A game video dynamic capture method, device and computer readable storage medium
By monitoring dynamic and operational data from the game interface, and acquiring and marking latency in game videos, the problem of poor immersion in game video recording and sharing in existing technologies is solved, achieving a more immersive and engaging game video playback experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-29
- Publication Date
- 2026-03-24
AI Technical Summary
In existing technologies, game video recording and sharing cannot effectively reflect the user's state and interaction, resulting in poor immersion, monotonous display effects, and insufficient user experience.
By monitoring dynamic and operational data of the game interface, the system obtains the latency of dynamic data and operational combinations of the gaze area, and marks these latency values in the recorded game video, thus achieving dynamic capture of the game video.
It enhances the immersive experience of game video playback and the participation experience of viewers, providing a more user-friendly way to share game videos.
Smart Images

Figure CN114653068B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of mobile communications, and more particularly to a method, device, and computer-readable storage medium for capturing game video motion. Background Technology
[0002] In the current technology, with the continuous development of smart terminal devices, mobile games are becoming increasingly popular among users. In particular, with the widespread adoption of 4G / 5G networks, real-time competitive games such as FPS (shooting) and MOBA (strategy) have gained popularity, especially among young people. These young people are increasingly sharing memorable moments and exciting plays from their games. Currently, game video recordings on the market mainly rely on editing and adding background music (BGM) to create the final gameplay video. This is rather monotonous and doesn't effectively reflect the user's state and interactions at the time. When sharing the video with friends, the recipient can only obtain information through the in-game visuals and cannot experience the recorded game firsthand, resulting in poor immersion and a limited presentation. There is still significant room for improvement in the user experience of recording and sharing game videos. Summary of the Invention
[0003] To address the aforementioned technical deficiencies in the prior art, this invention proposes a method for dynamic capture of game videos, the method comprising:
[0004] After starting game video recording, monitor the game's dynamic data on the game interface and the game's control operation data.
[0005] When the game dynamic data includes preset dynamic variables and / or the game operation data includes preset operation combinations, the gaze dynamic data of the gaze area of the game interface is monitored.
[0006] Acquire the first delay of the gaze dynamic data and the dynamic variable, and acquire the second delay of the dynamic variable and the operation combination.
[0007] In the recorded game video, the first delay and / or the second delay are marked in the corresponding area of the gaze dynamic data.
[0008] Optionally, after starting game video recording, monitoring game dynamic data of the game interface and game operation data of game controls includes:
[0009] Preset game objects, preset game areas, and preset game objects within the preset game areas.
[0010] During the recording of the game video, image position data of one or more of the following are acquired: the game object within the game interface, the game area, and the preset game object within the preset game area.
[0011] Optionally, after starting game video recording, monitoring game dynamic data of the game interface and game operation data of game controls further includes:
[0012] The game object, the game area, and the positional conditions corresponding to the preset game object within the preset game area are preset.
[0013] When one or more of the image position data of the game object, the game area, and the preset game object within the preset game area satisfy the position condition, the game operation data is acquired.
[0014] Optionally, when the game dynamic data includes preset dynamic variables and / or the game operation data includes preset operation combinations, monitoring the gaze dynamic data of the gaze area of the game interface includes:
[0015] The system includes a first variable for the position data of the game object, a second variable for the position data of the game area, and a third variable for the position data of the preset game object within the preset game area.
[0016] One or more of the first variable, the second variable, and the third variable are selected as the preset dynamic variables.
[0017] Optionally, when the game dynamic data includes preset dynamic variables and / or the game operation data includes preset operation combinations, monitoring the gaze dynamic data of the gaze area of the game interface further includes:
[0018] When the game dynamic data includes the preset dynamic variables, identify whether the game operation data includes the preset operation combination.
[0019] When the game operation data includes the preset operation combination, the camera determines the area of the user's gaze falling on the game interface, and acquires the dynamic data of the gaze area.
[0020] Optionally, the first delay in acquiring the gaze dynamic data and the dynamic variable, and the second delay in acquiring the dynamic variable and the operation combination, include:
[0021] The time delay monitoring values corresponding to the first variable, the second variable, and the third variable are preset respectively.
