;

[0011] S12, obtaining the vertical angle of the head swing in the head posture parameters when the user operates the VR game, and marking the vertical angle of the head swing when the user operates the VR game as wa 2 ;

[0012] The character vision switching parameter comparison module is used to compare and analyze the game character vision switching parameters when the user operates the VR game. The specific steps are as follows:

[0013] S21, extracting the horizontal angle of switching of the game character's field of view in the VR game screen operated by the user, comparing the horizontal angle of the head swing when the user operates the VR game with the horizontal angle of switching of the game character's field of view, and obtaining the horizontal angle difference Δw′b of switching of the game character's field of view in the VR game screen operated by the user 1 ;

[0014] S22, extracting the switching vertical angle of the game character's field of view in the user's operation VR game screen, comparing the vertical angle of the head swing when the user operates the VR game with the vertical angle of the game character's field of view switching, and obtaining the vertical angle difference Δw′b of the game character's field of view switching in the user's operation VR game screen 2 ;

[0015] The character vision operation sensitivity analysis module is used to analyze the vision operation sensitivity coefficient of the game character in the VR game screen operated by the user, and the specific steps include:

[0016] S31, obtaining the delay time of switching the game character's field of view in the VR game screen operated by the user;

[0017] S32, comprehensively analyzing the field of view operation sensitivity coefficient of the game character in the VR game screen operated by the user;

[0018] The user operation gesture acquisition module is used to acquire the hand operation gestures of the user when operating the VR game, and compare to obtain the operation instruction actions corresponding to the hand operation gestures of the user when operating the VR game;

[0019] The character action conformity analysis module is used to obtain the operation instruction actions of the game character in the VR game screen operated by the user, and analyze the conformity of the hand actions of the game character in the VR game screen operated by the user;

[0020] The limb movement parameter detection module is used to detect limb movement parameters in each limb movement state when the user operates the VR game;

[0021] The limb motion synchronization analysis module is used to analyze the limb motion synchronization matching coefficient of the game character in the VR game screen operated by the user, and the specific steps include:

[0022] S51, detecting limb vibration data of the user when operating the VR game, and marking the limb vibration data of the user when operating the VR game as Fa;

[0023] S52, obtaining the action movement rate of the game character in the VR game screen operated by the user, and marking the action movement rate of the game character in the VR game screen operated by the user as Vb;

[0024] S53, analyzing the synchronization matching coefficient of the body movements of the game character in the VR game screen operated by the user;

[0025] The game operation test experience analysis module is used to calculate the user's comprehensive operation test experience coefficient for VR games, and compare it with a preset VR game operation test experience coefficient threshold. If the user's comprehensive operation test experience coefficient for VR games is less than the preset VR game operation test experience coefficient threshold, corresponding VR game optimization processing measures are performed.

[0026] Furthermore, the character vision operation sensitivity analysis module obtains the delay time of the game character vision switching in the VR game screen operated by the user, including:

[0027] Get the start time of the head swing when the user operates the VR game, and mark the start time of the head swing when the user operates the VR game as t 开始 a;

[0028] Get the start time of the game character's field of view switching in the user-operated VR game screen, and mark the start time of the game character's field of view switching in the user-operated VR game screen as t′ 开始 b;

[0029] The start time t of the user's head shaking when operating the VR game 开始 a. The start time t′ when the user operates the game character's field of view switching in the VR game screen 开始 Substitute b into the formula ΔT 延迟 =t′ 开始 bt 开始 a, get the delay time ΔT of the game character's field of view switching in the user's VR game screen 延迟 .

[0030] Furthermore, the character vision operation sensitivity analysis module comprehensively analyzes the field of view operation sensitivity coefficient of the game character in the VR game screen operated by the user, including:

[0031] The horizontal angle difference Δw′b of the game character’s field of view in the VR game screen operated by the user1 , the vertical angle difference Δw′b of the switching of the game character’s field of view in the user’s VR game screen 2 , the delay time ΔT of the game character's field of view switching in the user's VR game screen 延迟 Operate the sensitive analysis model from the perspective of the character , get the field of view operation sensitivity coefficient ξr of the game character in the VR game screen operated by the user 1 , where α and β represent the influence ratio coefficient of the operation sensitivity corresponding to the angle and delay time of the game character's field of view switching, respectively, and W 误差 b 1 , W 误差 b 2 They are respectively represented as the horizontal angle allowable error and the vertical angle allowable error of the game character’s field of view, T′ 设定 Indicates the set delay time threshold for character field of view switching in the VR game screen.

