A somatosensory interaction method and an electronic device

By obtaining the user's body shape data and real-time heart rate, electronic devices dynamically adjust the difficulty of somatosensory fitness games, solving the problem of difficult to match the user's exercise ability in the existing technology, and achieving safe and effective exercise effects.

CN114515428BActive Publication Date: 2025-06-27HUAWEI TECH CO LTD

Patent Information

Application Number
CN202011298677.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2020-11-18
Publication Date
2025-06-27
Estimated Expiration
2040-11-18

AI Technical Summary

Technical Problem

Existing somatosensory fitness games are difficult to dynamically adjust the game difficulty according to the exercise ability of different users, resulting in users who may perform excessively difficult exercises and cause exercise risks.

Method used

By obtaining the user's body shape data and real-time heart rate, the electronic device dynamically adjusts the motor load of the somatosensory interaction content to match the user's motor ability.

Benefits of technology

It realizes dynamic adjustment of game difficulty according to the user's specific situation, helping users achieve the expected sports effect while avoiding sports risks.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

Somatosensory interaction method and electronic device. In this method, the electronic device can determine the exercise load of the somatosensory actions of the somatosensory interaction content according to the user's body shape. Moreover, during the somatosensory interaction process, the electronic device can obtain the user's heart rate to adjust the exercise load of the somatosensory actions of the somatosensory interaction content. Among them, if the exercise ability indicated by the user's body shape and heart rate is stronger, the exercise load of the somatosensory actions of the somatosensory interaction content is higher. On the contrary, the exercise load of the somatosensory actions of the somatosensory interaction content is lower. By implementing this somatosensory interaction method, the exercise load of the somatosensory actions of the somatosensory interaction content can be matched with the user's exercise ability, thereby better helping different users achieve the expected exercise effect and avoiding the exercise risk caused by the user performing exercises with too high difficulty.
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Description

Technical Field

[0001] The present application relates to the field of terminal technology, and in particular to a somatosensory interaction method and an electronic device. Background Art

[0002] As people's awareness of fitness and sports increases, somatosensory fitness games that combine fitness and entertainment are becoming more and more popular. Somatosensory fitness games increase the fun of sports, and people can easily achieve the purpose of exercise during the game.

[0003] At present, the game difficulty and the somatosensory movements that users are instructed to perform in somatosensory fitness games are often fixed. Electronic devices can play games of corresponding difficulty in a preset order, or play games of corresponding difficulty according to the user's choice. However, there are differences in the athletic abilities of different users. The above-mentioned somatosensory fitness games are difficult to help different users achieve exercise effects according to their different athletic abilities, and it is difficult to avoid sports risks caused by users playing games that are too difficult. Summary of the invention

[0004] The present application provides a somatosensory interaction method and an electronic device, which can adjust the motion load of the somatosensory actions of the somatosensory interaction content according to the user's body shape and real-time heart rate, so that the motion load of the somatosensory actions of the somatosensory interaction content matches the user's athletic ability, thereby helping different users achieve the expected exercise effect and avoiding the user from performing exercises that are too difficult and incurring exercise risks.

[0005] In a first aspect, an embodiment of the present application provides a somatosensory interaction method. The method includes: an electronic device can obtain user data. The electronic device can display a first somatosensory interaction content. The motion load of the somatosensory action of the first somatosensory interaction content can be determined according to the user data. The user data can be used to predict the user's physical fitness. Among them, the better the predicted physical fitness, the higher the motion load of the somatosensory action of the first somatosensory interaction content. The electronic device can detect the user performing a first action of the first somatosensory interaction content. The electronic device can obtain the first heart data of the user when performing the first action. The electronic device compares the first heart data with the first expected heart data associated with the first somatosensory interaction content. Further, the electronic device displays a second somatosensory interaction content. The second somatosensory interaction content can be the content displayed by the electronic device in the next stage of the first somatosensory interaction content. If the comparison result of the electronic device indicates that the first heart data and the first expected heart data are different, the somatosensory action of the second somatosensory interaction content is different from the motion load of the somatosensory action of the third somatosensory interaction content. The third somatosensory interaction content is the interaction content preset to be displayed on the premise that the first heart data and the first expected heart data are the same when the user performs the first action.

[0006] The above first heart data and first expected heart data may both be heart rates, or both be heart rate percentages.

[0007] In the present application, a somatosensory fitness game may include multiple game stages, and the game of each stage may include one or more game scenes. Each game scene may be presented through somatosensory interaction content displayed on the screen of an electronic device. The game scene may be specifically set according to different games. The games of each stage may have the same or different difficulty levels. The difficulty level of the game of a stage may be determined by the exercise load of the somatosensory actions of the somatosensory interaction content of this stage. The higher the difficulty level of the game, the higher the requirement for the user's motor ability. Games with different difficulty levels can help users achieve different exercise effects.

[0008] In some embodiments, the above exercise load may include one or more of the following: the amplitude of the somatosensory action, the number of times of completing the same somatosensory action within the same time length, the type of the somatosensory action.

[0009] Among them, the amplitude of the above somatosensory action may be the expected displacement of the user's body as a whole when the user performs the somatosensory action, or the sum of the expected displacements of each part of the user's limbs. The type of the somatosensory action may be divided according to the difficulty of the somatosensory action. Each type of somatosensory action may correspond to a difficulty coefficient. The higher the difficulty coefficient of the somatosensory action, the greater the difficulty and the higher the exercise load.

[0010] The electronic device may increase the exercise load of the somatosensory actions of the somatosensory interaction content by one or more of the following methods: increasing the amplitude of the somatosensory action, increasing the number of times of completing the same somatosensory action within the same time, increasing somatosensory actions with higher difficulty coefficients, and replacing somatosensory actions with lower difficulty coefficients with somatosensory actions with higher difficulty coefficients.

[0011] The electronic device may reduce the exercise load of the somatosensory actions of the somatosensory interaction content by one or more of the following methods: reducing the amplitude of the somatosensory action, reducing the number of times of completing the same somatosensory action within the same time, reducing somatosensory actions with higher difficulty coefficients, and replacing somatosensory actions with higher difficulty coefficients with somatosensory actions with lower difficulty coefficients.

[0012] Combined with the first aspect, in some embodiments, the above user data may include one or more of the following: height, weight, shoulder height, arm length.

[0013] In a possible implementation manner, the electronic device may determine the exercise load of the somatosensory actions of the first somatosensory interaction content according to the sum of the user's shoulder height and arm length. Specifically, the higher the sum of the user's shoulder height and arm length, the better physical fitness the electronic device can predict for the user. Furthermore, the electronic device may increase the exercise load of the somatosensory actions of the first somatosensory interaction content.

[0014] In a possible implementation, the electronic device may determine the exercise load of the somatosensory actions of the first somatosensory interaction content according to the user's weight. Specifically, the heavier the user's weight, the worse physical fitness the electronic device can predict for the user. Accordingly, the electronic device may reduce the exercise load of the somatosensory actions of the first somatosensory interaction content.

[0015] In a possible implementation, the electronic device may calculate the user's obesity index based on the user's height and weight. Specifically, the higher the user's obesity index, the worse physical fitness the electronic device can predict for the user. Accordingly, the electronic device may reduce the exercise load of the somatosensory actions of the first somatosensory interaction content.

[0016] The electronic device may also combine other types of user data to predict the user's physical fitness. For example, the user's body fat percentage and oxygen consumption per unit time.

[0017] Combined with the first aspect, in some embodiments, if the comparison result of the above electronic device indicates that the first heart data is the same as the first expected heart data, then the second somatosensory interaction content is the same as the third somatosensory interaction content.

[0018] Combined with the first aspect, the above first expected heart data may be a range including multiple heart data values. The difference between the first heart data and the first expected heart data may specifically indicate that the first heart data exceeds the range of the first expected heart data.

[0019] Combined with the first aspect, in some embodiments, if the first heart data is lower than the first expected heart data, then the somatosensory actions of the second somatosensory interaction content have a higher exercise load than those of the third somatosensory interaction content.

[0020] Specifically, in a possible implementation, the difficulty level of each stage of the game may be calculated based on the pixel displacement of relevant game props displayed on the screen in the somatosensory interaction content. The pixel displacement of the relevant game props may indicate the exercise amplitude of the user to complete the corresponding somatosensory actions. The frequency of change of the relevant game props on the screen may indicate the number of somatosensory actions completed by the user within a period of time. The direction and type of change of the relevant game props on the screen may indicate the type of somatosensory actions that the user needs to complete.

[0021] On the premise that the first cardiac data is the same as the first expected cardiac data, the preset difficulty level for the next stage of the game of the first somatosensory interaction content is the first difficulty level. When it is necessary to increase the exercise load of the somatosensory actions of the somatosensory interaction content of the next stage of the game, the electronic device can increase the preset difficulty level for the next stage of the game on the basis of the first difficulty level. For example, the electronic device can increase the difficulty level on the basis of the first difficulty level according to a preset value. Alternatively, the electronic device can also determine the increase value of the difficulty level according to the magnitude of the difference between the first cardiac data and the first expected cardiac data. Among them, the greater the difference between the first cardiac data and the first expected cardiac data, the greater the increase value of the difficulty level.

[0022] Furthermore, the electronic device can calculate the pixel coordinates of the relevant game props displayed on the screen in the interaction content of this stage of the game according to the determined difficulty level of the next stage of the game of the first somatosensory interaction content. Among them, the electronic device can use dynamic programming algorithms (such as the Viterbi algorithm, the greedy algorithm) to determine the optimal combination of the pixel displacements of the above-mentioned relevant game props on the screen. According to the obtained pixel coordinates of the relevant game props, the electronic device can display the somatosensory interaction content (i.e., the second somatosensory interaction content) of the next stage of the game of the first somatosensory interaction content. The somatosensory actions of the second somatosensory interaction content may have one or more of the following differences compared with the somatosensory actions of the third somatosensory interaction content: the amplitude of the somatosensory action becomes larger, the number of times of completing the same somatosensory action within the same time increases, the somatosensory actions with a higher difficulty coefficient increase, and the somatosensory actions with a lower difficulty coefficient are replaced by somatosensory actions with a higher difficulty coefficient.

[0023] Combined with the first aspect, in some embodiments, if the first cardiac data is higher than the first expected cardiac data, the exercise load of the somatosensory actions of the second somatosensory interaction content is lower than that of the somatosensory actions of the third somatosensory interaction content.

[0024] It can be seen from the above embodiments that the electronic device can adaptively adjust the difficulty level and exercise load of the game according to the user's exercise ability during the game process, so as to guide the user to adjust the exercise intensity. In this way, the somatosensory fitness game can help the user better achieve the expected exercise effect and can avoid the exercise risk caused by the user performing exercises with too high a difficulty.

[0025] Combined with the first aspect, in some embodiments, the above-mentioned first cardiac data is obtained by the electronic device from another cardiac data detection device. Among them, the electronic device has established a communication connection with the cardiac data detection device. Alternatively, the above-mentioned first cardiac data is calculated by the electronic device. For example, the electronic device can collect the face image of the user during exercise through a camera and calculate the cardiac data of the user according to the non-contact heart rate detection method.

[0026] In combination with the first aspect, in some embodiments, if the electronic device determines that the first cardiac data is greater than or equal to the maximum value of the user's cardiac data, the electronic device may pause the first somatosensory interaction content. Alternatively, the electronic device may display the fourth somatosensory interaction content. The somatosensory action of the fourth somatosensory interaction content has a lower exercise load than the somatosensory action of the first somatosensory interaction content.

[0027] As can be seen from the above embodiments, when the electronic device determines that the user's heart rate (or heart rate percentage) reaches or even exceeds the user's maximum heart rate (or maximum heart rate percentage), the electronic device may immediately stop the game or reduce the exercise load of the somatosensory action of the next-stage interaction content to avoid the user from having a movement risk.

[0028] In combination with the first aspect, in some embodiments, the electronic device may detect the location information of the user's location. The location information may include the coordinates of the positions where obstacles exist in the user's location. The obstacles may be objects within the range of a first preset distance from the user. The size of the above first preset distance is not limited in the embodiments of the present application. The electronic device may change the first somatosensory interaction content and the second somatosensory interaction content according to the location information. The somatosensory actions of the changed first somatosensory interaction content and the second somatosensory interaction content are in the direction of avoiding the obstacles.

[0029] As can be seen from the above embodiments, the electronic device may detect the location information of the user's location during the game and dynamically adjust the somatosensory interaction content according to the situation of the obstacles around the user during movement to avoid the user from colliding with the obstacles and getting injured.

[0030] Second aspect, an embodiment of the present application provides another somatosensory interaction method. The method includes: The electronic device obtains user data. The electronic device displays first somatosensory interaction content. The exercise load of the somatosensory actions of the first somatosensory interaction content is determined according to the user data. The user data is used to predict the physical fitness of the user. Among them, the better the predicted physical fitness, the higher the exercise load of the somatosensory actions of the first somatosensory interaction content. The electronic device obtains second heart data of the user. The second heart data is the heart data of the user before ending the somatosensory actions of the first somatosensory interaction content. The electronic device calculates a first heart rate response rate according to the second heart data and first expected heart data associated with the first somatosensory interaction content. The first heart rate response rate is used to indicate the expected rate of change of the heart data of the user during the process of performing the somatosensory actions of the first somatosensory interaction content. Based on the second heart data and the first heart rate response rate, the electronic device changes the exercise load of the somatosensory actions of the first somatosensory interaction content and displays the first somatosensory interaction content with the changed exercise load. If the second heart data remains unchanged and the first heart rate response rate is higher, or, if the first heart rate response rate remains unchanged and the second heart data is larger, then the exercise load of the somatosensory actions of the changed first somatosensory interaction content is higher.

[0031] The above user data may include one or more of the following: height, weight, shoulder height, arm length.

[0032] The above second heart data and first expected heart data may both be heart rates, or both be heart rate percentages.

[0033] It can be seen from the above somatosensory interaction method that the electronic device can calculate the expected heart rate response rate according to the initial heart rate and expected heart rate of the user in a certain stage of the game, and adjust the difficulty level and game scenario of this stage of the game according to the expected heart rate response rate. Completing the somatosensory actions indicated by the adjusted game scenario, the heart rate (or heart rate percentage) reached by the user can better approach the expected heart rate (or expected heart rate percentage) of the user in this stage of the game. In this way, the user can better achieve the expected exercise effect of this stage of the game.

[0034] In combination with the second aspect, in some embodiments, the second heart data may be the heart data of the user at any time before the end of the first somatosensory interaction content. Preferably, the second heart data may be the heart data of the user at the first time after the electronic device starts to display the first somatosensory interaction content. The above first time may be a short time such as 1 second, 2 seconds, etc. The embodiment of the present application does not limit the length of the first time. Or, the second heart data may be the heart data of the user at the second time before the electronic device starts to display the first somatosensory interaction content. The above second time may be a short time such as 1 second, 2 seconds, etc. The embodiment of the present application does not limit the length of the second time.

[0035] In combination with the second aspect, in some embodiments, the specific way for the electronic device to calculate the first heart rate response rate based on the second heart data and the above-mentioned first expected heart data may be as follows: The electronic device calculates the difference between the second heart data and the first expected heart data, and divides it by the time length from the time when the second heart data is acquired to the end of the first somatosensory interaction content, so as to obtain the above-mentioned first heart rate response rate.

[0036] In combination with the second aspect, in some embodiments, the exercise load of the somatosensory action includes one or more of the following: the amplitude of the somatosensory action, the number of times of completing the same somatosensory action within the same time length, and the type of the somatosensory action.

[0037] Among them, the amplitude of the somatosensory action may be the expected displacement of the user's body as a whole, or may be the sum of the expected displacements of each part of the user's limbs.

[0038] In combination with the second aspect, in some embodiments, the second heart data may be obtained by the electronic device from another heart data detection device, and a communication connection is established between the electronic device and the heart data detection device. Alternatively, the second heart data is calculated by the electronic device.

[0039] In combination with the second aspect, in some embodiments, if the electronic device determines that the second heart data is greater than or equal to the maximum value of the user's heart data, the electronic device pauses the first somatosensory interaction content. Alternatively, the electronic device displays the fourth somatosensory interaction content. The somatosensory action of the fourth somatosensory interaction content has a lower exercise load than the somatosensory action of the first somatosensory interaction content.

[0040] In combination with the second aspect, in some embodiments, the electronic device detects the venue information where the user is located. The venue information includes the coordinates of the positions of obstacles existing in the venue where the user is located, and the obstacles are objects whose distance from the user is within the first preset distance range. The electronic device changes the first somatosensory interaction content according to the venue information. The somatosensory action of the changed first somatosensory interaction content is in the direction of avoiding the obstacles.