[0022] When one or more of the first variable, the second variable, and the third variable exceed their respective corresponding latency monitoring values, the gaze dynamic data is acquired to lag behind the first latency of one or more of the dynamic variables.
[0023] Optionally, the first delay in acquiring the gaze dynamic data and the dynamic variable, and the second delay in acquiring the dynamic variable and the operation combination, include:
[0024] The operation delay monitoring time corresponding to the operation combination is preset.
[0025] At the operation delay monitoring time, the second delay in which the operation combination lags behind the dynamic variable is obtained.
[0026] Optionally, marking the first delay and / or the second delay within the corresponding area of the gaze dynamic data in the recorded game video includes:
[0027] A preset delay color and delay area are defined to correspond to the first delay and / or the second delay.
[0028] In the playback of the recorded game video, the corresponding area is marked with the delay color, or the delay area is marked with the delay color.
[0029] The present invention also proposes a game video motion capture device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, it implements the steps of the game video motion capture method as described in any of the preceding claims.
[0030] The present invention also proposes a computer-readable storage medium storing a game video motion capture program, which, when executed by a processor, implements the steps of the game video motion capture method as described in any of the preceding claims.
[0031] The game video motion capture method, device, and computer-readable storage medium of the present invention monitor game dynamic data of the game interface and game operation data of the game control after game video recording is started; when the game dynamic data includes preset dynamic variables and / or the game operation data includes preset operation combinations, monitor gaze dynamic data of the gaze area of the game interface; acquire a first delay between the gaze dynamic data and the dynamic variables, and acquire a second delay between the dynamic variables and the operation combinations; and mark the first delay and / or the second delay in the corresponding area of the gaze dynamic data in the recorded game video. This achieves a user-friendly game video motion capture solution, greatly enhancing the game immersion and the user's participation experience during game video playback. Attached Figure Description
[0032] The present invention will be further described below with reference to the accompanying drawings and embodiments. In the accompanying drawings:
[0033] Figure 1 This is a schematic diagram of the hardware structure of a mobile terminal according to the present invention;
[0034] Figure 2 This is a communication network system architecture diagram provided by an embodiment of the present invention;
[0035] Figure 3 This is a flowchart of the first embodiment of the game video dynamic capture method of the present invention;
[0036] Figure 4 This is a flowchart of the second embodiment of the game video dynamic capture method of the present invention;
[0037] Figure 5 This is a flowchart of the third embodiment of the game video dynamic capture method of the present invention;
[0038] Figure 6 This is a flowchart of the fourth embodiment of the game video dynamic capture method of the present invention;
[0039] Figure 7 This is a flowchart of the fifth embodiment of the game video dynamic capture method of the present invention;
[0040] Figure 8 This is a flowchart of the sixth embodiment of the game video dynamic capture method of the present invention;
[0041] Figure 9 This is a flowchart of the seventh embodiment of the game video dynamic capture method of the present invention;
[0042] Figure 10 This is a flowchart of the eighth embodiment of the game video motion capture method of the present invention. Detailed Implementation
[0043] It should be understood that the specific embodiments described herein are for illustrative purposes only and are not intended to limit the scope of the invention.
[0044] In the following description, the use of suffixes such as "module," "part," or "unit" to denote elements is solely for the purpose of illustrative purposes and has no specific meaning in itself. Therefore, "module," "part," or "unit" may be used interchangeably.
[0045] Terminals can be implemented in various forms. For example, the terminals described in this invention may include mobile terminals such as mobile phones, tablets, laptops, handheld computers, personal digital assistants (PDAs), portable media players (PMPs), navigation devices, wearable devices, smart bracelets, pedometers, etc., as well as fixed terminals such as digital TVs and desktop computers.
[0046] The following description will use a mobile terminal as an example. Those skilled in the art will understand that, apart from elements specifically designed for mobile purposes, the construction according to embodiments of the present invention can also be applied to fixed-type terminals.