[0032] Furthermore, the user operation gesture acquisition module is used to acquire the hand operation gestures of the user when operating the VR game, including:

[0033] Establish the user's hand space coordinate system and obtain the position coordinates of each hand positioning sensor when the user operates the VR game;

[0034] Construct the hand gesture outline of the user when operating the VR game according to the position coordinates of each hand positioning sensor when the user operates the VR game;

[0035] The hand gesture contours of the user when operating the VR game are compared with the set standard operation gestures, the similarities between the hand gesture contours of the user when operating the VR game and the standard operation gestures are counted, and the standard operation gestures with the highest similarity to the hand gesture contours of the user when operating the VR game are selected.

[0036] Furthermore, the character action conformity analysis module is used to obtain the operation instruction action of the game character in the VR game screen operated by the user, and analyze the conformity of the hand action of the game character in the VR game screen operated by the user, specifically including:

[0037] Obtain the user's operation command actions for the game character in the VR game screen;

[0038] Compare the user's operation command movements of the game character in the VR game screen with the user's hand operation command movements;

[0039] Get the hand movement conformity of the game character in the VR game screen operated by the user, and mark the hand movement conformity of the game character in the VR game screen operated by the user as ε′r 2 .

[0040] Furthermore, the limb movement parameter detection module is used to detect limb movement parameters in each limb movement state when the user operates the VR game, and the specific steps include:

[0041] Detect the upper limb movement amplitude in each limb movement state when the user operates the VR game, and mark the upper limb movement amplitude in each limb movement state when the user operates the VR game as p i a 1 , where i = 1, 2, ..., n;

[0042] Detect the distance between the lower limbs in each limb action state when the user operates the VR game, and mark the distance between the lower limbs in each limb action state when the user operates the VR game as p i a 2 ;

[0043] Detect the height of the lower limbs from the ground in each limb action state when the user operates the VR game, and mark the height of the lower limbs from the ground in each limb action state when the user operates the VR game as p i a 3 .

[0044] Furthermore, the body movement parameter detection module also includes obtaining body movement parameters of the game character in each body movement state in the VR game screen operated by the user, as follows:

[0045] Get the upper limb movement amplitude of the game character in each limb movement state in the user-operated VR game screen, and mark the upper limb movement amplitude of the game character in each limb movement state in the user-operated VR game screen as p′ i b 1 ;

[0046] Get the distance between the lower limbs and the lower limbs in each limb action state of the game character in the user-operated VR game screen, and mark the distance between the lower limbs and the lower limbs in each limb action state of the game character in the user-operated VR game screen as p′ i b 2 ;

[0047] Get the height of the lower limbs of the game character in each limb action state in the VR game screen operated by the user, and mark the height of the lower limbs of the game character in each limb action state in the VR game screen operated by the user as p′ i b 3 .

[0048] Furthermore, the analysis method of the synchronization matching coefficient of the limb movements of the game character in the VR game screen operated by the user in the limb movement synchronization analysis module is:

[0049] Substitute the limb vibration data Fa when the user operates the VR game and the action motion rate Vb of the game character in the VR game screen into the limb movement synchronization matching analysis model Get the synchronization matching coefficient ξr of the game character's body movements in the VR game screen operated by the user 3 , where k represents the ratio of the user's body movement parameters to the game character's body movement parameters, λ 1 , 2 , 3 They are respectively the influence factors of limb movement parameters on movement synchronization matching, μ is the compensation influence coefficient of limb movement running rate, V 标 Represents the action movement rate of the game character in the unit limb vibration data, V′ 误差 Expressed as the allowable error in the game character's motion rate.