[0041] In a third aspect, an embodiment of the present application provides an electronic device. The electronic device includes a display, a processor, a memory, a heart data detection device, and a somatosensory action acquisition device. The above-mentioned display can be used to display somatosensory interaction content. The above-mentioned heart data detection device can be used to detect the user's heart data. The above-mentioned somatosensory action acquisition device can be used to detect the somatosensory action of the somatosensory interaction content executed by the above-mentioned user. The above-mentioned memory can be used to store computer programs. The above-mentioned processor can be used to call the above-mentioned computer programs, so that the electronic device executes any possible implementation manner in the first aspect and the second aspect.

[0042] In combination with the third aspect, in some embodiments, the above-mentioned heart data detection device may include a camera. The above-mentioned camera may be integrated with the electronic device. Alternatively, the above-mentioned camera may be external to the electronic device. The image collected by the above-mentioned camera (such as a face image) can be used for heart rate detection.

[0043] Fourth aspect, an embodiment of the present application provides a chip, which is applied to an electronic device. The chip includes one or more processors, and the processors are used to call computer instructions to enable the electronic device to execute any possible implementation manner in the first aspect and the second aspect.

[0044] Fifth aspect, an embodiment of the present application provides a computer program product containing instructions. When the above-mentioned computer program product runs on a device, it enables the above-mentioned electronic device to execute any possible implementation manner in the first aspect and the second aspect.

[0045] Sixth aspect, an embodiment of the present application provides a computer-readable storage medium, including instructions. When the above-mentioned instructions run on an electronic device, it enables the above-mentioned electronic device to execute any possible implementation manner in the first aspect and the second aspect.

[0046] It can be understood that the electronic device provided in the above-mentioned third aspect, the chip provided in the fourth aspect, the computer program product provided in the fifth aspect, and the computer-readable storage medium provided in the sixth aspect are all used to execute the method provided in the embodiments of the present application. Therefore, the beneficial effects that can be achieved can refer to the beneficial effects in the corresponding method, and will not be elaborated here. Description of the Drawings

[0047] Figures 1A to 1D 、 Figure 2A and Figure 2B are schematic diagrams of some somatosensory interaction scenarios provided by embodiments of the present application;

[0048] Figure 3 is a flowchart of a somatosensory interaction method provided by an embodiment of the present application;

[0049] Figure 4 is a schematic structural diagram of an electronic device provided by an embodiment of the present application;

[0050] Figure 5 is a flowchart of another somatosensory interaction method provided by an embodiment of the present application;

[0051] Figure 6 is a flowchart of another somatosensory interaction method provided by an embodiment of the present application;

[0052] Figure 7 is a flowchart of another somatosensory interaction method provided by an embodiment of the present application;

[0053] Figure 8 It is a schematic diagram of the device involved in the somatosensory interaction method provided by an embodiment of the present application. Detailed implementation manners

[0054] The terms used in the following embodiments of the present application are only for the purpose of describing specific embodiments and are not intended to limit the present application. As used in the specification and appended claims of the present application, the singular forms "a", "an", "the", "above-mentioned", "said", and "this" are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term " / and" used in the present application refers to and includes any or all possible combinations of one or more of the listed items.

[0055] A somatosensory fitness game may include multiple game stages. The game of each stage may include one or more game scenarios. The game scenario may instruct the user to perform corresponding somatosensory actions. The games of each stage may have the same or different difficulty levels. The difficulty level of the game of a stage may be determined by the exercise load of the somatosensory actions instructed by the user in the multiple game scenarios included in the game of this stage. Among them, the higher the exercise load, the higher the difficulty of the game scenario, and the higher the difficulty level of the game of this stage. The higher the difficulty level of the game, the higher the requirements for the user's motor ability. Games with different difficulty levels can help users achieve different exercise effects.

[0056] In games with different difficulty levels, the exercise load of the somatosensory actions required by the user in the game scenario of each difficulty level game may be preset. Since there may be differences in body type and motor ability among different users, the difficulty perception of the same somatosensory action with the same exercise load may be different for different users. The body type data of the user may include weight, height, shoulder height, and arm length. The above-mentioned motor ability can be measured by the change in the user's heart rate during exercise.

[0057] Exemplarily, the somatosensory action is to jump upward by 20 cm. The heavier the user's weight, the higher the difficulty the user may perceive for this somatosensory action. The shorter the user's height (or the shorter the sum of shoulder height and arm length), the higher the difficulty the user may perceive for this somatosensory action. The higher the degree of obesity of the user, the higher the difficulty the user may perceive for this somatosensory action. The above-mentioned degree of obesity can be measured by the body mass index (BMI). Among them, the value of BMI can be the weight (in kilograms) divided by the square of the height (in meters). The higher the value of BMI, the higher the degree of obesity.

[0058] In addition, when performing somatosensory actions with the same exercise load, users with higher exercise ability tend to perceive the difficulty of the somatosensory action as lower than those with lower exercise ability. Among them, compared with users with lower exercise ability, the heart rate of users with higher exercise ability may rise more slowly and reach a lower heart rate.

[0059] If the exercise load of the somatosensory actions required by the game scenarios of each difficulty level game is fixed, then the same difficulty level game may be too easy for some users and too difficult for others. In this way, it is difficult for somatosensory fitness games to help different users achieve better exercise effects.

[0060] Moreover, the exercise ability of the same user may also be different at different times. If a user persists in exercising for a long time, their exercise ability will gradually increase. If a user does not exercise for a long time, their exercise ability will gradually decline. It can be seen that if the exercise load of the somatosensory actions required by the game scenarios of each difficulty level game is fixed, it is also difficult for somatosensory fitness games to help the same user achieve better exercise effects at different times.

[0061] This application provides a somatosensory interaction method. In this method, the electronic device can determine the exercise load of the somatosensory actions indicated by the game scenarios of each difficulty level game according to the user's body type. Moreover, during the game process, the electronic device can obtain the user's heart rate and adjust the difficulty level of the game and the exercise load of the somatosensory actions required by the corresponding game scenario in real time according to the heart rate. In this way, by determining the exercise load suitable for users of different body types according to the body type of the actual user playing the game and dynamically adjusting the exercise load in combination with the real-time heart rate, somatosensory fitness games can help different users achieve the expected exercise effects and avoid the exercise risks caused by users playing games with too high difficulty.

[0062] Among them, the electronic device can determine the expected heart rate for each stage of the game. The above-mentioned expected heart rate can be the heart rate that is expected for the user to reach when completing this stage of the game. That is to say, when completing a stage of the game, if the actual heart rate of the user is the same as or close to the expected heart rate, the electronic device can determine that the user has achieved the exercise effect expected for this stage of the game. If the actual heart rate of the user is much lower than the expected heart rate, the electronic device can determine that the user has not achieved the exercise effect expected for this stage of the game. Further, the electronic device can increase the difficulty level of the next stage of the game, so as to allow the user to perform a somatosensory action with a higher exercise load. If the actual heart rate of the user is much higher than the expected heart rate, the electronic device can determine that the exercise effect achieved by the user far exceeds the exercise effect expected for this stage of the game. Further, the electronic device can lower the difficulty level of the next stage of the game, so as to allow the user to perform a somatosensory action with a lower exercise load.

[0063] The above-mentioned situation where the actual heart rate of the user is much lower than the expected heart rate can indicate that the game scenario of the current stage of the game indicates that the exercise load of the somatosensory action performed by the user is too simple for the user and cannot help the user achieve the expected exercise effect. Increasing the difficulty level of the next stage of the game can better help the user achieve the expected exercise effect. The above-mentioned situation where the actual heart rate of the user is much higher than the expected heart rate can indicate that the game scenario of the current stage of the game indicates that the exercise load of the somatosensory action performed by the user is too difficult for the user and is not conducive to the user playing the subsequent stages of the game. Lowering the difficulty level of the next stage of the game can help the user adjust the state, achieve the expected exercise effect, and avoid exercise risks caused by excessive exercise difficulty.

[0064] In the embodiments of the present application, the aforementioned game and the games mentioned subsequently can all represent somatosensory fitness games.

[0065] The embodiments of the present application do not limit the way of dividing the stages of the above-mentioned game. Exemplarily, the stages of the game can be divided according to a preset time length. The above-mentioned preset time length can be a time length such as 10 seconds, 20 seconds, 30 seconds, etc. Or, the stages of the game can be divided according to the number of somatosensory actions instructed for the user to complete. Each stage of the game can instruct the user to complete the same number or different numbers of somatosensory actions.

[0066] To facilitate a better understanding of the somatosensory interaction method in the embodiments of the present application, the concepts of game scenario and exercise load are introduced here.

[0067] 1. Game scenario

[0068] The game scenario can be presented through the somatosensory interaction content displayed on the screen. The above game scenario can be specifically set according to different games. Exemplarily, the electronic device displays the somatosensory interaction content of "banana" falling on the screen. The somatosensory action of this somatosensory interaction content is to jump upward. When the user makes the action of jumping upward and reaches the preset height, the "banana" can be caught. The game scenario presented by the above somatosensory interaction content is the game scenario of "catching bananas". The somatosensory action of the somatosensory interaction content presenting a certain game scenario is the somatosensory action that this game scenario instructs the user to do. The above "banana" can be a game prop in a somatosensory fitness game.

[0069] In addition to the above action of jumping upward, the somatosensory actions can also be actions such as squatting, jumping forward, jumping left, jumping right, high knee lift, etc. The embodiments of the present application do not limit the above somatosensory actions.

[0070] 2. Exercise load

[0071] The exercise load can include the amplitude of the somatosensory action, the number of times of completing the same somatosensory action within the same time length, and the type of the somatosensory action. Among them, the amplitude of the somatosensory action can be the displacement generated by the user when performing this somatosensory action. The larger the amplitude of the somatosensory action, the higher the exercise load. The more times of completing the same somatosensory action within the same time length, the higher the exercise load. The difficulty of different types of somatosensory actions can be different. For example, the difficulty of push-ups is often greater than that of squats. Each type of somatosensory action can correspond to a difficulty coefficient. The higher the difficulty coefficient of the somatosensory action, the greater the difficulty and the higher the exercise load. Among them, the higher the exercise load of the somatosensory action, the higher the requirement for the user's motor ability.

[0072] It should be noted that the exercise load of the somatosensory actions required by the user for the same game scenario can be different. Exemplarily, in the above game scenario of "catching bananas", the "banana" can be displayed at different heights on the screen. Then the preset height that the user needs to jump upward is different. The higher the preset height, the larger the amplitude of this somatosensory action, and the higher the exercise load. Or, in the above game scenario of "catching bananas", the number of "bananas" displayed on the screen within the same time length is different, then the number of times the user jumps upward within the same time length is different. The more times of jumping upward within the same time length, the higher the exercise load.

[0073] In addition, the exercise loads of the somatosensory actions indicated by different game scenarios for the user can be the same. Exemplarily, in the above "catching bananas" game scenario, the user needs to complete 10 upward jumping actions within 20 seconds, and the preset height to be reached for each upward jump is 20 centimeters. In another game scenario, the electronic device displays somatosensory interaction content of "obstacles" moving on the screen. The somatosensory action of this somatosensory interaction content is upward jumping. When the user makes an upward jumping action and reaches the preset height, the user can avoid the "obstacles". The game scenario presented by this somatosensory interaction content is the "avoiding obstacles" game scenario. In this "avoiding obstacles" game scenario, the user needs to complete 10 upward jumping actions within 20 seconds, and the preset height to be reached for each upward jump is 20 centimeters. It can be seen that the exercise load of the somatosensory action indicated by the above "catching bananas" game scenario for the user is the same as the exercise load of the somatosensory action indicated by the above "avoiding obstacles" game scenario for the user.

[0074] The above game scenarios and the exercise loads of the somatosensory actions indicated by the corresponding game scenarios for the user are all exemplary descriptions, and do not limit the game scenarios and exercise loads in this application.

[0075] The electronic device can adjust the exercise load of the somatosensory action indicated by the game scenario of a certain stage of the game according to the user's body type and the real-time heart rate during the game process. Among them, adjusting the exercise load can be one or more of adjusting the amplitude of the somatosensory action, the number of the same somatosensory actions completed within the same time length, and the type of the somatosensory action.

[0076] The following introduces a typical somatosensory interaction scenario.

[0077] The electronic device 100 may include a camera 193. The camera 193 can be used to collect images of the user during the game process. The electronic device 100 can obtain the user's motion posture from the images collected by the camera 193, and analyze whether the action made by the user is the somatosensory action indicated by the game scenario and whether the amplitude of the action made by the user matches the amplitude of the preset action. In this way, the electronic device 100 can prompt whether the action made by the user is standard or score points for the user, etc.

[0078] As Figure 1A shown, the electronic device 100 can display a game mode selection interface 200. Before starting the game, the electronic device 100 can receive a user operation for selecting a game mode. Among them, different game modes can set the difficulty levels of each stage of the game according to different difficulty level change sequences. Different game modes can be used to achieve different exercise effects.

[0079] For example, the game modes may include a game mode for implementing light aerobic exercise, a game mode for implementing cardiorespiratory endurance exercise, a game mode for implementing high-intensity interval training (HIIT), etc. The embodiments of the present application do not limit the game modes included in the electronic device 100. The change order of the difficulty levels of the games in each stage of different game modes can be set according to the sports knowledge in the prior art, so as to achieve the exercise effect corresponding to the game mode. Exemplarily, the characteristic of HIIT is that short-term high-energy-consuming exercises are combined with short rests to allow users to continuously consume calories. Then, in the game mode for implementing HIIT, games with high difficulty levels and games with low difficulty levels can be alternated. For example, the game mode for implementing HIIT includes 10 stages of games. The expected difficulty levels of these 10 stages of games can be 1, 2, 3, 4, 2, 4, 2, 4, 2, 1 respectively.

[0080] The embodiments of the present application do not limit the change order of the difficulty levels in the above game modes. The values of the above difficulty levels are not limited to integers, and can also be represented by decimals, letters or other characters.

[0081] The game mode selection interface 200 may include a title bar 200A, a light aerobic mode option 200B, a cardiorespiratory endurance mode option 200C, and a HIIT mode option 200D. Among them:

[0082] The title bar 200A can be used to indicate that the current page is for displaying the game mode options of the electronic device 100. The display form of the title bar 200A can be text information "Game Mode Selection", an icon or other forms.

[0083] The light aerobic mode option 200B, the cardiorespiratory endurance mode option 200C, and the HIIT mode option 200D can be used to indicate the somatosensory interaction content of the electronic device 100 in the light aerobic mode, the somatosensory interaction content in the cardiorespiratory endurance mode, and the somatosensory interaction content in the HIIT mode respectively.

[0084] Exemplarily, in response to a user operation acting on the HIIT mode option 200D, the electronic device 100 can display a game interface 201 as shown in Figure 1B The game interface 201 may include a prop 201A, a game stage 201B, a difficulty level 201C, and an action instruction 201D. Among them:

[0085] The prop 201A can be a banana. The scene reflected by the somatosensory interaction content in the game interface 201 is a game scene of "catching bananas".

[0086] The game interface 201B can be used to indicate the progress of the current game. For example, the HIIT game mode includes a 10-stage game. If the current game is the first-stage game, the first rectangle in the game stage 201B can be marked black. The embodiments of the present application do not limit the method for the electronic device 100 to reflect the current game progress.

[0087] The difficulty level 201C can be used to prompt the user of the difficulty level of the current-stage game. For example, the difficulty level of the first-stage game is 1. The difficulty level 201C may include the value of the difficulty level of the first-stage game.

[0088] The action indication 201D can be used to prompt the user of the somatosensory action for the somatosensory interaction content. For example, the action indication 201D can be the text prompt "Jump up to catch the banana". This action indication 201D can prompt the user to complete the action of jumping up.

[0089] The game interface 201 may also include more or less content, and the embodiments of the present application do not limit this.

[0090] Based on the above somatosensory interaction scenario, the following specifically introduces a somatosensory interaction method provided by the embodiments of the present application.

[0091] Figure 1C and Figure 1D Exemplarily shows a schematic diagram of a scenario where the electronic device 100 determines the game scenario and indicates the exercise load of the user's actions according to the user's body shape.

[0092] Here, first, a game scenario of adjusting the exercise load by adjusting the amplitude of the somatosensory action is used as an example for illustration. The methods of adjusting the exercise load by adjusting the number of the same somatosensory actions completed within the same time length and the type of somatosensory actions will be described in subsequent embodiments.