[0047] Please see Figure 1 This is a schematic diagram of the hardware structure of a mobile terminal implementing various embodiments of the present invention. The mobile terminal 100 may include: an RF (Radio Frequency) unit 101, a WiFi module 102, an audio output unit 103, an A / V (Audio / Video) input unit 104, a sensor 105, a display unit 106, a user input unit 107, an interface unit 108, a memory 109, a processor 110, and a power supply 111, etc. Those skilled in the art will understand that... Figure 1 The mobile terminal structure shown does not constitute a limitation on the mobile terminal. The mobile terminal may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0048] The following is combined Figure 1 A detailed introduction to each component of the mobile terminal:
[0049] The radio frequency unit 101 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with the processor 110; additionally, it transmits uplink data to the base station. Typically, the radio frequency unit 101 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, and a duplexer. Furthermore, the radio frequency unit 101 can also communicate wirelessly with networks and other devices. The aforementioned wireless communications may use any communication standard or protocol, including but not limited to GSM (Global System of Mobile communication), GPRS (General Packet Radio Service), CDMA2000 (Code Division Multiple Access 2000), WCDMA (Wideband Code Division Multiple Access), TD-SCDMA (Time Division-Synchronous Code Division Multiple Access), FDD-LTE (Frequency Division Duplexing-Long Term Evolution), and TDD-LTE (Time Division Duplexing-Long Term Evolution).
[0050] WiFi is a short-range wireless transmission technology. Mobile terminals, through the WiFi module 102, can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 1 WiFi module 102 is shown, but it is understood that it is not a necessary component of a mobile terminal and can be omitted as needed without changing the nature of the invention.
[0051] The audio output unit 103 can convert audio data received by the radio frequency unit 101 or the WiFi module 102 or stored in the memory 109 into audio signals and output them as sound when the mobile terminal 100 is in call signal receiving mode, call mode, recording mode, voice recognition mode, broadcast receiving mode, etc. Furthermore, the audio output unit 103 can also provide audio output related to specific functions performed by the mobile terminal 100 (e.g., call signal receiving sound, message receiving sound, etc.). The audio output unit 103 may include a speaker, a buzzer, etc.
[0052] The A / V input unit 104 is used to receive audio or video signals. The A / V input unit 104 may include a graphics processing unit (GPU) 1041 and a microphone 1042. The GPU 1041 processes image data of still images or videos acquired by an image capture device (such as a camera) in video capture mode or image capture mode. The processed image frames can be displayed on the display unit 106. The image frames processed by the GPU 1041 can be stored in the memory 109 (or other storage medium) or transmitted via the radio frequency unit 101 or the WiFi module 102. The microphone 1042 can receive sound (audio data) in operating modes such as telephone call mode, recording mode, and voice recognition mode, and can process such sound into audio data. The processed audio (voice) data can be converted into a format that can be transmitted to a mobile communication base station via the radio frequency unit 101 in telephone call mode. The microphone 1042 can implement various types of noise cancellation (or suppression) algorithms to eliminate (or suppress) noise or interference generated during the reception and transmission of audio signals.
[0053] The mobile terminal 100 also includes at least one sensor 105, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 1061 according to the ambient light level, and the proximity sensor can turn off the display panel 1061 and / or backlight when the mobile terminal 100 is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, tapping), etc. Other sensors that may be configured in the phone, such as fingerprint sensors, pressure sensors, iris sensors, molecular sensors, gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.
[0054] The display unit 106 is used to display information input by the user or information provided to the user. The display unit 106 may include a display panel 1061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
[0055] User input unit 107 can be used to receive input numerical or character information, and generate key signal inputs related to user settings and function control of the mobile terminal. Specifically, user input unit 107 may include touch panel 1071 and other input devices 1072. Touch panel 1071, also known as touch screen, can collect touch operations on or near the user (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near touch panel 1071), and drive corresponding connection devices according to a pre-set program. Touch panel 1071 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to processor 110, and can receive and execute commands from processor 110. In addition, touch panel 1071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 1071, the user input unit 107 may also include other input devices 1072. Specifically, other input devices 1072 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc., without being limited here.
[0056] Furthermore, the touch panel 1071 may cover the display panel 1061. When the touch panel 1071 detects a touch operation on or near it, it transmits the information to the processor 110 to determine the type of touch event. Subsequently, the processor 110 provides corresponding visual output on the display panel 1061 based on the type of touch event. Although in Figure 1 In this embodiment, the touch panel 1071 and the display panel 1061 are two independent components to realize the input and output functions of the mobile terminal. However, in some embodiments, the touch panel 1071 and the display panel 1061 can be integrated to realize the input and output functions of the mobile terminal. The specific implementation is not limited here.