[0050] Furthermore, the calculation method of the user's comprehensive operation test experience coefficient for VR games in the game operation test experience analysis module is:

[0051] The user operates the field of view of the game character in the VR game screen. 1 , the hand movement conformity of the game character in the VR game screen operated by the user ε′r 2 , the synchronization matching coefficient of the game character's body movements in the VR game screen operated by the user ξr 3 Substitute into the formula Get the user's comprehensive operation test experience coefficient of VR games ξ 总 , where γ 1 , γ 2 , γ 3 They are respectively represented as the influencing weight factors of VR game operation test experience, It represents the influence coefficient corresponding to the degree of compliance of the hand movements of the game character in the VR game screen operated by the user.

[0052] As described above, the VR game intelligent management system based on big data feature recognition provided by the present invention has at least the following beneficial effects:

[0053] The present invention provides a VR game intelligent management system based on big data feature recognition, which obtains head posture parameters when a user operates a VR game, compares and obtains the head posture parameter difference of the field of view of a game character in a VR game screen operated by the user, obtains the delay time of the field of view switching of the game character in the VR game screen operated by the user, and analyzes the field of view operation sensitivity coefficient of the game character in the VR game screen operated by the user, so as to effectively analyze the influence of the field of view switching delay of the VR game character on the field of view operation sensitivity, improve the field of view experience of the later users for the VR game operation, reduce the dizziness of the later users for the VR game operation, and at the same time obtains the operation instruction action corresponding to the hand operation gesture when the user operates the VR game, and analyzes the hand action compliance of the game character in the VR game screen operated by the user, so as to give the user an immersive game experience and reduce the possibility that the experience user will feel disgusted with the VR game itself.

[0054] The present invention provides a VR game intelligent management system based on big data feature recognition, which detects the limb movement parameters in each limb movement state when the user operates the VR game, and analyzes the limb movement synchronization matching coefficient of the game character in the VR game screen operated by the user, thereby realizing synchronous movement in combination with the user's limb movement, and improving the user's experience and sense of immersion in the VR game operation.

[0055] The present invention provides a VR game intelligent management system based on big data feature recognition, which calculates the user's comprehensive operation test experience coefficient for VR games. If it is less than a preset VR game operation test experience coefficient threshold, corresponding VR game optimization processing measures are performed, thereby improving the playability of VR games, increasing user stickiness to VR games, and avoiding the problem of VR game experience user loss, thereby providing a cornerstone for the good development of VR games and a good foundation for the progress of VR game companies. BRIEF DESCRIPTION OF THE DRAWINGS

[0056] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings required for describing the embodiments are briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0057] Figure 1 It is a schematic diagram of the present invention. DETAILED DESCRIPTION

[0058] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.

[0059] Figure 1 A VR game intelligent management system based on big data feature recognition provided by an embodiment of the present application is shown, wherein the system includes a user head posture parameter acquisition module, a character field of view switching parameter comparison module, a character field of view operation sensitivity analysis module, a user operation gesture acquisition module, a character action compliance analysis module, a limb action parameter detection module, a limb action synchronization analysis module and a game operation test experience analysis module.

[0060] The user head posture parameter acquisition module is connected to the character field of view switching parameter comparison module, the character field of view operation sensitivity analysis module is respectively connected to the character field of view switching parameter comparison module and the game operation test experience analysis module, the character action compliance analysis module is respectively connected to the user operation gesture acquisition module and the game operation test experience analysis module, and the limb movement synchronization analysis module is respectively connected to the limb movement parameter detection module and the game operation test experience analysis module.

[0061] The user head posture parameter acquisition module is used to obtain the head posture parameters of the user when operating the VR game. The specific steps are as follows:

[0062] S11. Obtaining the head swing horizontal angle in the head posture parameters when the user operates the VR game through the VR game device, and marking the head swing horizontal angle when the user operates the VR game as wa 1 ;

[0063] S12, obtaining the vertical angle of the head swing in the head posture parameters when the user operates the VR game, and marking the vertical angle of the head swing when the user operates the VR game as wa 2 .