[0093] In a possible implementation manner, the electronic device 100 can determine the game scenario and indicate the exercise load of the user's somatosensory actions according to the sum of the user's shoulder height and arm length.

[0094] In response to a user operation on any game mode option, the electronic device 100 can generate a game difficulty model corresponding to the game mode. The game difficulty model may include the expected difficulty level of each stage of the game and the expected heart rate that the user is expected to reach for each stage of the game in this game mode. The above expected heart rate can be set according to sports knowledge in the prior art. The embodiments of the present application do not limit the setting method of the above expected heart rate.

[0095] In the games with the above different expected difficulty levels, the game scenario can instruct the user to perform corresponding somatosensory actions. For example, jumping upward, squatting, jumping forward, jumping backward, jumping left, jumping right, lunge squat, high knees, and burpees, etc. The displacement size of the above somatosensory actions (i.e., the amplitude of the somatosensory action) can be determined by the electronic device 100 according to the sum of the user's shoulder height and arm length.

[0096] It can be understood that the difficulty level of the game can be measured by the size of the expected displacement that the user is expected to complete within a unit time. The greater the expected displacement that the user is expected to complete within a unit time, the higher the difficulty level of the game. For example, the difficulty of jumping upward by 30 cm within the same time can be considered higher than that of jumping upward by 20 cm. The above expected displacement can be determined according to the pixel displacement of a specific prop on the display screen in the game. Specifically, the above expected displacement can be proportional to the pixel displacement of a specific prop on the display screen in the game. The above specific prop can be set according to different game scenarios, and the embodiments of the present application do not limit this.

[0097] When users with different sums of shoulder height and arm length perform somatosensory actions with the same displacement within a unit time, the perceived difficulty is often different. For example, in the above-mentioned "catching bananas" game scenario, the pixel distance between the "banana" and the lower part of the display screen is y. Among them, the height that the user is expected to jump upward can be Y. The Y can be calculated by the electronic device 100 according to the above y. Then, users with a sum of shoulder height and arm length greater than Y can reach the height of Y without jumping upward but only raising their hands. That is to say, users with a sum of shoulder height and arm length greater than Y do not perceive the difficulty of this difficulty level of the game or perceive very little difficulty. Users with a sum of shoulder height and arm length less than Y need to raise their hands upward and jump upward to reach the height of Y. That is to say, for users with a sum of shoulder height and arm length less than Y, and the smaller the sum of shoulder height and arm length, the higher the difficulty that the user perceives for this difficulty level of the game.

[0098] The way for the electronic device 100 to determine the pixel displacement of the above specific prop on the display screen according to the sum of the user's shoulder height and arm length can refer to the following formula (1):

[0099]

[0100] Among them, d can be the expected difficulty level of a certain stage of the game determined by the electronic device 100 according to the game mode selected based on the received user operation. L can be the sum of the user's shoulder height and arm length. f(L) can be a correction function with L as the variable. can be the pixel coordinates of the expected position of the above specific prop on the display screen at the current moment. It can be the pixel coordinates of the expected position of the above-mentioned specific prop on the display screen at the next moment. The coordinate system where the above pixel coordinates are located can be, for example, with Figure 1C the lower left vertex of the display screen of the electronic device 100 shown as the origin, the vertically upward direction as the positive y-axis direction, and the horizontally rightward direction as the positive x-axis direction. It can be a weight vector. The difficulty of moving the same displacement in the horizontal direction and in the vertical direction is different. For example, jumping upward by 50 cm is generally more difficult than jumping forward by 50 cm. Then, when calculating the difficulty level based on the magnitude of the pixel displacement, the weight A of the displacement in the horizontal direction (i.e., the x-axis direction) x can be less than the weight A of the displacement in the vertical direction (i.e., the y-axis direction) y . Δt can be the time length of the game with an expected difficulty level of d.

[0101] It should be noted that L can be the sum of the pixel lengths of the user's shoulder height and arm length determined by the electronic device 100 according to the image collected by the camera 193. Or, L can be the sum of the user's actual shoulder height and arm length. Among them, the electronic device 100 can obtain the user's height from the stored user information. Then, the electronic device 100 can calculate the sum of the user's actual shoulder height and arm length based on the user's height and the pixel length of the user's height in the image collected by the camera 193. Or, the stored user information includes the data of the user's shoulder height and arm length. The electronic device 100 can obtain the sum of the user's actual shoulder height and arm length from the stored user information.

[0102] In addition, the specific expression of the correction function f(L) can be set according to the specific game scenario. This application embodiment does not limit this. Exemplarily, taking L as the sum of the user's actual shoulder height and arm length as an example for illustration. In the above game scenario: the pixel distance between the "banana" and the lower part of the display screen is y, and the expected height for the user to jump upward is Y. The specific expression of f(L) can refer to the following formula (2):

[0103]

[0104] Among them, α can be a positive number approaching 0. β can be a positive number. This application embodiment does not limit the specific values of the above α and β.

[0105] This application embodiment does not limit the formula for calculating the pixel displacement of the above-mentioned specific prop on the display screen.

[0106] This application embodiment does not limit the method for setting the coordinate system where the above pixel coordinates are located.

[0107] Such as Figure 1CAs shown, User 1 selects a game mode for implementing HIIT. The electronic device 100 can determine the expected difficulty level of each stage of the game and the expected heart rate of the user. Further, the electronic device 100 can determine the game scenario of each stage of the game according to the sum of the user's shoulder height and arm length, indicating the exercise load of the body-sensing actions performed by the user. Among them, the method for determining the above exercise load can refer to the foregoing introduction.

[0108] Exemplarily, the game in the first stage includes a game scenario of catching the prop 201A. The above prop 201A can be, for example, Figure 1C the "banana" shown. The specific form of the prop 201A in the embodiments of the present application is not limited. This game scenario instructs the user to perform a body-sensing action of jumping upward. Among them, the height of jumping upward (i.e., the amplitude of the body-sensing action) can be determined by the electronic device 100 according to the sum of the user's shoulder height and arm length.

[0109] The electronic device 100 can obtain the shoulder height L_shoulder1 and arm length L_arm1 of User 1, and calculate the sum L1 of the user's shoulder height and arm length. The above sum L1 of the shoulder height and arm length can be the sum of the pixel lengths of the shoulder height and arm length of User 1 determined by the electronic device 100 according to the image collected by the camera 193. Further, the electronic device 100 can determine the pixel displacement of the prop 201A on the display screen according to the method in the foregoing embodiments. For example, in the above formula (1) it can be (x1,0). The electronic device 100 can calculate the pixel coordinates of the expected position of the prop 201A at the next moment as (x1, y1). That is, the pixel distance between the prop 201A and the lower part of the display screen is y1. In this way, the electronic device 100 can determine the actual height expected for the user to jump upward according to y1, and can judge whether the amplitude of the body-sensing action performed by the user reaches the expected amplitude through the image collected by the camera 193.

[0110] Among them, the electronic device 100 can display a game interface 201 as Figure 1C shown. The game interface 201 may include a prop 201A, a game stage 201B, and a difficulty level 201C. The above prop 201A can be at the position of the pixel coordinates with a distance from the lower part of the display screen of y1. y1 can be determined according to the foregoing method, which will not be elaborated here. The functions of the above game stage 201B and the above difficulty level 201C can refer to the Figure 1B embodiments shown, which will not be elaborated here.

[0111] As Figure 1DAs shown, User 2 also selects the game mode for implementing HIIT. The electronic device 100 can display the game interface 202. The game interface 202 can present a game scene for instructing the user to perform exercises. The game scene of the first-stage game can be a "catching bananas" game scene. This game scene instructs the user to perform an upward jumping action. The electronic device 100 can determine the height that the user is expected to jump upward according to the method in the foregoing embodiment.

[0112] Specifically, the electronic device 100 can obtain the shoulder height L_shoulder2 and arm length L_arm2 of User 2, and calculate the sum L2 of the shoulder height and arm length of User 2. The sum L2 of the above shoulder height and arm length can be the sum of the pixel lengths of the shoulder height and arm length of User 2 determined by the electronic device 100 according to the image collected by the camera 193. Further, the electronic device 100 can determine that the pixel distance between the prop 202A and the lower part of the display screen is y2. In this way, the electronic device 100 can determine the expected height that the user is expected to jump upward according to y2.

[0113] Among them, the game interface 202 can specifically include the above-mentioned prop 202A, game stage 202B, and difficulty level 202C. The introductions of the above game stage 202B and difficulty level 202C can refer to the introductions of the foregoing game stage 201B and difficulty level 201C respectively, and will not be elaborated here. The game interface 202 may also include more or less content, and the embodiments of the present application do not limit this.

[0114] As shown by Figure 1C and Figure 1D the sum L2 of the shoulder height and arm length of the above-mentioned User 2 is greater than the sum L1 of the shoulder height and arm length of the above-mentioned User 1. Then, in the game of the first stage of the game mode for implementing HIIT, the value of y2 is greater than the value of y1. That is to say, when performing the upward jumping action, the position where the highest point of the user 2's body reaches when jumping upward is higher than the position where the highest point of the user 1's body reaches when jumping upward. It can be understood that the sum of the shoulder height and arm length of User 2 is greater. When the highest points of the bodies of User 1 and User 2 reach the same position when jumping upward, the difficulty perceived by User 2 is lower.

[0115] According to the above method, the electronic device 100 determines the exercise load of the action indicated by the game scene of the same-stage game according to the sum of the shoulder height and arm length of the user, which can better enable different users to perceive the same or similar difficulty when playing the same-stage game, thereby helping different users achieve the expected exercise effect.

[0116] The embodiments of the present application are for the above Figure 1C and Figure 1DThe game scenes shown are not limited. The electronic device 100 can use other game scenes to instruct the user to perform actions such as jumping up, squatting down, lunge squats, burpees, and so on.

[0117] Optionally, and not limited to the sum of shoulder height and arm length, the electronic device 100 can also determine the exercise load of the actions performed by the user in the game scenes of each stage according to the user's height. The specific implementation method can refer to the foregoing embodiments.

[0118] In the embodiments of the present application, the electronic device 100 can adjust the exercise load of the actions performed by the user in the game scenes of each stage in combination with the influence of the sum of the user's shoulder height and arm length on the user's perception of difficulty during the game. This can enable the games of each stage to better help different users achieve the expected exercise effect. In addition, during the game, the electronic device 100 can also determine whether the exercise load of the actions performed by the user in the game scene of the current stage is appropriate according to the user's real-time heart rate, and adaptively adjust the difficulty level of the game in the next stage and the exercise load of the actions performed by the user in the game scene of the next stage.

[0119] The following specifically introduces the implementation method of the electronic device 100 adjusting the exercise load of the actions performed by the user in the game scene according to the user's real-time heart rate.

[0120] Figure 2A and Figure 2B Exemplarily shows a schematic diagram of the scene where the electronic device 100 adjusts the exercise load of the actions performed by the user in the game scene according to the user's real-time heart rate.

[0121] The electronic device 100 can receive a user operation to select a game mode for implementing HIIT. The electronic device 100 can determine that the game mode for implementing HIIT includes 10 stages of games. The expected difficulty levels of these 10 stages of games can be 1, 2, 3, 4, 2, 4, 2, 4, 2, 1 respectively. In addition, the electronic device 100 can also determine the expected heart rate that is expected for the user to reach during these 10 stages of games according to sports knowledge in the prior art.

[0122] The expected heart rate of a stage of the game above can be the heart rate expected for the user to reach when completing this stage of the game, or the average heart rate expected for the user during this stage of the game. The embodiments of the present application do not limit the specific calculation method of the above expected heart rate.

[0123] Here, it is specifically illustrated by taking the expected heart rate of a stage of the game above as the heart rate expected for the user to reach when completing this stage of the game as an example.

[0124] Further, the electronic device 100 can obtain the user's body shape data, such as the sum of the user's shoulder height and arm length, and according to the methods in the foregoing Figure 1C and Figure 1D illustrated embodiments, determine the exercise load of the somatosensory actions made by the user in the game scenes of each stage of the game.

[0125] Exemplarily, when the game progresses to the second stage, the electronic device 100 can display a game interface 203 as shown in Figure 2A illustrated.

[0126] The game in the second stage can include a "jumping on planks" game scene. Among them, the electronic device can display a plurality of "planks" at certain intervals in the game interface 203. The positions where the above-mentioned "planks" are located are positions where one can stay. The user needs to jump from one "plank" to the next "plank" to avoid falling into the position of the interval between two "planks". The above game scene can instruct the user to make a forward jumping action. The above "planks" can be the props in the foregoing embodiments.

[0127] As shown in Figure 2A illustrated, the game interface 203 can include a game stage 203A, a difficulty level 203B, a prop 203C, and a prop 203D. Among them, the introductions of the game stage 203A and the difficulty level 203B can refer to the foregoing introductions of the Figure 1C game stage 201B and the difficulty level 201C. That the second rectangle in the game stage 203A is marked black can indicate that the current game stage is the second stage. The difficulty level 203B can indicate that the difficulty level of the game in the second stage is 2. Both the prop 203C and the prop 203D can be the foregoing "planks". The pixel distance between the prop 203C and the prop 203D can be y3. The game interface 203 can also include more or less content, which is not limited in the embodiments of the present application.

[0128] The user 1 can make a forward jumping action according to the indication of the above "jumping on planks" game scene. Among them, the user 1 can wear a heart rate detection device 300, such as a bracelet that can detect heart rate. The electronic device 100 can establish a communication connection with the heart rate detection device 300 and obtain the actual heart rate of the user 1 from the heart rate detection device 300. The communication connection between the electronic device 100 and the heart rate detection device 300 can be a wireless connection (such as Bluetooth connection, near field communication connection, WLAN direct connection, etc.) or a wired connection in the prior art. The specific manner of communication between the electronic device 100 and the heart rate detection device 300 can refer to the prior art and will not be elaborated here.

[0129] When the second stage of the game is completed, the electronic device 100 can compare the expected heart rate of the second stage of the game with the actual heart rate of User 1 obtained from the heart rate detection device 300 to determine whether the exercise load of the somatosensory actions indicated by the game scenario of the second stage of the game for the user is appropriate. The actual heart rate of the above-mentioned User 1 can be the actual heart rate of User 1 when the second stage of the game is completed.

[0130] Among them, if the actual heart rate is lower than the expected heart rate, for example, the value of the expected heart rate minus the actual heart rate is higher than a1, or the actual heart rate is lower than b1 times the expected heart rate, the electronic device 100 can determine that the user has not achieved the expected exercise effect in the second stage of the game. The above a1 and b1 can be preset thresholds. The value of a1 can be, for example, a positive number such as 1, 2, 3, 4, 5, etc. b1 can be a positive number less than 1, such as 0.95, 0.9, etc. The embodiments of the present application do not make other limitations on the specific values of the above a1 and b1. That is to say, the second stage of the game is too simple for User 1. The electronic device 100 can increase the difficulty level of the third stage of the game on the basis of the expected difficulty level of the third stage of the game.

[0131] In a possible implementation manner, the method for the electronic device 100 to increase the difficulty level of the third stage of the game can be: the electronic device 100 increases the difficulty level by one level on the basis of the expected difficulty level of the third stage of the game. For example, if the expected difficulty level of the third stage of the game is 3, the difficulty level can be 4 after increasing by one level. The electronic device 100 can adjust the difficulty level of the third stage of the game to 4 and determine the exercise load of the somatosensory actions indicated by the game scenario of the third stage of the game according to the adjusted difficulty level. Or, the electronic device 100 increases the difficulty level by N levels on the basis of the expected difficulty level of the third stage of the game. The above N is a positive number. The specific value of N can be determined according to the difference between the expected heart rate and the actual heart rate. The greater the difference between the expected heart rate and the actual heart rate, the greater the value of the above N can be. It can be understood that the lower the actual heart rate is than the expected heart rate, the lower the difficulty of this stage of the game perceived by the user, and the greater the gap between the exercise effect achieved by the user and the expected exercise effect. Then, the greater the amplitude of the electronic device 100 to increase the difficulty level of the next stage of the game, so as to help the user achieve the expected exercise effect.

[0132] The embodiments of the present application do not limit the specific method for calculating the above N.

[0133] If the actual heart rate is higher than the expected heart rate, for example, the value of the actual heart rate minus the expected heart rate is higher than a2, or the actual heart rate is higher than b2 times the expected heart rate, the electronic device 100 may determine that the exercise effect achieved by the user in the second-stage game exceeds the expected exercise effect. The above a2 and b2 may be preset thresholds. The value of a2 may be a positive number such as 1, 2, 3, 4, 5, etc. b2 may be a positive number greater than 1, such as 1.05, 1.1, etc. The embodiments of the present application do not make other limitations on the specific values of the above a2 and b2. That is to say, the second-stage game is too difficult for user 1. The electronic device 100 may reduce the difficulty level of the third-stage game based on the expected difficulty level of the third-stage game.