[0057] Interface unit 108 serves as an interface through which at least one external device can connect to mobile terminal 100. For example, the external device may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, and so on. Interface unit 108 may be used to receive input (e.g., data, power, etc.) from the external device and transmit the received input to one or more elements within mobile terminal 100, or it may be used to transmit data between mobile terminal 100 and the external device.
[0058] The memory 109 can be used to store software programs and various data. The memory 109 may primarily include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback, image playback, etc.), etc.; the data storage area may store data created based on the use of the mobile phone (such as audio data, phonebook, etc.). Furthermore, the memory 109 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0059] The processor 110 is the control center of the mobile terminal. It connects various parts of the mobile terminal via various interfaces and lines. By running or executing software programs and / or modules stored in the memory 109, and by calling data stored in the memory 109, it performs various functions and processes data of the mobile terminal, thereby providing overall monitoring of the mobile terminal. The processor 110 may include one or more processing units; preferably, the processor 110 may integrate an application processor and a modem processor. The application processor mainly handles the operating system, user interface, and applications, while the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 110.
[0060] The mobile terminal 100 may also include a power supply 111 (such as a battery) that supplies power to various components. Preferably, the power supply 111 can be logically connected to the processor 110 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.
[0061] although Figure 1 As not shown, the mobile terminal 100 may also include a Bluetooth module, etc., which will not be described in detail here.
[0062] To facilitate understanding of the embodiments of the present invention, the communication network system on which the mobile terminal of the present invention is based is described below.
[0063] Please see Figure 2 , Figure 2 This invention provides a communication network system architecture diagram. The communication network system is an LTE system based on the universal mobile communication technology. The LTE system includes a UE (User Equipment) 201, an E-UTRAN (Evolved UMTS Terrestrial Radio Access Network) 202, an EPC (Evolved Packet Core) 203, and the operator's IP services 204, which are connected in sequence.
[0064] Specifically, UE201 can be the aforementioned terminal 100, which will not be elaborated here.
[0065] E-UTRAN202 includes eNodeB2021 and other eNodeB2022s. Among them, eNodeB2021 can connect to other eNodeB2022s via backhaul (e.g., X2 interface), and eNodeB2021 connects to EPC203. eNodeB2021 can provide UE201 with access to EPC203.
[0066] EPC203 may include MME (Mobility Management Entity) 2031, HSS (Home Subscriber Server) 2032, other MMEs 2033, SGW (Serving Gateway) 2034, PGW (Packet Data Network Gateway) 2035, and PCRF (Policy and Charging Rules Function) 2036, etc. Among them, MME2031 is the control node that handles signaling between UE201 and EPC203, providing bearer and connection management. HSS2032 provides registers to manage functions such as the Home Location Register (not shown in the diagram) and stores user-specific information such as service characteristics and data rates. All user data can be sent through SGW2034. PGW2035 can provide UE 201 IP address allocation and other functions. PCRF2036 is the policy and charging control decision point for service data flow and IP bearer resources. It selects and provides available policy and charging control decisions for the policy and charging enforcement function unit (not shown in the figure).
[0067] IP services 204 may include the Internet, intranet, IMS (IP Multimedia Subsystem), or other IP services.
[0068] Although the above description uses the LTE system as an example, those skilled in the art should understand that the present invention is not only applicable to the LTE system, but also to other wireless communication systems, such as GSM, CDMA2000, WCDMA, TD-SCDMA, and future new network systems, etc., which are not limited here.
[0069] Based on the aforementioned mobile terminal hardware structure and communication network system, various embodiments of the method of the present invention are proposed.
[0070] Example 1
[0071] Figure 3 This is a flowchart of the first embodiment of the game video motion capture method of the present invention. A game video motion capture method, the method comprising:
[0072] S1. After starting game video recording, monitor the game dynamic data of the game interface and the game operation data of the game control.
[0073] S2. When the game dynamic data includes preset dynamic variables and / or the game operation data includes preset operation combinations, monitor the gaze dynamic data of the gaze area of the game interface.