[0064] The character vision switching parameter comparison module is used to compare and analyze the game character vision switching parameters when the user operates the VR game. The specific steps are as follows:

[0065] S21, extracting the horizontal angle of switching of the game character's field of view in the VR game screen operated by the user, comparing the horizontal angle of the head swing when the user operates the VR game with the horizontal angle of switching of the game character's field of view, and obtaining the horizontal angle difference Δw′b of switching of the game character's field of view in the VR game screen operated by the user 1 ;

[0066] S22, extracting the switching vertical angle of the game character's field of view in the user's operation VR game screen, comparing the vertical angle of the head swing when the user operates the VR game with the vertical angle of the game character's field of view switching, and obtaining the vertical angle difference Δw′b of the game character's field of view switching in the user's operation VR game screen 2 .

[0067] The character vision operation sensitivity analysis module is used to analyze the vision operation sensitivity coefficient of the game character in the VR game screen operated by the user, and the specific steps include:

[0068] S31, obtaining the delay time of switching the game character's field of view in the VR game screen operated by the user;

[0069] S32. Comprehensively analyze the field of view operation sensitivity coefficient of the game character in the VR game screen operated by the user.

[0070] In a preferred technical solution of the present application, the character vision operation sensitivity analysis module obtains the delay time of the game character vision switching in the user operation VR game screen, including:

[0071] Get the start time of the head swing when the user operates the VR game, and mark the start time of the head swing when the user operates the VR game as t 开始 a;

[0072] Get the start time of the game character's field of view switching in the user-operated VR game screen, and mark the start time of the game character's field of view switching in the user-operated VR game screen as t′ 开始 b;

[0073] The start time t of the user's head shaking when operating the VR game 开始 a. The start time t′ when the user operates the game character's field of view switching in the VR game screen 开始 Substitute b into the formula ΔT 延迟 =t′ 开始 bt 开始 a, get the delay time ΔT of the game character's field of view switching in the user's VR game screen 延迟 .

[0074] In a preferred technical solution of the present application, the character vision operation sensitivity analysis module comprehensively analyzes the field of view operation sensitivity coefficient of the game character in the VR game screen operated by the user, including:

[0075] The horizontal angle difference Δw′b of the game character’s field of view in the VR game screen operated by the user 1 , the vertical angle difference Δw′b of the switching of the game character’s field of view in the user’s VR game screen 2 , the delay time ΔT of the game character's field of view switching in the user's VR game screen延迟 Operate the sensitive analysis model from the perspective of the character , get the field of view operation sensitivity coefficient ξr of the game character in the VR game screen operated by the user 1 , where α and β represent the influence ratio coefficient of the operation sensitivity corresponding to the angle and delay time of the game character's field of view switching, respectively, and W 误差 b 1 , W 误差 b 2 They are respectively represented as the horizontal angle allowable error and the vertical angle allowable error of the game character’s field of view, T′ 设定 Indicates the set delay time threshold for character field of view switching in the VR game screen.

[0076] It should be noted that the present invention obtains the head posture parameters when the user operates the VR game, compares the head posture parameter differences of the game character's field of view in the VR game screen when the user operates the VR game, obtains the delay time of the game character's field of view switching in the VR game screen when the user operates the VR game, and analyzes the field of view operation sensitivity coefficient of the game character in the VR game screen when the user operates the VR game, so as to effectively analyze the influence of the VR game character field of view screen switching delay on the field of view operation sensitivity, improve the later users' field of view experience of VR games, and reduce the dizziness of the later users who experience VR games.

[0077] The user operation gesture acquisition module is used to acquire the hand operation gestures of the user when operating the VR game, and compare to obtain the operation instruction actions corresponding to the hand operation gestures of the user when operating the VR game.

[0078] In a preferred technical solution of the present application, the user operation gesture acquisition module is used to acquire the hand operation gestures of the user when operating the VR game, including:

[0079] Establish the user's hand space coordinate system and obtain the position coordinates of each hand positioning sensor when the user operates the VR game;

[0080] Construct the hand gesture outline of the user when operating the VR game according to the position coordinates of each hand positioning sensor when the user operates the VR game;

[0081] The hand gesture contours of the user when operating the VR game are compared with the set standard operation gestures, the similarities between the hand gesture contours of the user when operating the VR game and the standard operation gestures are counted, and the standard operation gestures with the highest similarity to the hand gesture contours of the user when operating the VR game are selected.