[0134] The method by which the electronic device 100 reduces the difficulty level of the third-stage game may refer to the method by which the electronic device 100 increases the difficulty level of the third-stage game described above, and will not be elaborated here.

[0135] If the actual heart rate is equal to the expected heart rate, or the difference between the actual heart rate and the expected heart rate is less than a3, the electronic device 100 may determine that the exercise effect achieved by the user in the second-stage game is the same as or close to the expected exercise effect. The above a3 may be a preset threshold. The value of a3 may be a positive number such as 1, 2, 3, 4, 5, etc. The embodiments of the present application do not make other limitations on the specific value of a3. That is to say, the second-stage game is suitable for user 1. The electronic device 100 may instruct the user to exercise according to the expected difficulty level of the third-stage game.

[0136] The embodiments of the present application do not limit the method of comparing the expected heart rate and the actual heart rate. The electronic device 100 may also use other methods to compare the expected heart rate and the actual heart rate, and then determine whether the exercise load of the somatosensory actions indicated by the game scenario of the current-stage game is suitable for the user.

[0137] Exemplarily, the expected heart rate of the user when completing the second-stage game is 100 beats per minute. If the actual heart rate of the user when completing the second-stage game is lower than 95 beats per minute, the electronic device 100 may determine that the user has not achieved the expected exercise effect. If the actual heart rate of the user when completing the second-stage game is higher than 105 beats per minute, the electronic device 100 may determine that the exercise effect achieved by the user exceeds the expected exercise effect. If the actual heart rate of the user when completing the second-stage game is greater than or equal to 95 beats per minute and less than or equal to 105 beats per minute, the electronic device 100 may determine that the exercise effect achieved by the user is close to the expected exercise effect.

[0138] Such as Figure 2AAs shown, when the heart rate detection device 300 detects that the user 1 has completed the second stage of the game, the actual heart rate is 90 beats per minute. The electronic device 100 can obtain the heart rate detected by the heart rate detection device 300. Since the actual heart rate is lower than 95 beats per minute, the electronic device 100 can increase the difficulty level of the third stage of the game. For example, in the game mode for implementing HIIT, the expected difficulty level of the third stage of the game is 3. The electronic device 100 can increase the difficulty level of the third stage of the game to 4 and determine the game scenario of the third stage game according to the adjusted difficulty level to indicate the exercise load of the somatosensory actions made by the user.

[0139] As Figure 2B shown, when the difficulty level and the exercise load of the third stage of the game are adjusted, the electronic device 100 can display the game interface 204. The game scenario presented by the game interface 204 can be used to indicate the somatosensory actions corresponding to the user's completion of the third stage of the game. Specifically, the game interface 204 may include a game stage 204A, a difficulty level 204B, props 204C and 204D. The introductions of the game stage 204A and the difficulty level 204B can refer to the foregoing introductions of the Figure 1C game stage 201B and the difficulty level 201C in. That the third rectangle in the game stage 204A is marked black can indicate that the current game is in the third stage. The difficulty level 204B can indicate that the difficulty level of the third stage of the game is 4. Both the props 204C and 204D can be the foregoing "wooden boards". There can be a pixel distance of y4 between the prop 204C and the prop 204D. The game interface 204 may also include more or less content, which is not limited in the embodiments of the present application.

[0140] Figure 2B As shown, the pixel distance y4 between the prop 204C and the prop 204D is greater than Figure 2A the pixel distance y3 between the prop 203C and the prop 203D shown. That is, during the third stage of the game for the user 1, the amplitude of the somatosensory actions is greater. During the second stage of the game, the user 1 has a lower perception of the difficulty of this stage of the game. The electronic device 100 increasing the difficulty level of the third stage of the game can increase the exercise load of the user 1 and help the user 1 achieve the expected exercise effect.

[0141] For example, the expected heart rate of the user when completing the third stage of the game is 130 beats per minute. The heart rate detection device 300 detects that the actual heart rate of the user 1 when completing the third stage of the game is 130 beats per minute. The electronic device 100 can obtain the heart rate detected by the heart rate detection device 100 and determine that the actual heart rate is equal to the expected heart rate. Then, in the fourth stage of the game, the electronic device 100 can indicate the user to exercise according to the expected difficulty level of the fourth stage of the game.

[0142] The embodiments of the present application do not limit the game scenes of the above-mentioned second-stage game and the above-mentioned third-stage game.

[0143] As can be seen from the above method, during the game, the electronic device 100 can compare the actual heart rate and the expected heart rate of the user to determine whether the motion load of the somatosensory actions indicated by the game scene of the current-stage game is appropriate. The electronic device 100 can adaptively adjust the difficulty level and the motion load of the game according to the user's motion ability during the game, so as to guide the user to adjust the intensity of the motion. In this way, the somatosensory fitness game can help the user better achieve the expected exercise effect and can avoid the user from performing exercises with too high a difficulty and generating exercise risks.

[0144] The following specifically introduces the implementation manner in which the electronic device 100 adjusts the motion load of the somatosensory action by adjusting the amplitude of the somatosensory action.

[0145] It can be understood that the somatosensory fitness game can indicate the user to generate displacements in various directions (such as forward, backward, upward, downward, left, right) during the game through the game scene to achieve the purpose of exercise. The greater the displacement generated within the same time, the higher the motion load. For example, when doing an upward jump action within the same time, the motion load of jumping 20 cm upward is usually higher than that of jumping 10 cm upward.

[0146] The above-mentioned expected displacement of the user during exercise can be determined by the pixel displacement of the prop in the game scene on the display screen or the pixel distance between different props on the display screen. For example Figure 2A The pixel distance between the shown prop 203C and the prop 203D on the display screen is y3. The actual displacement of the expected forward jump of the user in this game scene can be in a preset ratio to the above-mentioned y3.

[0147] After adjusting the difficulty level of the game, the electronic device 100 can adjust the pixel displacement of the prop in the game scene on the display screen or the pixel distance between different props on the display screen according to the following formula (3):

[0148]

[0149] The above formula (3) can be used to represent the relationship between the difficulty level of the game and the pixel displacement of the prop in the game scene on the display screen, or the relationship between the difficulty level of the game and the pixel distance between different props in the game scene on the display screen. Among them, d′ can represent the adjusted difficulty level of the game. and can respectively represent the pixel coordinates of the expected positions of the prop on the display screen at two consecutive moments, or can respectively represent the pixel coordinates of the expected positions of two props on the display screen at the same moment. For example Figure 2AAs shown It can represent the pixel coordinates of the prop 203C on the display screen. It can represent the pixel coordinates of the prop 203D on the display screen. The coordinate system where the above pixel coordinates are located can refer to the coordinate system shown above Figure 1C and will not be elaborated here. It can be a weight vector. A x It can be the weight occupied by the displacement in the x-axis direction (i.e., the horizontal direction) when measuring the difficulty level. A y It can be the weight occupied by the displacement in the y-axis direction (i.e., the numerical direction) when measuring the difficulty level. Δt can be the time length of the game with the difficulty level of d′.

[0150] The embodiments of the present application do not limit the method of adjusting the pixel displacement of the prop on the display screen in the game scene or the pixel distance between different props on the display screen. It is not limited to the above formula (3). The relationship between the difficulty level of the game and the pixel displacement of the prop on the display screen in the game scene, or the relationship between the difficulty level of the game and the pixel distance between different props on the display screen in the game scene can also be represented by other relational expressions. Specifically, it can be determined according to different games and the game scenes in the games.

[0151] When the electronic device 100 determines the change in the pixel coordinates of the prop on the display screen in the game scene through the above method, the electronic device 100 can draw the game interface on the display screen through the game engine. In this way, the electronic device 100 can display the game scene in the game with the adjusted difficulty level to guide the user to complete the somatosensory actions indicated by the game scene with the adjusted difficulty. The exercise load of the somatosensory actions indicated by the game scene with the adjusted difficulty can better match the user's exercise ability, thereby helping the user achieve the expected exercise effect.

[0152] The electronic device can determine the exercise load of the somatosensory actions indicated by the game scene according to the user's body type. Among them, in addition to the shoulder height and arm length, the body type data of the user can also include the user's weight.

[0153] In a possible implementation manner, the electronic device 100 determines the exercise load of the somatosensory actions indicated by the game scene according to the user's weight.

[0154] Before starting the game, the electronic device 100 can receive the user operation of the user selecting the game mode. The electronic device 100 can determine the expected difficulty level and expected heart rate of the game in each stage in the game mode.

[0155] It can be understood that when users with different weights perform movements with the same displacement within a unit time, the perceived difficulty is often different. For example, in the game scenario of "catching bananas" in the foregoing embodiment, the pixel distance between the "banana" and the lower part of the display screen is y, and the expected height for the user to jump upward is Y. A user with a heavier weight needs to do more work to jump upward to a height of Y from the ground, and may perceive a higher difficulty for this action.

[0156] The manner in which the electronic device 100 determines the pixel displacement of the foregoing prop on the display screen according to the user's weight can refer to the following formula (4):

[0157]

[0158] Wherein, d can be the expected difficulty level of a certain stage of the game determined by the electronic device 100 according to the game mode selected based on the received user operation. m can be the user's weight, and m can be obtained by the electronic device 100 from the stored user information. g(m) can be a correction function with m as a variable. Both and Δt can refer to the description of the foregoing formula (1).

[0159] The specific expression of the correction function g(m) can be set according to the specific game scenario. This application embodiment does not make a limitation in this regard. Exemplarily, the specific expression of g(m) can be g(m) = λ * m, where λ can be a positive number. This application embodiment does not make a limitation on the specific value of λ.

[0160] From the above method, it can be seen that the electronic device 100 determines the exercise load of the somatosensory action indicated by the game scenario of the same stage game according to the user's weight, which can better enable users with different weights to perceive the same or similar difficulty when playing the same stage game, thereby helping different users achieve the expected exercise effect.

[0161] In a possible implementation manner, the electronic device 100 can determine the exercise load of the somatosensory action indicated by the game scenario according to the user's BMI.

[0162] Similar to the manner in which the electronic device 100 determines the exercise load of the somatosensory action indicated by the game scenario according to the sum of the user's shoulder height and arm length or the user's weight in the foregoing embodiment, before starting the game, the electronic device 100 can receive the user operation of selecting the game mode. Then, the electronic device 100 can determine the expected difficulty level and expected heart rate of each stage of the game in the game mode.

[0163] It can be understood that BMI can be used to measure the obesity degree of a user. When users with different obesity degrees perform exercises with the same displacement within a unit time, the perceived difficulty is often different. For example, for the action of jumping upward by 20 cm, the higher the obesity degree of the user, the higher the perceived difficulty of this action.

[0164] The manner in which the electronic device 100 determines the pixel displacement of a prop on the display screen in the game scene according to the obesity degree of the user can refer to the following formula (5):

[0165]

[0166] Wherein, d, and Δt can all refer to the description of the foregoing formula (1). BMI can represent the value of the obesity degree of the user. h(BMI) can represent a correction function with BMI as a variable. The specific expression of the correction function h(BMI) can be set according to the specific game scene. The embodiments of the present application do not limit this.

[0167] Exemplarily, the specific expression of h(BMI) can be h(BMI) = η * BMI. Wherein, η can be a positive number. The embodiments of the present application do not limit the specific value of η.

[0168] The above-mentioned BMI is calculated based on two parameters, height and weight. Judging the perceived difficulty of the same somatosensory action by different users according to the obesity degree is more accurate than judging the perceived difficulty of the same somatosensory action by different users only according to the sum of the shoulder height and arm length of the user or only according to the weight of the user. That is to say, the method by which the electronic device 100 uses BMI to determine the exercise load of the somatosensory action indicated by the game scene of the game in the same stage can better enable different users to perceive the same or similar difficulty when playing the game in the same stage, thereby helping different users achieve the expected exercise effect.

[0169] Not limited to height, weight, shoulder height, and arm length, the body type data of the user can also include other types of body parameters. For example: body fat percentage, etc. The embodiments of the present application do not limit the method by which the electronic device 100 determines the exercise load of the somatosensory action indicated by the game scene according to the body type of the user.

[0170] It should be noted that after the electronic device 100 determines the exercise load of the somatosensory action indicated by the game scene of each stage of the game according to the weight of the above-mentioned user or according to the BMI of the above-mentioned user, the electronic device 100 can also according to the foregoing Figure 2A and Figure 2BThe method in the illustrated embodiment adjusts the game scenes of each stage of the game in real time during the game process to indicate the exercise load of the somatosensory actions made by the user. That is, during the game process, the electronic device 100 can judge whether the exercise load of the game scene indicating the somatosensory actions made by the user in the current stage of the game is appropriate according to the actual heart rate of the user, and adjust the exercise load to match the exercise ability of the user, so as to help the user achieve the expected exercise effect of each stage of the game.

[0171] In some embodiments, in addition to adjusting the amplitude of the somatosensory actions to adjust the exercise load of the game scene indicating the somatosensory actions made by the user in each stage of the game, the electronic device 100 can also adjust the exercise load of the game scene indicating the somatosensory actions made by the user in each stage of the game by adjusting the number of times of completing the same somatosensory action within the same time length or adjusting the type of somatosensory actions.

[0172] 1. The electronic device 100 can adjust the exercise load of the game scene indicating the somatosensory actions made by the user in each stage of the game by adjusting the number of times of completing the same somatosensory action within the same time length.

[0173] When the electronic device 100 judges that the user has not achieved the expected exercise effect of this stage of the game according to the actual heart rate of the user when completing a certain stage of the game, the electronic device 100 can increase the exercise load of the game scene indicating the somatosensory actions made by the user in the next stage of the game. Specifically, the electronic device 100 can increase the number of somatosensory actions instructed for the user within the same time. For example, the game scene of the next stage of the game instructs the user to complete 30 squatting actions within 30 seconds. The electronic device 100 can adjust the game scene of the next stage of the game to instruct the user to complete 40 squatting actions within 30 seconds. It can be understood that the more times of completing the same somatosensory action within the same time, the higher the exercise load.

[0174] In a possible implementation manner, the specific value of the increased number of somatosensory actions can be determined according to the gap between the actual heart rate and the expected heart rate of the user. The lower the actual heart rate of the user when completing a certain stage of the game is compared with the expected heart rate, it can indicate that the user perceives lower difficulty in this stage of the game and the exercise ability of the user is stronger. Then the electronic device 100 can increase the number of somatosensory actions completed by the user indicated by the game scene of the next stage of the game more.

[0175] The embodiments of the present application do not limit the method for the electronic device 100 to increase the number of times of completing the same somatosensory action within the same time.

[0176] When the electronic device 100 determines, based on the actual heart rate of the user when completing a certain stage of the game, that the exercise effect achieved by the user far exceeds the exercise effect expected for this stage of the game, the electronic device 100 can reduce the exercise load of the somatosensory actions indicated by the game scenario of the next stage of the game. Specifically, the electronic device 100 can reduce the number of somatosensory actions indicated for the user within the same time. For example, the game scenario of the next stage of the game indicates that the user should complete 30 squats within 30 seconds.

[0177] The electronic device 100 can adjust the game scenario of the next stage of the game to indicate that the user should complete 20 squats within 30 seconds. It can be understood that the fewer the number of the same somatosensory actions completed within the same time, the lower the exercise load.

[0178] The method by which the electronic device 100 reduces the number of the same somatosensory actions completed within the same time can refer to the method by which the electronic device 100 increases the number of the same somatosensory actions completed within the same time as described above.

[0179] Among them, the change of the game scenario can be specifically manifested as the change of the somatosensory interaction content displayed on the screen.

[0180] Specifically, when it is necessary to indicate that the user should complete a greater or smaller number of somatosensory actions within the same time, the pixel coordinates of the relevant props in the game scenario need to be changed accordingly on the display screen. The electronic device 100 can calculate the change of the pixel coordinates of the props in the game scenario on the display screen and draw the game interface through the game engine. In this way, the user can complete the somatosensory actions according to the indication of the game scenario on the game interface. The game scenario presented by the game interface is obtained after the electronic device 100 adjusts according to the actual heart rate of the user. The exercise load of the somatosensory actions indicated by the game scenario can be better matched with the exercise ability of the user, thereby helping the user achieve the expected exercise effect.

[0181] 2. The electronic device 100 can adjust the exercise load of the somatosensory actions indicated by the game scenario of each stage of the game by adjusting the type of somatosensory actions.