[0074] S3. Obtain the first delay of the gaze dynamic data and the dynamic variable, and obtain the second delay of the dynamic variable and the operation combination.
[0075] S4. In the recorded game video, mark the first delay and / or the second delay in the corresponding area of the gaze dynamic data.
[0076] In this embodiment, the game dynamic data can be the image movement data of an enemy character during the game, and the game operation data can be the movement control operation or skill control operation performed by the user when the image of an enemy character moves to a preset distance range of the user's main control object during the game.
[0077] In this embodiment, the preset dynamic variable can be the image of one or a preset number of enemy characters moving into the user's current map display range, and the preset operation combination can be a combination of movement control operations and skill control operations applied by the user.
[0078] In this embodiment, the gaze area can be an image area of one or a preset number of enemy figures, and the gaze dynamic data is the movement data that tracks the aforementioned image area.
[0079] Optionally, in this embodiment, a first delay is obtained between the gaze dynamic data and the dynamic variable, wherein the delay can be used to indicate the time interval from the moment the enemy appears to the moment the user's visual reaction occurs.
[0080] Optionally, in this embodiment, a second delay is obtained for the combination of the dynamic variable and the operation, wherein the delay can be used to indicate the time interval from the moment the enemy appears to the moment the user reacts.
[0081] Optionally, in this embodiment, during the recording of the game video or during the playback of the game video, the first delay and / or the second delay are marked in the corresponding area of the gaze dynamic data, so that the video playback user can perceive the user's attention area, visual reaction state and operation reaction state during the game.
[0082] Specifically, for example, start recording the screen and start recording the camera; after the camera starts recording, calculate which area the eye is focused on on the screen by using the distance and position between the current camera and the eyeball, start capturing the eyeball's movement trajectory in real time, map it onto the screen, and store the data; from when the user starts the game until the user stops the game, stop recording the video and the camera recording; process the recorded video data and eyeball trajectory data; after recording the video for the game moment, add the eyeball trajectory of the corresponding time period to the corresponding video time period and synthesize it into the video. Process key data (1): mark the important activity range of the user's eyeball trajectory during team battles (confrontation); key data (2): match the speed and range of the eyeball trajectory movement in the video with the intensity of the team battle (confrontation) to analyze and obtain the user's "focus value"; key data (3): obtain the user's reaction time data through key nodes in the video (the time from when the enemy unit appears on the screen to when the user's eyeball trajectory moves to the enemy unit in FPS and MOBA types); finally, generate the game highlights video and eyeball trajectory report.
[0083] The beneficial effect of this embodiment is that, after starting game video recording, it monitors the game dynamic data of the game interface and the game operation data of the game control; when the game dynamic data includes preset dynamic variables and / or the game operation data includes preset operation combinations, it monitors the gaze dynamic data of the gaze area of the game interface; it obtains a first delay between the gaze dynamic data and the dynamic variables, and a second delay between the dynamic variables and the operation combinations; in the recorded game video, it marks the first delay and / or the second delay in the corresponding area of the gaze dynamic data. This achieves a user-friendly game video motion capture solution, greatly enhancing the game immersion and the user's participation experience during game video playback.
[0084] Example 2
[0085] Figure 4 This is a flowchart of the second embodiment of the game video motion capture method of the present invention. Based on the above embodiment, after starting game video recording, monitoring the game dynamic data of the game interface and the game operation data of the game control includes:
[0086] S11, preset game object, preset game area, preset game object within the preset game area.
[0087] S12. During the recording of the game video, acquire image position data of one or more of the game objects, the game area, and the preset game objects within the preset game area in the game interface.
[0088] Optionally, in this embodiment, the game object includes a specific enemy object or a game scene object.
[0089] The beneficial effect of this embodiment is that, by pre-setting game objects, pre-setting game areas, and pre-setting game objects within the pre-set game areas, during the recording of the game video, image position data of one or more of the game objects, game areas, and pre-setting game objects within the pre-set game areas on the game interface are acquired. This achieves a user-friendly game video dynamic capture solution, greatly enhancing the sense of immersion in the game and the level of participation for the viewing user during game video playback.