[0082] Among them, each hand positioning sensor is worn on each finger joint of the user's hand, and each hand positioning sensor corresponds to each finger joint of the user's hand one by one.

[0083] The character action compliance analysis module is used to obtain the operation instruction actions of the game character in the VR game screen operated by the user, and analyze the compliance of the hand actions of the game character in the VR game screen operated by the user.

[0084] The preferred technical solution of this application specifically includes:

[0085] Obtain the user's operation command actions for the game character in the VR game screen;

[0086] Compare the user's operation command movements of the game character in the VR game screen with the user's hand operation command movements;

[0087] Get the hand movement conformity of the game character in the VR game screen operated by the user, and mark the hand movement conformity of the game character in the VR game screen operated by the user as ε′r 2 .

[0088] Among them, if the operation instruction action of the game character in the VR game screen operated by the user is completely consistent with the user's hand operation instruction action, the consistency of the hand action of the game character in the VR game screen operated by the user is recorded as 1; if the operation instruction action of the game character in the VR game screen operated by the user is inconsistent with the user's hand operation instruction action, the consistency of the hand action of the game character in the VR game screen operated by the user is recorded as 0.

[0089] It should be noted that the present invention obtains the operation instruction actions corresponding to the hand operation gestures of the user when operating the VR game, and analyzes the compliance of the hand movements of the user operating the game character in the VR game screen, so as to provide the user with an immersive gaming experience and reduce the possibility of the user developing a dislike for the VR game itself.

[0090] The limb movement parameter detection module is used to detect limb movement parameters in each limb movement state when the user operates a VR game.

[0091] In the preferred technical solution of this application, the specific steps include:

[0092] Detect the upper limb movement amplitude in each limb movement state when the user operates the VR game, and mark the upper limb movement amplitude in each limb movement state when the user operates the VR game as p i a 1 , where i = 1, 2, ..., n;

[0093] Detect the distance between the lower limbs in each limb action state when the user operates the VR game, and mark the distance between the lower limbs in each limb action state when the user operates the VR game as p i a 2 ;

[0094] Detect the height of the lower limbs from the ground in each limb action state when the user operates the VR game, and mark the height of the lower limbs from the ground in each limb action state when the user operates the VR game as p i a 3 .

[0095] Among them, each limb movement state in the limb movement parameter detection module includes a walking movement state, a running movement state, a high jump movement state, a leaping movement state and a standing movement state.

[0096] In a preferred technical solution of the present application, the limb motion parameter detection module further includes obtaining the limb motion parameters of the game character in each limb motion state in the VR game screen operated by the user, as follows:

[0097] Get the upper limb movement amplitude of the game character in each limb movement state in the user-operated VR game screen, and mark the upper limb movement amplitude of the game character in each limb movement state in the user-operated VR game screen as p′ i b 1 ;

[0098] Get the distance between the lower limbs and the lower limbs in each limb action state of the game character in the user-operated VR game screen, and mark the distance between the lower limbs and the lower limbs in each limb action state of the game character in the user-operated VR game screen as p′ i b 2 ;

[0099] Get the height of the lower limbs of the game character in each limb action state in the VR game screen operated by the user, and mark the height of the lower limbs of the game character in each limb action state in the VR game screen operated by the user as p′ i b 3 .

[0100] The limb motion synchronization analysis module is used to analyze the limb motion synchronization matching coefficient of the game character in the VR game screen operated by the user, and the specific steps include:

[0101] S51, detecting limb vibration data of the user when operating the VR game, and marking the limb vibration data of the user when operating the VR game as Fa;

[0102] S52, obtaining the action movement rate of the game character in the VR game screen operated by the user, and marking the action movement rate of the game character in the VR game screen operated by the user as Vb;

[0103] S53, analyzing the synchronization matching coefficient of the body movements of the game character in the VR game screen operated by the user.