[0182] When the electronic device 100 determines, based on the actual heart rate of the user when completing a certain stage of the game, that the user has not achieved the exercise effect expected for this stage of the game, the electronic device 100 can increase the exercise load of the somatosensory actions indicated by the game scenario of the next stage of the game. Specifically, the electronic device 100 can add somatosensory actions with higher difficulty or replace somatosensory actions with lower difficulty with somatosensory actions with higher difficulty in the next stage of the game.

[0183] When the electronic device 100 determines that the training effect achieved by the user exceeds the expected exercise effect of this stage of the game based on the actual heart rate of the user when completing a certain stage of the game, the electronic device 100 can reduce the exercise load of the somatosensory actions indicated by the game scene in the next stage of the game. Specifically, the electronic device 100 can remove the somatosensory actions with higher difficulty or replace the somatosensory actions with higher difficulty with those with lower difficulty in the next stage of the game.

[0184] The somatosensory actions indicated by the game scene of a stage of the game for the user to complete can include one or more types of somatosensory actions. Different types of somatosensory actions can be, for example: jumping upward, squatting, jumping forward, jumping backward, jumping left, jumping right, lunge squat, high knee lift, and push-up, etc. The difficulties of different types of somatosensory actions are different, and the magnitudes and directions of the displacements generated by completing different types of somatosensory actions often also have differences. For example, push-ups are generally more difficult than jumping forward. Among them, doing push-ups can generate a displacement in the vertical direction. Jumping forward can generate a displacement in the horizontal direction. The maximum displacement that can be generated by jumping forward is generally larger than the maximum displacement that can be generated by doing push-ups.

[0185] Different types of somatosensory actions can be marked with corresponding difficulty coefficients. That is, the game scene indicating the user to complete a certain type of somatosensory action can be marked with a corresponding difficulty coefficient. For example, the difficulty coefficient corresponding to push-ups can be higher than the difficulty coefficient corresponding to jumping forward.

[0186] The above-mentioned difficulty coefficients can be used to calculate the difficulty level of the game. Exemplarily, the game scene of a certain stage of the game indicates that the somatosensory actions made by the user include q different types of somatosensory actions. The difficulty coefficients corresponding to these q different types of somatosensory actions can be c1, c2,..., c q . Among them, q is a positive integer. The specific values of the difficulty coefficients corresponding to different types of somatosensory actions in the embodiments of the present application are not limited.

[0187] The relationship between the above-mentioned difficulty level of the game and the pixel coordinates of the props displayed on the display screen in this stage of the game can refer to the following formula (6):

[0188]

[0189] Among them, d can represent the difficulty level of the game. and can respectively represent the difficulty coefficient of c iIn the game scenario of the corresponding somatosensory action, the expected pixel coordinates of the prop on the display screen at two consecutive moments, or the pixel coordinates of two props at the expected positions on the display screen at the same moment. Here, i is a positive integer greater than or equal to 1 and less than or equal to q. The coordinate system where the above pixel coordinates are located can refer to the Figure 1C coordinate system shown above. can be a weight vector. A x can be the weight occupied by the displacement in the x-axis direction (i.e., the horizontal direction) when measuring the difficulty level. A y can be the weight occupied by the displacement in the y-axis direction (i.e., the vertical direction) when measuring the difficulty level. Δt i can represent the time taken for the somatosensory action corresponding to the difficulty coefficient c i to be completed.

[0190] The props in the game scenarios that instruct the user to complete different types of somatosensory actions can be the same or different, and the embodiments of this application do not limit this. Specifically, it can be determined according to different games.

[0191] During the process of a certain stage of the game, the somatosensory actions instructed by the game scenario for the user to complete include multiple different types of somatosensory actions. In the game scenarios that instruct the user to complete each somatosensory action, the pixel coordinates of the prop on the display screen are adjusted with the adjustment of the game difficulty level. Specifically, the electronic device 100 can determine, according to the dynamic programming algorithm, the types of somatosensory actions that match the game difficulty level during the process of a stage of the game, and the pixel coordinates of the prop on the display screen in the game scenarios that instruct the user to complete the corresponding somatosensory actions. The above dynamic programming algorithm can be, for example, the Viterbi algorithm, the greedy algorithm, etc. The embodiments of this application do not limit the specific implementation of the above dynamic programming algorithm, and specifically, the implementation methods of the dynamic programming algorithm in the prior art can be referred to.

[0192] In the above method for adjusting the types of somatosensory actions, the electronic device 100 can adjust the types of somatosensory actions instructed by the game scenario for the user to complete according to the actual heart rate of the user during the game process, so as to adjust the exercise load of the somatosensory actions instructed by the game scenario for the user in each stage of the game. In this way, the exercise load of the somatosensory actions instructed by the adjusted game scenario matches the exercise ability of the user, which can better help the user achieve the expected exercise effect.

[0193] In some embodiments, when adjusting the exercise load of the somatosensory actions instructed by the game scenario for each stage of the game, the electronic device 100 can adjust multiple of the exercise amplitude, the number of times of completing the same somatosensory action within the same time length, and the types of somatosensory actions. The embodiments of this application do not limit the specific manner of adjusting the exercise load of the somatosensory actions instructed by the game scenario for each stage of the game.

[0194] Figure 3 An exemplary flowchart of a somatosensory interaction method is shown. As Figure 3 shown, the somatosensory interaction method may include steps S101 to S105. Among them:

[0195] S101. The electronic device 100 determines a game difficulty model. The game difficulty model may include the expected difficulty levels of each stage of the game and the expected heart rate of the user.

[0196] A variety of different game modes may be stored in the electronic device 100. Different game modes may include different game scenarios, thereby instructing the user to complete somatosensory actions with different exercise loads and achieving different exercise effects.

[0197] Before starting the game, the electronic device 100 may receive a user operation for selecting a game mode. When the selected game mode is determined, the electronic device 100 may determine the game difficulty model corresponding to the game mode. The game mode may include multiple stages of the game. The electronic device 100 determining the game difficulty model may specifically be determining the expected difficulty levels of each stage of the game and the expected heart rate of the user in the game mode. Exemplarily, the first game mode may include n stages of the game. The expected difficulty levels of the games in the 1st stage to the nth stage may be d t1 、d t2 、…、d tn . The expected heart rates of the users in the games in the 1st stage to the nth stage may be: h t1 、h t2 、…、h tn . The above-mentioned expected heart rate is not limited to a single value and may also be a value range. For example, when the actual heart rate of the user when completing the first stage of the game belongs to the range represented by the above-mentioned expected heart rate h t1 , the electronic device 100 may determine that the user has achieved the expected exercise effect of the first stage of the game.

[0198] The above-mentioned expected difficulty level and expected heart rate may be determined according to sports knowledge in the prior art. The present application embodiment does not limit the specific method for determining the expected difficulty levels of each stage of the game and the expected heart rate.

[0199] S102. The electronic device 100 obtains the body shape data of the user. The body shape data may include weight, height, shoulder height, and arm length.

[0200] In a possible implementation manner, the electronic device 100 may store user information. The user information may include the body shape data of the user.

[0201] Among them, the above user information can be obtained by the electronic device 100 requesting the user to enter before starting the game. For example, before the first game, the electronic device 100 can display a user information entry interface on the display screen. The above user information entry interface can be used to instruct the user to enter user information. The user information can include: username, age, gender, height, weight, shoulder height, arm length, and so on. The embodiments of the present application do not limit the content included in the above user information.

[0202] In a possible implementation manner, the electronic device 100 can calculate the user's body type data through the images collected by the camera 193. Among them, the height, shoulder height, and arm length in the body type data can be the user's actual height, actual shoulder height, and actual arm length respectively, or can be the pixel lengths of the height, shoulder height, and arm length in the images collected by the camera 193 respectively.

[0203] In a possible implementation manner, the electronic device 100 can obtain the user's body type data from the cloud or other devices. For example, a first account can be logged in on the electronic device 100. The above user information is stored in the cloud or other devices logged in with the first account. Then the electronic device 100 can establish a communication connection with the cloud or other devices logged in with the first account to obtain the user's body type data.

[0204] The embodiments of the present application do not limit the method for the electronic device 100 to obtain the user's body type data.

[0205] S103. The electronic device 100 generates a game scene according to the user's body type data and the game difficulty model.

[0206] When the game difficulty model and the user's body type data are determined, the electronic device 100 can generate the game scenes of each stage of the game. The game scenes of each stage of the game can instruct the user to complete the somatosensory actions required by the game scenes of each stage. That is to say, the process of generating the game scenes of each stage of the game can be the process of determining the exercise load of the somatosensory actions indicated by the game scenes of each stage of the game for the user.

[0207] In a possible implementation manner, the electronic device 100 can only generate the game scenes of the first k stages of the game. Wherein, k is a positive integer less than n. During the game, the electronic device 100 can adjust the difficulty level of the game and the exercise load of the somatosensory actions indicated by the game scenes for the user according to the user's actual heart rate. Then the electronic device 100 first generates the game scenes of the first k stages of the game, which can save the computing resources of the electronic device 100.

[0208] The method by which the electronic device 100 generates a game scene based on the user's body shape data and the game difficulty model can refer to the introduction in the foregoing embodiments of how the electronic device 100 determines the game scene according to the user's body shape data and indicates the exercise load of the somatosensory actions performed by the user, which will not be elaborated here.

[0209] Users of different body shapes have different difficulty perceptions of the same somatosensory experience. The electronic device 100 combines the user's body shape data to generate a game scene, so that different users can perceive the same or similar difficulty for the game scene indicating the somatosensory actions in the same difficulty level game, helping different users achieve the expected training effect.

[0210] S104. The electronic device 100 obtains the actual heart rate of the user during the current stage of the game.

[0211] In a possible implementation, the user can wear a heart rate detection device as Figure 2A shown. The electronic device 100 can establish a communication connection with the heart rate detection device and obtain the actual heart rate of the user during the game from the heart rate detection device.

[0212] Specifically, taking the current first-stage game as an example for illustration. The electronic device 100 can obtain the heart rate of the entire first-stage game from the start to the end from the heart rate detection device and calculate the average heart rate of the user during the first-stage game. Alternatively, the electronic device 100 can obtain the heart rate within a preset time (such as within 1 minute) when the first-stage game is about to end from the heart rate detection device.

[0213] In a possible implementation, the electronic device 100 may include a heart rate detection device. The electronic device 100 can obtain the actual heart rate of the user through a non-contact heart rate detection method. Exemplarily, the heart rate detection device in the electronic device 100 may include a camera 193. During the game, the camera 193 can capture the user's image. The electronic device 100 can use face recognition technology to determine the user's facial information from the above user's image and extract the photoplethysmogram signal of the user from the facial information. Furthermore, the electronic device 100 can calculate the actual heart rate of the user during the current stage of the game according to the photoplethysmogram signal. The specific implementation process of the above electronic device 100 obtaining the actual heart rate of the user through a non-contact heart rate detection method can refer to the implementation process in the prior art, which will not be elaborated here.

[0214] The embodiments of the present application do not limit the method for the electronic device 100 to obtain the actual heart rate of the current stage of the game.

[0215] S105. The electronic device 100 adjusts the difficulty level and game scenario of the next-stage game in the game difficulty model according to the actual heart rate and expected heart rate of the user during the current-stage game.

[0216] The electronic device 100 can determine whether the user has achieved the expected exercise effect of the current-stage game by comparing the actual heart rate and expected heart rate of the user during the current-stage game. The method for the electronic device 100 to adjust the difficulty level and game scenario of the next-stage game in the game difficulty model can refer to the introduction of the implementation manner in the foregoing embodiment in which the electronic device 100 adjusts the game scenario to indicate the exercise load of the somatosensory actions made by the user according to the actual heart rate of the user, and will not be elaborated here.

[0217] When determining the difficulty level and game scenario of the next-stage game, the electronic device 100 can display the game interface of the next-stage game. In this way, the user can complete the somatosensory actions indicated by the game scenario of the next-stage game. Among them, when entering the above-mentioned next-stage game, the above-mentioned next-stage game is the game currently being played by the user. The electronic device 100 can execute the above step S104 to obtain the actual heart rate of the user during this stage of the game. Further, the electronic device 100 can adjust the difficulty level and game scenario of the subsequent-stage game in the game difficulty model according to the actual heart rate and expected heart rate of the user during this stage of the game.

[0218] From Figure 3 the shown somatosensory interaction method, it can be seen that the electronic device can determine the exercise load of the somatosensory actions indicated by the game scenario of the same-difficulty-level game according to the body type of the user actually playing the game. Users of different body types perceive the same or similar difficulty when playing the same-stage game, which is beneficial for users of different body types to achieve the expected exercise effect when playing the same-stage game. In addition, the electronic device can also dynamically adjust the exercise load of the somatosensory actions indicated by the game scenario of each stage of the game in combination with the real-time heart rate. The change in the heart rate of the user during the game can reflect the exercise ability of the user. The exercise load adjusted according to the real-time heart rate can match the exercise ability of the user, so as to better help the user achieve the expected exercise effect and avoid the user from playing a game with too high a difficulty and generating exercise risks.

[0219] Figure 4 Exemplarily shows a schematic structural diagram of an electronic device 100.

[0220] The electronic device 100 may include a processor 110, an external memory interface 120, an internal memory 121, a universal serial bus (USB) interface 130, a charging management module 140, a power management module 141, a battery 142, an antenna 2, a wireless communication module 160, an audio module 170, a speaker 170A, a microphone 170B, a sensor module 180, a key 190, a motor 191, an indicator 192, a camera 193, and a display screen 194, etc.

[0221] It can be understood that the structure illustrated in the embodiments of the present invention does not constitute a specific limitation on the electronic device 100. In other embodiments of the present application, the electronic device 100 may include more or fewer components than those illustrated, or combine certain components, or split certain components, or have different component arrangements. The illustrated components may be implemented in hardware, software, or a combination of software and hardware.

[0222] The processor 110 may include one or more processing units. For example, the processor 110 may include an application processor (AP), a modem processor, a graphics processing unit (GPU), an image signal processor (ISP), a controller, a memory, a video codec, a digital signal processor (DSP), and / or a neural-network processing unit (NPU), etc. Among them, different processing units may be independent devices or integrated in one or more processors.

[0223] Among them, the controller may be the nerve center and command center of the electronic device 100. The controller may generate operation control signals according to the instruction operation code and timing signals to complete the control of fetching and executing instructions.

[0224] A memory may also be provided in the processor 110 for storing instructions and data. In some embodiments, the memory in the processor 110 is a cache memory. This memory may save the instructions or data that the processor 110 has just used or recycled. If the processor 110 needs to use the instruction or data again, it can directly call it from the memory. This avoids repeated accesses, reduces the waiting time of the processor 110, and thus improves the efficiency of the system.

[0225] The USB interface 130 is an interface that complies with the USB standard specification. Specifically, it can be a Mini USB interface, a Micro USB interface, a USB Type C interface, etc. The USB interface 130 can be used to connect a charger to charge the electronic device 100, and can also be used to transfer data between the electronic device 100 and peripheral devices. It can also be used to connect headphones to play audio. This interface can also be used to connect other electronic devices, such as AR devices, etc.

[0226] The charging management module 140 is used to receive a charging input from a charger. Among them, the charger can be a wireless charger or a wired charger. While charging the battery 142, the charging management module 140 can also supply power to the electronic device through the power management module 141.

[0227] The power management module 141 is used to connect the battery 142, the charging management module 140 and the processor 110. The power management module 141 receives inputs from the battery 142 and / or the charging management module 140 and supplies power to the processor 110, the internal memory 121, the external memory, the display screen 194, the camera 193, the wireless communication module 160, etc.

[0228] The wireless communication function of the electronic device 100 can be implemented through the antenna 2, the wireless communication module 160, the modulation and demodulation processor, etc.

[0229] The wireless communication module 160 can provide solutions for wireless communications applied to the electronic device 100, including wireless local area networks (WLAN) (such as wireless fidelity (Wi-Fi) networks), Bluetooth (BT), global navigation satellite system (GNSS), frequency modulation (FM), near field communication (NFC), infrared technology (IR), etc.

[0230] The electronic device 100 realizes the display function through the GPU, the display screen 194, and the application processor, etc. The GPU is a microprocessor for image processing, connecting the display screen 194 and the application processor. The GPU is used to perform mathematical and geometric calculations for graphics rendering. The processor 110 may include one or more GPUs, which execute program instructions to generate or change display information.