[0090] Example 3
[0091] Figure 5 This is a flowchart of the third embodiment of the game video motion capture method of the present invention. Based on the above embodiment, after starting game video recording, monitoring the game dynamic data of the game interface and the game operation data of the game control further includes:
[0092] S13. Preset the game object, the game area, and the position conditions corresponding to the preset game object within the preset game area.
[0093] S14. When one or more of the image position data of the game object, the game area, and the preset game object within the preset game area satisfy the position condition, the game operation data is obtained.
[0094] Optionally, in this embodiment, the game area includes a fixed scene area or an active battle area.
[0095] The beneficial effect of this embodiment is that, by pre-setting the position conditions corresponding to the game object, the game area, and the pre-set game object within the pre-set game area; and when one or more of the image position data of the game object, the game area, and the pre-set game object within the pre-set game area satisfy the position conditions, the game operation data is acquired. This achieves a user-friendly game video dynamic capture solution, greatly enhancing the sense of immersion in the game video playback and the level of participation for the viewing user.
[0096] Example 4
[0097] Figure 6 This is a flowchart of the fourth embodiment of the game video motion capture method of the present invention. Based on the above embodiment, when the game dynamic data includes preset dynamic variables and / or the game operation data includes preset operation combinations, monitoring the gaze dynamic data of the gaze area of the game interface includes:
[0098] S21. A first variable for the position data of the game object, a second variable for the position data of the game area, and a third variable for the position data of the preset game object within the preset game area.
[0099] S22. Take one or more of the first variable, the second variable, and the third variable as the preset dynamic variable.
[0100] Optionally, in this embodiment, based on actual game requirements, such as displaying reaction times for different objects in a video, one or more of the first variable, the second variable, and the third variable are taken as the preset dynamic variable.
[0101] The beneficial effect of this embodiment is that by pre-setting a first variable for the position data of the game object, a second variable for the position data of the game area, and a third variable for the position data of the pre-set game object within the pre-set game area, and taking one or more of the first variable, the second variable, and the third variable as the pre-set dynamic variable, a user-friendly game video dynamic capture solution is achieved, which greatly enhances the sense of immersion in the game and the level of participation of the viewing user during game video playback.
[0102] Example 5
[0103] Figure 7 This is a flowchart of the fifth embodiment of the game video motion capture method of the present invention. Based on the above embodiment, when the game dynamic data includes preset dynamic variables and / or the game operation data includes preset operation combinations, monitoring the gaze dynamic data of the gaze area of the game interface further includes:
[0104] S23. When the game dynamic data includes the preset dynamic variables, identify whether the game operation data includes the preset operation combination.
[0105] S24. When the game operation data includes the preset operation combination, the camera is used to determine the area of the user's eyeball falling on the game interface, and the dynamic data of the gaze area is obtained.
[0106] Optionally, in this embodiment, unlike the above embodiments, firstly, when the game dynamic data includes the preset dynamic variables, it is then identified whether the game operation data includes the preset operation combination. When the game operation data includes the preset operation combination, the camera determines the area where the user's eyeball falls into the game interface and obtains the gaze dynamic data of the gaze area, thereby making the gaze dynamic data more correlated with the user's current operation state.
[0107] The beneficial effect of this embodiment is that, when the game dynamic data includes the preset dynamic variables, it identifies whether the game operation data includes the preset operation combination; when the game operation data includes the preset operation combination, it uses a camera to determine the user's gaze area falling on the game interface, and acquires the gaze dynamic data of the gaze area. This achieves a user-friendly game video motion capture solution, greatly enhancing the game immersion and the user's participation experience during game video playback.
[0108] Example 6
[0109] Figure 8 This is a flowchart of the sixth embodiment of the game video motion capture method of the present invention. Based on the above embodiment, the first delay in acquiring the gaze dynamic data and the dynamic variable, and the second delay in acquiring the dynamic variable and the operation combination, include:
[0110] S31. Preset the time delay monitoring values corresponding to the first variable, the second variable, and the third variable respectively.
[0111] S32. When one or more of the first variable, the second variable, and the third variable exceed their respective corresponding time delay monitoring values, the gaze dynamic data is obtained as being delayed by the first time delay of one or more of the dynamic variables.
[0112] Optionally, in this embodiment, unlike the above embodiments, a measurement timing is set. For example, when half of the image area of an object enters the user's current map view, the measurement timing is triggered, and the gaze dynamic data is obtained by delaying the first delay of one or more of the dynamic variables.