[0104] In a preferred technical solution of the present application, the analysis method of the synchronization matching coefficient of the limb movements of the game character in the VR game screen operated by the user in the limb movement synchronization analysis module is:

[0105] Substitute the limb vibration data Fa when the user operates the VR game and the action motion rate Vb of the game character in the VR game screen into the limb movement synchronization matching analysis model Get the synchronization matching coefficient ξr of the game character's body movements in the VR game screen operated by the user 3 , where k represents the ratio of the user's body movement parameters to the game character's body movement parameters, λ 1 , 2 , 3 They are respectively the influence factors of limb movement parameters on movement synchronization matching, μ is the compensation influence coefficient of limb movement running rate, V 标 Represents the action movement rate of the game character in the unit limb vibration data, V′ 误差 Expressed as the allowable error in the game character's motion rate.

[0106] It should be noted that the present invention detects the limb movement parameters in each limb movement state when the user operates the VR game, and analyzes the limb movement synchronization matching coefficient of the game character in the VR game screen operated by the user, thereby realizing synchronous movement in combination with the user's limb movements, thereby improving the user's experience and sense of immersion in the VR game operation.

[0107] The game operation test experience analysis module is used to calculate the user's comprehensive operation test experience coefficient for VR games, and compare it with a preset VR game operation test experience coefficient threshold. If the user's comprehensive operation test experience coefficient for VR games is less than the preset VR game operation test experience coefficient threshold, corresponding VR game optimization processing measures are performed.

[0108] In a preferred technical solution of the present application, the calculation method of the user's comprehensive operation test experience coefficient for VR games in the game operation test experience analysis module is:

[0109] The user operates the field of view of the game character in the VR game screen. 1 , the hand movement conformity of the game character in the VR game screen operated by the user ε′r 2 , the synchronization matching coefficient of the game character's body movements in the VR game screen operated by the user ξr 3 Substitute into the formula Get the user's comprehensive operation test experience coefficient of VR games ξ 总 , where γ 1 , γ 2 , γ 3They are respectively represented as the influencing weight factors of VR game operation test experience, It represents the influence coefficient corresponding to the degree of compliance of the hand movements of the game character in the VR game screen operated by the user.

[0110] It should be noted that in the present invention, if the user's comprehensive operation test experience coefficient for VR games is less than a preset VR game operation test experience coefficient threshold, corresponding VR game optimization processing measures are performed to improve the playability of VR games, increase user stickiness to VR games, and avoid the problem of VR game experience user loss, thereby providing a cornerstone for the good development of VR games and a better foundation for the progress of VR game companies.

[0111] The above contents are merely examples and explanations of the concept of the present invention. The technicians in this technical field may make various modifications or additions to the specific embodiments described or replace them in a similar manner. As long as they do not deviate from the concept of the invention or exceed the scope defined by the claims, they should all fall within the protection scope of the present invention.