[0231] The display screen 194 is used to display images, videos, etc. The display screen 194 includes a display panel. The display panel can be a liquid crystal display (LCD), an organic light-emitting diode (OLED), an active-matrix organic light-emitting diode (AMOLED), a flexible light-emitting diode (FLED), a Miniled, a MicroLed, a Micro-oLed, a quantum dot light-emitting diode (QLED), etc. In some embodiments, the electronic device 100 may include one or N display screens 194, where N is a positive integer greater than 1.

[0232] The electronic device 100 can implement the shooting function through the ISP, the camera 193, the video codec, the GPU, the display screen 194, and the application processor, etc.

[0233] The ISP is used to process the data fed back by the camera 193. For example, when taking a photo, the shutter is opened, and the light passes through the lens and is transmitted to the camera photosensitive element. The optical signal is converted into an electrical signal, and the camera photosensitive element transmits the electrical signal to the ISP for processing and converts it into an image visible to the naked eye.

[0234] The camera 193 is used to capture static images or videos. The object generates an optical image through the lens and projects it onto the photosensitive element. The photosensitive element can be a charge-coupled device (CCD) or a complementary metal-oxide-semiconductor (CMOS) phototransistor. The photosensitive element converts the optical signal into an electrical signal, and then transmits the electrical signal to the ISP to convert it into a digital image signal. The ISP outputs the digital image signal to the DSP for processing. The DSP converts the digital image signal into an image signal in standard RGB, YUV, etc. formats. In some embodiments, the electronic device 100 may include one or N cameras 193, where N is a positive integer greater than 1.

[0235] The digital signal processor is used to process digital signals. In addition to processing digital image signals, it can also process other digital signals. For example, when the electronic device 100 is selecting a frequency point, the digital signal processor is used to perform Fourier transform on the frequency point energy, etc.

[0236] The video codec is used to compress or decompress digital videos. The electronic device 100 may support one or more video codecs. In this way, the electronic device 100 can play or record videos in multiple encoding formats, such as: Moving Picture Experts Group (MPEG) 1, MPEG2, MPEG3, MPEG4, etc.

[0237] The NPU is a neural-network (NN) computing processor. By referring to the structure of the biological neural network, such as the transmission pattern between human brain neurons, it can quickly process the input information and can also continuously self-learn. Through the NPU, applications such as the intelligent cognition of the electronic device 100 can be realized, such as: image recognition, face recognition, voice recognition, text understanding, etc.

[0238] The external memory interface 120 can be used to connect an external memory card. The external memory card communicates with the processor 110 through the external memory interface 120 to achieve the data storage function. For example, files such as music and videos are saved in the external memory card.

[0239] The internal memory 121 can be used to store computer-executable program code, and the executable program code includes instructions. The processor 110 executes various functional applications and data processing of the electronic device 100 by running the instructions stored in the internal memory 121.

[0240] The electronic device 100 can implement audio functions through the audio module 170, the speaker 170A, the microphone 170B, and the application processor, etc. For example, music playback, recording, etc.

[0241] The audio module 170 is used to convert digital audio information into an analog audio signal for output, and is also used to convert analog audio input into a digital audio signal. The audio module 170 can also be used to encode and decode audio signals. In some embodiments, the audio module 170 may be disposed in the processor 110, or some functional modules of the audio module 170 may be disposed in the processor 110.

[0242] The speaker 170A, also known as the "loudspeaker", is used to convert an audio electrical signal into a sound signal. The electronic device 100 can listen to music or a call through the speaker 170A.

[0243] The microphone 170B, also known as a "microphone" or "transmitter", is used to convert sound signals into electrical signals. The electronic device 100 can be provided with at least one microphone 170B. In some other embodiments, the electronic device 100 can be provided with two microphones 170B, which can not only collect sound signals but also implement a noise reduction function. In some other embodiments, the electronic device 100 can also be provided with three, four or more microphones 170B to collect sound signals, reduce noise, identify the sound source, and implement functions such as directional recording.

[0244] The sensor module 180 can include a distance sensor, a fingerprint sensor, a temperature sensor, a touch sensor, etc. Among them:

[0245] The distance sensor can be used to measure distances. The electronic device 100 can measure distances through infrared or laser. In some embodiments, in a shooting scenario, the electronic device 100 can use the distance sensor to measure distances to achieve fast focusing.

[0246] The fingerprint sensor can be used to collect fingerprints. The electronic device 100 can use the collected fingerprint characteristics to achieve fingerprint unlocking, etc.

[0247] The temperature sensor can be used to detect temperatures. In some embodiments, the electronic device 100 uses the temperature detected by the temperature sensor to execute a temperature processing strategy. For example, when the temperature reported by the temperature sensor exceeds a threshold, the electronic device 100 reduces the performance of the processor near the temperature sensor to reduce power consumption and implement thermal protection. In some other embodiments, when the temperature is lower than another threshold, the electronic device 100 heats the battery 142 to prevent abnormal shutdown of the electronic device 100 caused by low temperature. In some other embodiments, when the temperature is lower than yet another threshold, the electronic device 100 boosts the output voltage of the battery 142 to prevent abnormal shutdown caused by low temperature.

[0248] The touch sensor, also known as a "touch panel". The touch sensor can be disposed on the display screen 194, and together with the display screen 194, it forms a touch screen, also known as a "touch screen". The touch sensor is used to detect touch operations acting on or near it. The touch sensor can transmit the detected touch operations to the application processor to determine the type of touch event. Visual outputs related to the touch operations can be provided through the display screen 194. In some other embodiments, the touch sensor can also be disposed on the surface of the electronic device 100 at a different position from that of the display screen 194.

[0249] The keys 190 include a power-on key, volume keys, etc. The keys 190 can be mechanical keys or touch keys. The electronic device 100 can receive key inputs and generate key signal inputs related to the user settings and function controls of the electronic device 100.

[0250] The indicator 192 can be an indicator light, which can be used to indicate the charging status, power change, or can also be used to indicate messages, notifications, etc.

[0251] not limited to Figure 4 The components shown, the electronic device 100 can include more or fewer components. The electronic device 100 in the embodiments of the present application can be a television, mobile phone, tablet computer, laptop computer, ultra-mobile personal computer (UMPC), handheld computer, netbook, personal digital assistant (PDA), portable multimedia player (PMP), dedicated media player, AR (augmented reality) / VR (virtual reality) device and other types of electronic devices. The embodiments of the present application do not limit the specific category of the electronic device 100.

[0252] During the game process, the electronic device 100 can also determine whether the motion load of the game scene indicating the somatosensory actions made by the user in the current stage of the game is appropriate according to the actual heart rate percentage of the user, and adaptively adjust the difficulty level of the next stage of the game and the game scene of the next stage of the game indicating the motion load of the somatosensory actions made by the user.

[0253] the foregoing Figure 3 The foregoing somatosensory interaction method can determine whether the user achieves the expected exercise effect by comparing the actual heart rate of the user during the game with the expected heart rate. Since users of different ages can reach different maximum heart rates, the exercise loads required for users of different ages to reach the same expected heart rate are often different, and thus the achieved exercise effects are also different. For example, the expected heart rate for a certain stage of the game is 150 beats per minute. The exercise load required for a 20-year-old user to reach this expected heart rate is often higher than the exercise load completed by a 50-year-old user to reach this expected heart rate.

[0254] The heart rate percentage can be used to represent the proportional relationship between the user's current heart rate and the maximum heart rate that the user can reach. The higher the heart rate percentage, the closer the user's current heart rate is to the maximum heart rate.

[0255] In a possible implementation, the heart rate percentage can be the ratio of the user's current heart rate to the user's maximum heart rate. That is, HR% = h / HRmax. Wherein, HR% can represent the heart rate percentage. h can represent the user's current heart rate. HRmax can represent the user's maximum heart rate. HRmax = 220 - age. The embodiments of the present application do not limit the method for calculating the user's maximum heart rate.

[0256] Optionally, the heart rate percentage can be the ratio of the difference between the user's current heart rate and the user's resting heart rate to the difference between the user's maximum heart rate and the user's resting heart rate. That is, HR% = (h - HRrest) / (HRmax - HRrest). Wherein, HRrest can represent the user's resting heart rate.

[0257] The embodiments of the present application do not limit the specific calculation method of the heart rate percentage.

[0258] Generally, when different users reach the same heart rate percentage, the achieved exercise effects are the same or similar.

[0259] Taking the heart rate percentage as the ratio of the user's current heart rate to the user's maximum heart rate as an example for illustration. When completing a certain stage of the game, the expected heart rate percentage of the user is 70%. Then, for a 20-year-old user, the heart rate when reaching this expected heart rate percentage is 140 beats per minute. For a 50-year-old user, the heart rate when reaching this expected heart rate percentage is 119 beats per minute. It can be seen that compared with the heart rate, the heart rate percentage can better measure whether different users reach the expected exercise effect.

[0260] Next, the implementation manner of the electronic device 100 adjusting the game scene to indicate the exercise load of the somatosensory actions made by the user according to the actual heart rate percentage of the user will be specifically introduced.

[0261] Figure 5 An exemplary flowchart of another somatosensory interaction method is shown. As Figure 5 shown, the method may include steps S201 to S205. Wherein:

[0262] S201. The electronic device 100 determines a game difficulty model. The game difficulty model may include the expected difficulty levels of each stage of the game and the expected heart rate percentage of the user.

[0263] The method for the electronic device 100 to determine the game difficulty model can refer to step S101 in the method shown above. Figure 3 shown.

[0264] Different from step S101, the electronic device 100 can determine the expected heart rate percentage of the user in each stage of the game. Exemplarily, the first game mode may include n stages of the game. The expected difficulty levels of the games from the 1st stage to the nth stage may be d t1 、d t2 、…、d tn . The expected heart rate percentages of the users in the games from the 1st stage to the nth stage may be: HR% t1 、HR% t2 、…、HR% tnThe above-mentioned expected heart rate percentage is not limited to a numerical value and can also be a range of values. For example, when the actual heart rate percentage of the user when completing the first stage of the game belongs to the expected heart rate percentage HR% of the first stage of the game t1 within the range represented, the electronic device 100 can determine that the user has achieved the expected exercise effect of the first stage of the game.

[0265] The above-mentioned expected heart rate percentage can be determined according to sports knowledge in the prior art. The embodiments of the present application do not limit the specific method for determining the expected heart rate percentage.

[0266] S202. The electronic device 100 obtains the age and body type data of the user. The body type data may include weight, height, shoulder height, and arm length.

[0267] S203. The electronic device 100 generates a game scene according to the body type data of the user and the game difficulty model.

[0268] The above steps S202 and S203 may respectively refer to steps S102 and S103 in the foregoing embodiments, and will not be elaborated here.

[0269] S204. The electronic device 100 obtains the actual heart rate percentage of the user in the current stage of the game.

[0270] In a possible implementation manner, the user may wear a heart rate detection device as Figure 2A shown. The electronic device 100 can obtain the actual heart rate percentage of the user during the game from the heart rate detection device. Alternatively, the electronic device 100 can obtain the actual heart rate of the user during the game from the heart rate detection device. Further, the electronic device 100 can calculate the actual heart rate percentage according to the age and actual heart rate of the user.

[0271] In a possible implementation manner, the electronic device 100 may include a heart rate detection device. The electronic device 100 can obtain the actual heart rate of the user through a non-contact heart rate detection method. Then, the electronic device 100 can calculate the actual heart rate percentage according to the age and actual heart rate of the user.

[0272] The embodiments of the present application do not limit the method for the electronic device 100 to obtain the actual heart rate percentage of the user in the current stage of the game.

[0273] S205. The electronic device 100 adjusts the difficulty level and game scene of the next stage of the game in the game difficulty model according to the actual heart rate percentage and the expected heart rate percentage of the user in the current stage of the game.

[0274] In the current stage of the game, if the actual heart rate percentage is lower than the expected heart rate percentage, for example, the value of the expected heart rate percentage minus the actual heart rate percentage is higher than a4, or the actual heart rate percentage is lower than b4 times the expected heart rate percentage, the electronic device 100 can determine that the user has not achieved the exercise effect expected in the current stage of the game. The electronic device 100 can increase the difficulty level of the next stage of the game and increase the exercise load of the game scene indicating the somatosensory actions made by the user. The above a4 and b4 can be preset thresholds. The values of a4 and b4 can both be positive numbers less than 1. The embodiments of the present application do not limit the specific values of the above a4 and b4.

[0275] In the current stage of the game, if the actual heart rate percentage is higher than the expected heart rate percentage, for example, the value of the actual heart rate percentage minus the expected heart rate percentage is higher than a5, or the actual heart rate percentage is higher than b5 times the expected heart rate percentage, the electronic device 100 can determine that the exercise effect achieved by the user exceeds the exercise effect expected in the current stage of the game. The electronic device 100 can lower the difficulty level of the next stage of the game and lower the exercise load of the game scene indicating the somatosensory actions made by the user. The above a5 and b5 can be preset thresholds. The values of a5 and b5 can both be positive numbers less than 1. The embodiments of the present application do not limit the specific values of the above a5 and b5.

[0276] The method for the electronic device 100 to adjust the difficulty level of the next stage of the game and the game scene in the game difficulty model can refer to the implementation manner in the foregoing embodiments in which the electronic device 100 adjusts the exercise load of the game scene indicating the somatosensory actions made by the user according to the actual heart rate of the user in the current stage of the game. Details are not described herein again.

[0277] In the current stage of the game, if the actual heart rate percentage is equal to the expected percentage, or the difference between the actual heart rate percentage and the expected heart rate percentage is less than a6, the electronic device 100 can determine that the exercise effect achieved by the user is the same as or close to the exercise effect expected in the current stage of the game. The electronic device 100 can indicate the user to exercise according to the expected difficulty level of the next stage of the game. The above a6 can be a preset threshold. The value of a6 can be a positive number less than 1. The embodiments of the present application do not limit the specific value of a6.

[0278] By Figure 5As can be seen from the above-mentioned somatosensory interaction method, the electronic device can determine the exercise load of the somatosensory actions indicated by the game scene of the game at the same difficulty level according to the body shape of the user actually playing the game, and during the game, dynamically adjust the exercise load according to the user's heart rate percentage. Compared with the heart rate, the heart rate percentage can reflect the proximity of the user's current heart rate to the maximum heart rate that the user can reach, and better measure the exercise effect achieved by the user during the game. Therefore, the exercise load adjusted according to the real-time heart rate percentage can better match the user's exercise ability, thereby better helping the user achieve the expected exercise effect and avoiding the exercise risk caused by the user playing a game with too high a difficulty level.

[0279] During the game, the electronic device 100 can also adjust the difficulty level of the game and the exercise load of the somatosensory actions indicated by the game scene according to the heart rate response rate.

[0280] The heart rate response rate can reflect the speed at which the user's heart rate rises or falls, or the speed at which the heart rate percentage rises or falls, within a certain period of time. That is, r = Δh / t. Or, r = ΔHR% / t. Wherein, r can represent the heart rate response rate. t can represent the time length. Δh can represent the difference obtained by subtracting the user's heart rate at the end of this period from the user's heart rate at the beginning of this period within the time length of t. ΔHR% can represent the difference obtained by subtracting the user's heart rate percentage at the end of this period from the user's heart rate percentage at the beginning of this period within the time length of t. The heart rate response rate can include the rising response rate and the falling response rate. The rising response rate can represent the speed at which the heart rate or the heart rate percentage rises within a certain period of time. The falling response rate can represent the speed at which the heart rate or the heart rate percentage falls within a certain period of time. When the value obtained according to the above formula for calculating the heart rate response rate is a positive number, the heart rate response rate is the rising response rate. When the value obtained according to the above formula for calculating the heart rate response rate is a negative number, the heart rate response rate is the falling response rate.

[0281] It can be understood that when determining the user's heart rate (or heart rate percentage) at the start of a certain stage of the game and the expected heart rate (or expected heart rate percentage) of the user when completing this stage of the game, the electronic device 100 can calculate the expected heart rate response rate of the user in this stage of the game. According to the expected heart rate response rate, the electronic device 100 can more accurately adjust the difficulty level of the game and the exercise load of the somatosensory actions indicated by the game scene. In this way, the adjusted exercise load can better help the user achieve the expected exercise effect.

[0282] The following specifically introduces the implementation manner in which the electronic device 100 adjusts the exercise load of the somatosensory actions indicated by the game scene according to the user's heart rate response rate.

[0283] Figure 6 The flowchart of another somatosensory interaction method is exemplarily shown. As Figure 6 shown, the method may include steps S301 to S305. Among them:

[0284] S301. The electronic device 100 determines the game difficulty model. The game difficulty model may include the expected difficulty level of each stage of the game and the expected heart rate of the user.

[0285] S302. The electronic device 100 may obtain the body shape data of the user. Among them, the body shape data may include weight, height, shoulder height, and arm length.