Claims

1. A VR game intelligent management system based on big data feature recognition, characterized by: It includes a user head posture parameter acquisition module, a character field of view switching parameter comparison module, a character field of view operation sensitivity analysis module, a user operation gesture acquisition module, a character action compliance analysis module, a limb action parameter detection module, a limb action synchronization analysis module and a game operation test experience analysis module; The user head posture parameter acquisition module is used to obtain the head posture parameters of the user when operating the VR game. The specific steps are as follows: S11, obtaining, through the VR game device, a head swing horizontal angle in the head posture parameters when the user operates the VR game, and marking the head swing horizontal angle when the user operates the VR game as wa1; S12, obtaining a vertical angle of head swing in the head posture parameters when the user operates the VR game, and marking the vertical angle of head swing when the user operates the VR game as wa2; The character vision switching parameter comparison module is used to compare and analyze the game character vision switching parameters when the user operates the VR game. The specific steps are as follows: S21, extracting the switching horizontal angle of the game character's field of view in the user's operation VR game screen, comparing the horizontal angle of the head swing when the user operates the VR game with the horizontal angle of the game character's field of view switching, and obtaining the horizontal angle difference Δw′b1 of the game character's field of view switching in the user's operation VR game screen; S22, extracting the switching vertical angle of the game character's field of view in the VR game screen operated by the user, comparing the vertical angle of the head swing when the user operates the VR game with the vertical angle of the game character's field of view switching, and obtaining a vertical angle difference Δw′b2 of the game character's field of view switching in the VR game screen operated by the user; The character vision operation sensitivity analysis module is used to analyze the vision operation sensitivity coefficient of the game character in the VR game screen operated by the user, and the specific steps include: S31, obtaining the delay time of switching the game character's field of view in the VR game screen operated by the user; S32, comprehensively analyzing the field of view operation sensitivity coefficient of the game character in the VR game screen operated by the user; The user operation gesture acquisition module is used to acquire the hand operation gestures of the user when operating the VR game, and compare to obtain the operation instruction actions corresponding to the hand operation gestures of the user when operating the VR game; The character action conformity analysis module is used to obtain the operation instruction actions of the game character in the VR game screen operated by the user, and analyze the conformity of the hand actions of the game character in the VR game screen operated by the user; The limb movement parameter detection module is used to detect limb movement parameters in each limb movement state when the user operates the VR game; The limb motion synchronization analysis module is used to analyze the limb motion synchronization matching coefficient of the game character in the VR game screen operated by the user, and the specific steps include: S51, detecting limb vibration data of the user when operating the VR game, and marking the limb vibration data of the user when operating the VR game as Fa; S52, obtaining the action movement rate of the game character in the VR game screen operated by the user, and marking the action movement rate of the game character in the VR game screen operated by the user as Vb; S53, analyzing the synchronization matching coefficient of the body movements of the game character in the VR game screen operated by the user; The game operation test experience analysis module is used to calculate the user's comprehensive operation test experience coefficient for VR games, and compare it with a preset VR game operation test experience coefficient threshold. If the user's comprehensive operation test experience coefficient for VR games is less than the preset VR game operation test experience coefficient threshold, corresponding VR game optimization processing measures are performed.

2. According to claim 1, a VR game intelligent management system based on big data feature recognition is characterized by: The character vision operation sensitivity analysis module obtains the delay time of the game character vision switching in the VR game screen operated by the user, including: Get the start time of the head swing when the user operates the VR game, and mark the start time of the head swing when the user operates the VR game as t 开始 a; Get the start time of the game character's field of view switching in the user-operated VR game screen, and mark the start time of the game character's field of view switching in the user-operated VR game screen as t′ 开始 b; The start time t of the user's head shaking when operating the VR game 开始 a. The start time t′ when the user operates the game character's field of view switching in the VR game screen 开始 Substitute b into the formula ΔT 延迟 =t′ 开始 bt 开始 a, get the delay time ΔT of the game character's field of view switching in the user's VR game screen 延迟 .

3. According to claim 1, a VR game intelligent management system based on big data feature recognition is characterized in that: The character vision operation sensitivity analysis module comprehensively analyzes the field of view operation sensitivity coefficient of the game character in the VR game screen operated by the user, including: The horizontal angle difference Δw′b1 of the game character's field of view in the user's VR game screen, the vertical angle difference Δw′b2 of the game character's field of view in the user's VR game screen, and the delay time ΔT of the game character's field of view in the user's VR game screen are calculated. 延迟 Operate the sensitive analysis model from the perspective of the character The user operates the game character's field of view in the VR game screen. The sensitivity coefficient ξr1 is obtained, where α and β represent the angle and delay time of the game character's field of view switching, respectively. W 误差 b1, W 误差 b2 represents the horizontal angle allowable error and vertical angle allowable error of the game character's field of view, T′ 设定 Indicates the set delay time threshold for character field of view switching in the VR game screen.

4. The VR game intelligent management system based on big data feature recognition according to claim 1 is characterized in that: The user operation gesture acquisition module is used to acquire the hand operation gestures of the user when operating the VR game, including: Establish the user's hand space coordinate system and obtain the position coordinates of each hand positioning sensor when the user operates the VR game; Construct the hand gesture outline of the user when operating the VR game according to the position coordinates of each hand positioning sensor when the user operates the VR game; The contour of the user's hand gesture when operating the VR game is compared with the set standard operation gestures, the similarity between the contour of the user's hand gesture when operating the VR game and the standard operation gestures is counted, and the standard operation gesture with the highest similarity to the contour of the user's hand gesture when operating the VR game is selected.