[0286] S303. The electronic device 100 may generate a game scene according to the body shape data of the user and the game difficulty model.

[0287] The above steps S301 to S303 may refer to steps S101 to S103 Figure 3 shown above. Details are not described herein again.

[0288] S304. The electronic device 100 may obtain the initial heart rate of the user at the start of the current stage of the game.

[0289] In a possible implementation manner, the electronic device 100 may use the heart rate of the user at the end of the previous stage of the current stage of the game as the initial heart rate at the start of the current stage of the game.

[0290] In another possible implementation manner, the electronic device 100 may obtain the heart rate of the user within a preset time period before or after the start of the current game stage as the initial heart rate at the start of the current stage of the game.

[0291] S305. The electronic device 100 calculates the expected heart rate response rate according to the initial heart rate and the expected heart rate of the user in the current stage of the game, and adjusts the difficulty level of the current stage of the game and the game scene in the game difficulty model according to the expected heart rate response rate.

[0292] According to the calculation formula of the heart rate response rate r = Δh / t, the electronic device 100 may calculate the expected heart rate response rate of the user in the current stage of the game. Among them, the expected heart rate response rate = (expected heart rate - initial heart rate) / the length of the time occupied by the current stage of the game.

[0293] In a possible implementation manner, the electronic device 100 may query the heart rate response rate data table to adjust the difficulty level of the current stage of the game.

[0294] The electronic device 100 may store a heart rate response rate data table. This heart rate response rate data table can be used to record the relationship between the difficulty level of the game and the expected heart rate response rate. Table 1 below exemplarily shows the specific content included in the heart rate response rate data table.

[0295] Difficulty level d <![CDATA[Initial heart rate h ini (beats / minute)]]> <![CDATA[Expected rising response rate r1]]> <![CDATA[Expected declining response rate r2]]> 1 80 20 / t -5 / t 1 100 10 / t -10 / t 1 120 5 / t -20 / t 2 80 30 / t -10 / t 2 100 20 / t -20 / t 2 120 10 / t -30 / t 3 80 40 / t -20 / t 3 100 30 / t -30 / t 3 120 20 / t -40 / t

[0296] Table 1

[0297] Among them, t in Table 1 may represent the time length occupied by the current stage of the game.

[0298] As can be seen from Table 1, when the initial heart rate of the game user in the current stage and the expected heart rate response rate of the user in the current stage of the game are determined, the electronic device 100 can query the above-mentioned heart rate response rate data table to determine the difficulty level of the current stage of the game. Exemplarily, when starting a certain stage of the game, the user's initial heart rate is 80 beats per minute, and the expected heart rate response rate is 30 / t. The electronic device 100 can determine that the difficulty level of this stage of the game is 2 according to the above-mentioned heart rate response rate data table. Further, the electronic device 100 can adjust the game scene of this stage of the game according to the method in the foregoing embodiment, so that the game scene indicating the exercise load of the somatosensory actions made by the user in this stage of the game can help the user achieve the expected exercise effect.

[0299] The embodiments of the present application do not limit the specific values included in Table 1 above.

[0300] Among them, the corresponding relationship between the difficulty level and the initial heart rate and heart rate response rate in the heart rate response rate data table can be obtained according to big data statistics. And the electronic device 100 can update the above-mentioned heart rate response rate data table according to the relationship between the difficulty level of the game and the user's initial heart rate and actual heart rate response rate during the actual game process of the user. The user's exercise ability can increase with the increase in the number of user exercises and time. The electronic device 100 adjusts the data in the above-mentioned heart rate response rate data table according to the user's actual heart rate response rate, which can make the heart rate response rate data table better match the user's exercise ability. In this way, the difficulty level and game scene determined according to the heart rate response rate data table can better help the user achieve the expected exercise effect.

[0301] In another possible implementation manner, the electronic device 100 may adjust the difficulty level of the current stage of the game according to the functional relationship between the heart rate response rate and the game difficulty level.

[0302] The electronic device 100 may store a functional relationship between the expected heart rate response rate and the difficulty level and the initial heart rate. Among them, the expected rising response rate r1 = w1(d, h ini )). The expected falling response rate r2 = w2(d, hini )。The above w1(d, h ini ) represents a functional relationship for calculating the rising response rate with the difficulty level d and the initial heart rate h ini as parameters. The above w2(d, h ini ) represents a functional relationship for calculating the rising response rate with the difficulty level d and the initial heart rate h ini as parameters. That is to say, when the heart rate response rate is the rising response rate, the difficulty level d = w′1(r1, h ini ). When the heart rate response rate is the falling response rate, the difficulty level d = w′2(r2, h ini ).

[0303] After determining the initial heart rate of the game user in the current stage and the expected heart rate response rate of the user in the current stage game, the electronic device 100 can determine the difficulty level of the current stage game according to the above functional relationship. Furthermore, the electronic device 100 can adjust the game scene of this stage.

[0304] Among them, the above functional relationship can be obtained by the electronic device 100 fitting according to the above heart rate response rate data table. The specific expression of the functional relationship between the above expected heart rate response rate, the difficulty level, and the initial heart rate is not limited in the embodiments of the present application.

[0305] When the difficulty level and the game scene of the current stage game are determined, the electronic device 100 can display the corresponding game scene on the display screen to instruct the user to exercise. After the current stage game is completed, the electronic device 100 can determine the difficulty level and the game scene of the next stage game according to the methods of the above step S304 and the above step S305.

[0306] It should be noted that Figure 6 the heart rate in the steps shown can be the heart rate percentage. That is, the electronic device 100 can adjust the game difficulty level and the game scene according to the rising or falling speed of the expected user heart rate percentage.

[0307] From Figure 6 the somatosensory interaction method shown, it can be seen that the electronic device 100 can calculate the expected heart rate response rate according to the initial heart rate and the expected heart rate of the user in a certain stage game, and adjust the difficulty level and the game scene of this stage game according to the expected heart rate response rate. After completing the somatosensory actions indicated by the adjusted game scene, the heart rate (or heart rate percentage) reached by the user can better approach the expected heart rate (or expected heart rate percentage) of the game user in this stage. In this way, the user can better achieve the expected exercise effect of this stage game.

[0308] In some embodiments, the electronic device 100 can also measure the difficulty level of each stage of the game by expecting the expected displacement magnitudes of the user's limbs during exercise. It can be understood that some somatosensory actions only require partial limb movement of the user. For example, the chest expansion exercise only requires the user's arms to move. Kicking forward or backward only requires the user's legs to move. Compared with the expected displacement of the user's body as a whole, the difficulty level of the game can be measured more accurately by the expected displacements of the limbs. The magnitudes of the expected displacements of the above-mentioned limbs can be determined according to the pixel displacement of the props displayed on the display screen in the game scenario.

[0309] Specifically, the user's limbs can be divided into 10 parts: the head and neck, the torso, the left upper arm, the right upper arm, the left lower arm, the right lower arm, the left thigh, the right thigh, the left lower leg, and the right lower leg. Then, the difficulty level of a certain stage of the game can be the sum of the expected displacements of the limbs multiplied by the corresponding weights of the limbs during the process of this stage of the game. The calculation formula for the difficulty level of a certain stage of the game can refer to the following formula (7):

[0310] d = s1*l1 + s2*l2 + … + s i *l i + … + s 10 *l 10 (7)

[0311] Where i is an integer greater than or equal to 1 and less than or equal to 10. l1, l2, l3, l4, l5, l6, l7, l8, l9, l 10 can respectively represent the expected displacements of the head and neck, the torso, the left upper arm, the right upper arm, the left lower arm, the right lower arm, the left thigh, the right thigh, the left lower leg, and the right lower leg. s1, s2, s3, s4, s5, s6, s7, s8, s9, s 10 can respectively represent the corresponding weights of the head and neck, the torso, the left upper arm, the right upper arm, the left lower arm, the right lower arm, the left thigh, the right thigh, the left lower leg, and the right lower leg.

[0312] In a possible implementation manner, the corresponding weights of the above-mentioned limbs can be determined according to the mass percentages of the limbs in the human body weight. According to the general standard of human body weight distribution, the weight values corresponding to the limbs can refer to Table 2 below.

[0313] Limb name Male weight (%) Female weight (%) Head and neck 8.6 8.2 Trunk 44 43.8 Left upper arm 2.4 2.8 Right upper arm 2.4 2.8 Left lower arm 1.9 1.5 Right lower arm 1.9 1.5 Left thigh 14.2 14.1 Right thigh 14.2 14.1 Left lower leg 5.2 5.6 Right lower leg 5.2 5.6

[0314] Table 2

[0315] The embodiments of the present application do not limit the division method of the user's limbs and the corresponding weights of each limb.

[0316] When the difficulty levels of each stage of the game are determined, the electronic device 100 can adjust the game scenes of each stage of the game according to the method in the foregoing embodiments. Details are not described herein again.

[0317] As can be seen from the above method, some somatosensory actions only require partial limbs of the user to produce displacements. When the somatosensory actions indicated by the game scene for the user to complete all require partial limbs of the user to produce displacements, there may be a large error in measuring the difficulty level of the game by using the expected displacement of the user's body as a whole. Dividing the user's limbs and measuring the difficulty level by the expected displacements of each limb can more accurately determine the difficulty level. In this way, the electronic device 100 can more accurately adjust the exercise load of the somatosensory actions indicated by the game scene for the user in each stage of the game, thereby better helping the user achieve the expected training effect.

[0318] In some embodiments, the electronic device 100 can determine whether the user's heart rate reaches or exceeds the maximum heart rate that the user can reach. When it is determined that the user's heart rate reaches or exceeds the maximum heart rate that the user can reach, the electronic device 100 can stop the game or lower the difficulty level of the next stage of the game. In this way, exercise risks such as syncope and sudden death due to excessive exercise intensity can be avoided.

[0319] Alternatively, the electronic device 100 can obtain the actual displacement of the user during the game and calculate the actual difficulty level reached by the user when playing the game according to the foregoing formula (3) or formula (7). If it is determined that the above-mentioned actually reached difficulty level is continuously rising, but the user's heart rate no longer rises or the increase in the heart rate is less than a preset threshold, the electronic device 100 can stop the game or lower the difficulty level of the next stage of the game. The continuously rising actually reached difficulty level of the user can indicate that the actual exercise intensity of the user is continuously increasing. In the case where the actual exercise intensity is continuously increasing but the heart rate hardly rises, it is very likely that the user's heart rate has approached the maximum heart rate that the user can reach. To avoid exercise risks for the user, the electronic device 100 can stop the game or lower the difficulty level of the next stage of the game.

[0320] Among them, when the reduced difficulty level of the game is determined, the electronic device 100 can adjust the game scene according to the method in the foregoing embodiments, thereby reducing the exercise load.

[0321] In some embodiments, the electronic device 100 can detect the venue information and determine the unreachable positions in the game venue. When determining the game scene, the electronic device 100 can avoid the somatosensory actions indicated by the game scene for the user to reach or pass through the above-mentioned unreachable positions. The above-mentioned unreachable positions can include positions with obstacles (such as tables, chairs, walls, etc.).

[0322] Figure 7 The flowchart of another somatosensory interaction method is exemplarily shown. As Figure 7 shown, the somatosensory interaction method may include steps S401 to S406. Among them:

[0323] S401. The electronic device 100 determines the game difficulty model. The game difficulty model may include the expected difficulty level of each stage of the game and the expected heart rate of the user.

[0324] S402. The electronic device 100 obtains the body shape data of the user. The body shape data may include weight, height, shoulder height, and arm length.

[0325] The implementation manners of step S401 and step S402 may respectively refer to step S101 and step S102 in the method shown above. Details are not described herein again. Figure 3

[0326] S403. The electronic device 100 detects the venue information.

[0327] The electronic device 100 may be configured with a camera. The camera may collect images of the venue where the user plays the game. The electronic device 100 may extract the venue information according to the above-mentioned images of the venue. The venue information may include the coordinates of inaccessible positions in the venue. The coordinate system where the coordinates of the above-mentioned inaccessible positions are located may be the camera coordinate system of the above-mentioned camera. Among them, the electronic device 100 may use the object detection algorithm in the existing image recognition technology field to determine the inaccessible positions in the venue. The implementation manner of determining the inaccessible positions in the venue in the embodiments of the present application is not limited.

[0328] S404. The electronic device 100 generates a game scene according to the body shape data of the user, the game difficulty model, and the venue information.

[0329] Figure 3 On the basis of generating the game scene according to the body shape data of the user and the game difficulty model in step S103 shown above, when generating the game scene, the electronic device 100 may also combine the above-mentioned venue information. Among them, the electronic device 100 may determine the distance between the position where the user is located and the above-mentioned inaccessible positions through the images collected by the camera. Further, when generating the game scene, the electronic device 100 may avoid the somatosensory actions indicated by the game scene from reaching or passing through the above-mentioned inaccessible positions.

[0330] ​​Exemplarily, when determining the game scene of a certain stage of the game, the game scene generated according to the user's body size data and the game difficulty model indicates that the somatosensory actions to be completed by the user include any one of jumping 20 cm to the left and jumping 20 cm to the right. If the electronic device 100 determines according to the foregoing site information that the position 10 cm to the left of the user is an inaccessible position, and there is no inaccessible position within 30 cm to the right of the user, then the electronic device 100 can generate a game scene indicating that the user completes a 20-cm jump to the right.

[0331] S405. The electronic device 100 obtains the actual heart rate of the user in the current stage of the game.

[0332] The implementation manner of step S405 can refer to step S104 in the foregoing Figure 3 method shown.

[0333] S406. The electronic device 100 adjusts the difficulty level of the next stage of the game in the game difficulty model according to the actual heart rate and the expected heart rate of the user in the current stage of the game, and adjusts the game scene of the next stage of the game in combination with the site information.

[0334] The electronic device 100 can adjust the difficulty level of the next stage of the game according to the actual heart rate of the user during the game process. Among them, after determining the difficulty level of the next stage of the game, the electronic device 100 can adjust the difficulty level of the next stage of the game according to the method of adjusting the exercise load of the somatosensory actions indicated by the game scene for the user in the foregoing embodiments and in combination with the foregoing site information.

[0335] When entering the next stage of the game, the electronic device 100 can use the foregoing next stage of the game as the currently ongoing current stage of the game. Then, the electronic device 100 can continue to adjust the difficulty level and the game scene of the subsequent stages of the game according to the foregoing step S405 and the foregoing step S406.

[0336] It should be noted that the foregoing method of determining the game scene in combination with the site information can also be based on the foregoing Figure 5 or and Figure 6 somatosensory interaction method shown. That is, when the electronic device 100 adjusts the game scene according to the heart rate percentage or the heart rate response rate, it can combine the site information so that the somatosensory actions indicated by the adjusted game scene will not reach or pass through inaccessible positions.

[0337] From the above Figure 7As can be seen from the above-mentioned somatosensory interaction method, the electronic device can not only adjust the game scene according to the user's body shape and heart rate during the game process, so that the adjusted game scene indicates that the exercise load of the somatosensory actions made by the user can help different users achieve better exercise effects. Moreover, during the process of adjusting the game scene, the electronic device can also avoid the user being injured by colliding with obstacles during the exercise process by determining the inaccessible positions in the venue.

[0338] Figure 8 Exemplarily shown is the device involved in the foregoing somatosensory interaction method. As Figure 8 shown, the device involved in the foregoing somatosensory interaction method may include a processor 410, a display 420, a memory 430, a somatosensory action acquisition device 440, and a heart rate detection device 450. Among them:

[0339] The memory 430 can be used to store user information and computer programs. The user information includes username, age, gender, height, weight, etc. The memory 430 can also be used to store the user's heart rate response data table.

[0340] The processor 410 can be used to obtain user information and computer programs from the memory 430. The processor 410 can execute the above computer programs to determine the game difficulty model in the foregoing embodiments, generate a game scene, determine whether the user's actions match the expected actions, and whether the amplitude of the user's actions reaches the expected amplitude.

[0341] The display 420 can be used to display the game scene. Among them, the display 420 can be integrated with the above-mentioned processor 410 and the above-mentioned memory 430 in an electronic device. The display 420 and the processor 410 can be connected through a bus. That is, the display 420 can be the display screen 194 in the foregoing Figure 4 shown electronic device 100. Optionally, the display 420 and the above-mentioned processor 410 can also be separate devices. When the processor 410 generates a game scene, the processor 410 can send the data of the game scene to the display 420 through a relevant communication device. Then the display 420 can display the game scene.