5. The VR game intelligent management system based on big data feature recognition according to claim 1 is characterized in that: The character action conformity analysis module is used to obtain the operation instruction actions of the game character in the VR game screen operated by the user, and analyze the conformity of the hand actions of the game character in the VR game screen operated by the user, specifically including: Obtain the operation command actions of the user to operate the game character in the VR game screen; Compare the user's operation command movements of the game character in the VR game screen with the user's hand operation command movements; The hand movement conformity of the game character in the VR game screen operated by the user is obtained, and the hand movement conformity of the game character in the VR game screen operated by the user is marked as ε′r2.

6. The VR game intelligent management system based on big data feature recognition according to claim 1, characterized in that: The limb movement parameter detection module is used to detect the limb movement parameters in each limb movement state when the user operates the VR game, and the specific steps include: Detect the upper limb movement amplitude in each limb movement state when the user operates the VR game, and mark the upper limb movement amplitude in each limb movement state when the user operates the VR game as p i a1, where i=1, 2, ..., n; Detect the distance between the lower limbs in each limb action state when the user operates the VR game, and mark the distance between the lower limbs in each limb action state when the user operates the VR game as p i a2; Detect the height of the lower limbs from the ground in each limb action state when the user operates the VR game, and mark the height of the lower limbs from the ground in each limb action state when the user operates the VR game as p i a3.

7. The VR game intelligent management system based on big data feature recognition according to claim 1 is characterized by: The limb motion parameter detection module also includes obtaining the limb motion parameters of the game character in each limb motion state in the VR game screen operated by the user, specifically as follows: Get the upper limb movement amplitude of the game character in each limb movement state in the user-operated VR game screen, and mark the upper limb movement amplitude of the game character in each limb movement state in the user-operated VR game screen as p′ i b1; Get the distance between the lower limbs and the lower limbs in each limb action state of the game character in the user-operated VR game screen, and mark the distance between the lower limbs and the lower limbs in each limb action state of the game character in the user-operated VR game screen as p′ i b2; Get the height of the lower limbs of the game character in each limb action state in the VR game screen operated by the user, and mark the height of the lower limbs of the game character in each limb action state in the VR game screen operated by the user as p′ i b3.

8. The VR game intelligent management system based on big data feature recognition according to claim 1 is characterized by: The analysis method of the synchronization matching coefficient of the limb movements of the game character in the VR game screen operated by the user in the limb movement synchronization analysis module is as follows: Substitute the limb vibration data Fa when the user operates the VR game and the action motion rate Vb of the game character in the VR game screen into the limb movement synchronization matching analysis model The limb motion synchronization matching coefficient ξr3 of the game character in the VR game screen operated by the user is obtained, where k represents the ratio of the user's limb motion parameters to the game character's limb motion parameters, λ1, λ2, and λ3 represent the influence factors of limb motion parameters on motion synchronization matching, μ represents the compensation influence coefficient of limb motion running rate, and V 标 Represents the action movement rate of the game character in the unit limb vibration data, V′ 误差 Expressed as the allowable error in the game character's motion rate.

9. The VR game intelligent management system based on big data feature recognition according to claim 1, characterized in that: The calculation method of the user's comprehensive operation test experience coefficient for VR games in the game operation test experience analysis module is: Substitute the field of view operation sensitivity coefficient ξr1 of the game character in the user's VR game screen, the hand movement conformity ε′r2 of the game character in the user's VR game screen, and the limb movement synchronization matching coefficient ξr3 of the game character in the user's VR game screen into the formula Get the user's comprehensive operation test experience coefficient of VR games ξ 总 , where γ1, γ2, and γ3 represent the influence weight factors of VR game operation test experience, It represents the influence coefficient corresponding to the degree of compliance of the hand movements of the game character in the VR game screen operated by the user.

Citation Information

Patent Citations

  • Device for accommodating a person and for partially limiting the freedom of movement of the person

    AT514145A1

  • Virtual reality navigation process

    CA2154199A1