[0342] The somatosensory action acquisition device 440 can be used to detect the user's actual actions and the actual action amplitude. The somatosensory action acquisition device 440 can hand over the detected user's actual actions and the actual action amplitude to the processor 410 for processing. Furthermore, the processor 410 can determine whether the user's actions match the expected actions and whether the amplitude of the user's actions reaches the expected amplitude.

[0343] The somatosensory motion acquisition device 440 may be the camera 194 in the foregoing embodiments. Optionally, the somatosensory motion acquisition device 440 may also be a handheld device or a wearable device based on an inertial sensor. The embodiments of the present application do not limit the type of the somatosensory motion acquisition device 440.

[0344] The heart rate detection device 450 can be used to detect the heart rate.

[0345] In a possible implementation, the heart rate detection device 450 may be integrated with the foregoing processor 410 and the foregoing memory 430 in an electronic device. Exemplarily, the electronic device can obtain the user's heart rate through a non-contact heart rate detection method. The heart rate detection device 450 may include a camera, a calculation module, and a storage module. The camera can be used to collect the user's video image. The calculation module can determine the user's facial information from the foregoing video image and extract the user's photoplethysmogram (PPG) signal from the facial information. Then, the calculation module can calculate the user's heart rate according to the PPG signal. When the heart rate detection device 450 obtains the user's heart rate, the heart rate detection device 450 can hand over the user's heart rate to the foregoing processor 410 for processing. In this way, the processor 410 can adjust the difficulty level of the game according to the user's heart rate. Wherein, if the somatosensory motion acquisition device 440 includes a camera, the camera of the heart rate detection device 450 can be the camera in the somatosensory motion acquisition device 440. The calculation module of the heart rate detection device 450 can be the foregoing processor 410 or a module integrated in the processor 410. The storage module of the heart rate detection device 450 can be the foregoing memory 430 or a module integrated in the memory 430.

[0346] In a possible implementation, the heart rate detection device 450 and the foregoing processor 410 are separate devices. The heart rate detection device 450 can be, for example, a smart bracelet or a heart rate monitoring chest strap that can be used to detect the heart rate. The processor 410 can obtain the user's heart rate from the heart rate detection device through a relevant communication device.

[0347] In addition, the heart rate percentage and the heart rate response rate in the foregoing embodiments can be calculated by the heart rate detection device 450 or can be calculated by the processor 410. The embodiments of the present application do not limit this.

[0348] In the embodiments of the present application, the electronic device 100 displays the first somatosensory interaction content. The first somatosensory interaction content can be the game in the first stage in the foregoing embodiments. The higher the difficulty level of the game in the first stage, the higher the exercise load of the somatosensory motion of the first somatosensory interaction content. Similarly, the electronic device 100 displays the second somatosensory interaction content. The second somatosensory interaction content can be the game in the second stage in the foregoing embodiments. The game in the first stage and the game in the second stage are two adjacent-stage games.

[0349] Among them, the electronic device 100 can determine the exercise load of the somatosensory action of the first somatosensory interaction content according to the obtained user data. The above user data may include one or more of the following: height, weight, shoulder height, and arm length. Exemplarily, the electronic device 100 can predict the physical fitness of the user according to the user's height and weight. For users with the same height, the heavier the weight, the worse the physical fitness that the electronic device 100 can predict for the user. Alternatively, the electronic device 100 can calculate the user's BMI according to the user's height and weight. The electronic device 100 can predict that the user with a higher BMI has worse physical fitness. The above user data may also include body fat percentage and oxygen consumption per unit time, which are not limited in the embodiments of the present application.

[0350] In the embodiments of the present application, the electronic device 100 detects that the user is performing the first action of the above first somatosensory interaction content. The above first action can be any somatosensory action in the somatosensory interaction content. The electronic device 100 obtains the first cardiac data of the user when performing the above first action. The first cardiac data can be heart rate or heart rate percentage. Among them, if the first cardiac data is heart rate, the first expected cardiac data associated with the first somatosensory interaction content is also heart rate. If the first cardiac data is heart rate percentage, the first expected cardiac data associated with the first somatosensory interaction content is also heart rate percentage. In some embodiments, the first expected cardiac data can be the specific value of the cardiac data that is expected to be achieved by the user to complete the first somatosensory interaction content or the range where the achieved cardiac data is located.

[0351] The same first cardiac data of the user and the first expected cardiac data can indicate that the exercise load of the somatosensory action of the first somatosensory interaction content is appropriate for the user. The different first cardiac data of the user and the first expected cardiac data can indicate that the exercise load of the somatosensory action of the first somatosensory interaction content is too simple or too difficult for the user.

[0352] In the embodiments of the present application, the electronic device 100 can obtain the second cardiac data of the user. The second cardiac data can be heart rate or heart rate percentage. Among them, both the second cardiac data and the first expected cardiac data are heart rate, or both are heart rate percentage. The above second cardiac data can be the cardiac data of the user at any time before the end of the first somatosensory interaction content. Preferably, the second cardiac data can be the cardiac data of the user at the first time after the electronic device starts to display the first somatosensory interaction content. The above first time can be a short time such as 1 second or 2 seconds. The embodiments of the present application do not limit the length of the first time. Alternatively, the second cardiac data can be the cardiac data of the user at the second time before the electronic device starts to display the first somatosensory interaction content. The above second time can be a short time such as 1 second or 2 seconds. The embodiments of the present application do not limit the length of the second time.

[0353] In the embodiment of the present application, the electronic device 100 may calculate a first heart rate response rate according to the second heart data and the above-mentioned first expected heart data. Specifically, the electronic device 100 may calculate the difference between the second heart data and the first expected heart data, and divide it by the time length from the time when the second heart data is obtained to the end of the first somatosensory interaction content, so as to obtain the above-mentioned first heart rate response rate.

[0354] As used in the above embodiments, depending on the context, the term "when..." may be interpreted to mean "if...", "after...", "in response to determining...", or "in response to detecting...". Similarly, depending on the context, the phrase "when determining..." or "if detecting (the stated condition or event)" may be interpreted to mean "if determining...", "in response to determining...", "when detecting (the stated condition or event)", or "in response to detecting (the stated condition or event)".

[0355] In the above embodiments, it may be implemented in whole or in part by software, hardware, firmware, or any combination thereof. When implemented using software, it may be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the processes or functions described in the embodiments of the present application are generated in whole or in part. The computer may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices. The computer instructions may be stored in a computer-readable storage medium, or transmitted from one computer-readable storage medium to another computer-readable storage medium. For example, the computer instructions may be transmitted from one website, computer, server, or data center to another website, computer, server, or data center via wired (such as coaxial cable, optical fiber, digital subscriber line) or wireless (such as infrared, wireless, microwave, etc.) means. The computer-readable storage medium may be any available medium that can be accessed by a computer, or a data storage device such as a server or data center that includes one or more integrated available media. The available media may be magnetic media (such as floppy disks, hard disks, magnetic tapes), optical media (such as DVDs), or semiconductor media (such as solid-state drives), etc.

[0356] Those of ordinary skill in the art can understand all or part of the processes in the methods of the above embodiments. These processes can be completed by relevant hardware instructed by a computer program. The program can be stored in a computer-readable storage medium. When the program is executed, it may include the processes of the above method embodiments. The aforementioned storage media include: ROM or random access memory RAM, magnetic disks, or optical discs, etc., which can store program codes of various types.

Claims

1. A somatosensory interaction method, characterized in that, The method includes: The electronic device obtains user data; The electronic device displays first somatosensory interaction content; the exercise load of the somatosensory actions of the first somatosensory interaction content is determined according to the user data, and the user data is used to predict the physical fitness of the user. Among them, the better the predicted physical fitness, the higher the exercise load of the somatosensory actions of the first somatosensory interaction content; The electronic device detects that the user is performing a first action of the first somatosensory interaction content; The electronic device obtains first heart data of the user when performing the first action; The electronic device compares the first heart data with first expected heart data associated with the first somatosensory interaction content, and the electronic device displays second somatosensory interaction content; the second somatosensory interaction content is the content displayed by the electronic device in the next stage of the first somatosensory interaction content; if the comparison result of the electronic device indicates that the first heart data is different from the first expected heart data, then the exercise load of the somatosensory actions of the second somatosensory interaction content is different from that of the somatosensory actions of the third somatosensory interaction content; among them, the third somatosensory interaction content is the interaction content preset to be displayed on the premise that the first heart data and the first expected heart data are the same when the user performs the first action; The electronic device detects that the user is performing a second action of the second somatosensory interaction content; The electronic device obtains third heart data of the user when performing the second action; The electronic device compares the third heart data with second expected heart data associated with the second somatosensory interaction content, and the electronic device displays fifth somatosensory interaction content; the fifth somatosensory interaction content is the content displayed by the electronic device in the next stage of the second somatosensory interaction content; if the comparison result of the electronic device indicates that the third heart data is different from the second expected heart data, then the exercise load of the somatosensory actions of the fifth somatosensory interaction content is different from that of the somatosensory actions of the sixth somatosensory interaction content; among them, the sixth somatosensory interaction content is the interaction content preset to be displayed on the premise that the third heart data and the second expected heart data are the same when the user performs the second action.

2. The method according to claim 1, wherein It further includes: If the comparison result indicates that the first heart data is the same as the first expected heart data, then the second somatosensory interaction content is the same as the third somatosensory interaction content.

3. The method according to claim 1 or 2, characterized in that, The difference between the first heart data and the first expected heart data specifically includes: the first heart data exceeds the range of the first expected heart data.

4. The method according to claim 3, wherein The difference in the exercise load of the somatosensory actions of the second somatosensory interaction content and the somatosensory actions of the third somatosensory interaction content specifically includes: if the first heart data is lower than the first expected heart data, then the exercise load of the somatosensory actions of the second somatosensory interaction content is higher than that of the somatosensory actions of the third somatosensory interaction content.

5. The method according to claim 3, characterized in that, The physical actions of the second somatosensory interaction content and the physical actions of the third somatosensory interaction content have different exercise loads, specifically including: if the first heart data is higher than the first expected heart data, the physical actions of the second somatosensory interaction content have a lower exercise load than the physical actions of the third somatosensory interaction content.

6. The method according to claim 1, characterized in that, The first heart data is obtained by the electronic device from another heart data detection device, and a communication connection is established between the electronic device and the heart data detection device; or, The first heart data is calculated by the electronic device.

7. The method according to claim 1, characterized in that, The exercise load of the physical action includes one or more of the following: the amplitude of the physical action, the number of times of completing the same physical action within the same time length, and the type of the physical action.

8. The method according to claim 7, wherein The amplitude of the physical action is the expected displacement with the user's body as a whole, or the sum of the expected displacements of each part of the user's limbs.

9. The method according to claim 1, wherein The method further includes: If the electronic device determines that the first heart data is greater than or equal to the maximum value of the user's heart data, the electronic device pauses the first somatosensory interaction content, or the electronic device displays the fourth somatosensory interaction content; the physical actions of the fourth somatosensory interaction content have a lower exercise load than the physical actions of the first somatosensory interaction content.

10. The method according to claim 1, wherein The method further includes: The electronic device detects the venue information where the user is located; the venue information includes the coordinates of the positions of obstacles existing in the venue where the user is located, and the obstacles are objects within a first preset distance range from the user; The electronic device changes the first somatosensory interaction content and the second somatosensory interaction content according to the venue information; the physical actions of the changed first somatosensory interaction content and the second somatosensory interaction content are in the direction of avoiding the obstacles.

11. The method according to claim 1, wherein The user data includes one or more of the following: height, weight, shoulder height, and arm length.

12. The method according to claim 1, wherein Both the first expected heart data and the first heart data are heart rates, or both are heart rate percentages; the heart rate percentage is used to measure the relationship between the user's heart rate and the user's maximum heart rate.

13. A somatosensory interaction method, characterized in that The method includes: The electronic device obtains user data; The electronic device displays the first somatosensory interaction content; the exercise load of the physical actions of the first somatosensory interaction content is determined according to the user data, and the user data is used to predict the physical fitness of the user. Among them, the better the predicted physical fitness, the higher the exercise load of the physical actions of the first somatosensory interaction content; The electronic device obtains the second heart data of the user; the second heart data is the heart data of the user before the physical actions of the first somatosensory interaction content end; The electronic device calculates a first heart rate response rate according to the second heart data and the first expected heart data associated with the first somatosensory interaction content, and the first heart rate response rate is used to indicate the expected rate of change of the heart data of the user during the process of performing the physical actions of the first somatosensory interaction content. Based on the second cardiac data and the first heart rate response rate, the electronic device changes the exercise load of the somatosensory actions of the first somatosensory interaction content and displays the first somatosensory interaction content after the change in the exercise load; if the second cardiac data remains unchanged and the first heart rate response rate is higher, or if the first heart rate response rate remains unchanged and the second cardiac data is larger, then the exercise load of the somatosensory actions of the changed first somatosensory interaction content is higher; When the first somatosensory interaction content ends, the electronic device obtains the fourth cardiac data of the user at the end of the first somatosensory interaction content; The electronic device calculates a second heart rate response rate according to the fourth cardiac data and the third expected cardiac data associated with the next-stage somatosensory interaction content of the first somatosensory interaction content, and the second heart rate response rate is used to indicate the expected rate of change of cardiac data during the process of the user performing the somatosensory actions of the next-stage somatosensory interaction content of the first somatosensory interaction content; Based on the fourth cardiac data and the second heart rate response rate, the electronic device displays the seventh somatosensory interaction content, and the seventh somatosensory interaction content is the content displayed by the electronic device in the next stage of the first somatosensory interaction content; if the fourth cardiac data remains unchanged and the second heart rate response rate is higher, or if the second heart rate response rate remains unchanged and the fourth cardiac data is larger, then the exercise load of the somatosensory actions of the seventh somatosensory interaction content is higher.

14. The method according to claim 13, wherein The second cardiac data is the cardiac data of the user at the first time after the electronic device starts to display the first somatosensory interaction content; or, The second cardiac data is the cardiac data of the user at the second time before the electronic device starts to display the first somatosensory interaction content.

15. The method according to claim 13 or 14, characterized in that The exercise load of the somatosensory actions includes one or more of the following: the amplitude of the somatosensory actions, the number of times of completing the same somatosensory actions within the same time length, and the type of the somatosensory actions.

16. The method according to claim 13 or 14, characterized in that The amplitude of the somatosensory actions is the expected displacement with the user's body as a whole, or the sum of the expected displacements of each part of the user's limbs.

17. The method according to claim 13 or 14, characterized in that, The second cardiac data is obtained by the electronic device from another cardiac data detection device, and the electronic device has established a communication connection with the cardiac data detection device; or, The second cardiac data is calculated by the electronic device.

18. The method according to claim 13 or 14, characterized in that, The method further includes: If the electronic device determines that the second cardiac data is greater than or equal to the maximum value of the user's cardiac data, the electronic device pauses the first somatosensory interaction content, or the electronic device displays the fourth somatosensory interaction content; the somatosensory actions of the fourth somatosensory interaction content have a lower exercise load than the somatosensory actions of the first somatosensory interaction content.

19. The method according to claim 13 or 14, characterized in that, The method further includes: The electronic device detects the location information of the user's location; the location information includes the coordinates of the positions of obstacles existing in the user's location, and the obstacles are objects within a first preset distance range from the user; The electronic device changes the first somatosensory interaction content according to the venue information; the somatosensory actions of the changed first somatosensory interaction content are in the direction of avoiding the obstacle.

20. The method according to claim 13 or 14, characterized in that The user data includes one or more of the following: height, weight, shoulder height, arm length.

21. The method according to claim 13 or 14, characterized in that, Both the second heart data and the first expected heart data are heart rates, or both are heart rate percentages; the heart rate percentage is used to measure the relationship between the user's heart rate and the user's maximum heart rate.

22. An electronic device, characterized in that, Comprising: A display, a processor, a memory, a heart data detection device, a somatosensory action acquisition device; The display is used to display somatosensory interaction content; The heart data detection device is used to detect the user's heart data; The somatosensory action acquisition device is used to detect the somatosensory actions of the somatosensory interaction content executed by the user; The memory is used to store computer programs; The processor is used to call the computer program, so that the electronic device executes the method according to any one of claims 1-21.

23. The electronic device according to claim 22, wherein The heart data detection device includes: a camera.

24. A computer storage medium, characterized in that, Comprising: Computer instructions; when the computer instructions run on an electronic device, the electronic device is caused to execute the method according to any one of claims 1-21.

25. A computer program product, characterized in that, When the computer program product runs on an electronic device, the electronic device is caused to execute the method according to any one of claims 1-21.

Citation Information

Patent Citations

  • Body-building program real-time adjusting system and method thereof

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