[0113] The beneficial effect of this embodiment is that, by pre-setting the latency monitoring values corresponding to the first variable, the second variable, and the third variable respectively, when one or more of the first variable, the second variable, and the third variable exceed their respective latency monitoring values, the gaze dynamic data is obtained as lagging behind the first latency of one or more of the dynamic variables. This achieves a user-friendly game video motion capture solution, greatly enhancing the game immersion and the user's participation experience during game video playback.
[0114] Example 7
[0115] Figure 9 This is a flowchart of the seventh embodiment of the game video motion capture method of the present invention. Based on the above embodiment, the first delay in acquiring the gaze dynamic data and the dynamic variable, and the second delay in acquiring the dynamic variable and the operation combination, include:
[0116] S33. Preset the operation delay monitoring time corresponding to the operation combination.
[0117] S34. At the operation delay monitoring time, obtain the second delay in which the operation combination lags behind the dynamic variable.
[0118] Optionally, in this embodiment, unlike the above embodiments, another measurement timing is set. For example, when half of the image area of an object enters the user's current map view, the release of the first preset number of individual operations in the preset combination operation is used as the measurement timing to obtain the first delay of the gaze dynamic data lagging behind one or more of the dynamic variables.
[0119] The beneficial effect of this embodiment is that, by pre-setting an operation delay monitoring time corresponding to the operation combination, and obtaining the second delay of the operation combination lagging behind the dynamic variable at the operation delay monitoring time, a user-friendly game video dynamic capture solution is achieved, greatly enhancing the game immersion and the user's participation experience during game video playback.
[0120] Example 8
[0121] Figure 10 This is a flowchart of the eighth embodiment of the game video motion capture method of the present invention. Based on the above embodiment, the step of marking the first delay and / or the second delay in the corresponding area of the gaze dynamic data in the recorded game video includes:
[0122] S41. Preset a delay color and delay area corresponding to the first delay and / or the second delay.
[0123] S42. In playing the recorded game video, mark the corresponding area according to the delay color, or mark the delay area according to the delay color.
[0124] Optionally, in this embodiment, eye movement is captured using a camera. The distance and position between the camera and the eye are used to calculate which area of the screen the eye is currently focusing on. A regional area is then added in real-time to the recorded video to identify the area (direction) the user's eye is currently focused on. Furthermore, by analyzing the time it takes for an enemy unit to appear within the field of view (screen / field of vision) in the video, the user's current focus and reaction time can be estimated. This helps users better plan their gaming time and avoid excessive gaming that could negatively impact their health.
[0125] In this embodiment, the device's camera module is used to record video of the user's eyes; the eye trajectory recognition module is used to identify the user's eye movement trajectory and calculate which area of the screen the eye is focused on by using the distance and position between the current camera and the eye; the data processing module is used to calculate the gaze movement time, fixation time, etc., of the eye trajectory added to the recorded video; and the storage module is used to store data information locally.
[0126] The beneficial effect of this embodiment is that, by pre-setting delay colors and delay regions corresponding to the first delay and / or the second delay, the corresponding regions are marked with the delay colors during the playback of the recorded game video, or the delay regions are marked with the delay colors. This achieves a user-friendly game video dynamic capture solution, greatly enhancing the sense of immersion in the game and the level of user participation during game video playback.
[0127] Example 9
[0128] Based on the above embodiments, the present invention also proposes a game video motion capture device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, it implements the steps of the game video motion capture method as described in any of the above embodiments.
[0129] It should be noted that the above-described device embodiments and method embodiments belong to the same concept. The specific implementation process can be found in the method embodiments, and the technical features in the method embodiments are also applicable to the device embodiments, which will not be repeated here.
[0130] Example 10
[0131] Based on the above embodiments, the present invention also proposes a computer-readable storage medium storing a game video motion capture program, which, when executed by a processor, implements the steps of the game video motion capture method as described in any of the above embodiments.
[0132] It should be noted that the above-described medium embodiments and method embodiments belong to the same concept. The specific implementation process can be found in the method embodiments, and the technical features in the method embodiments are also applicable to the medium embodiments, which will not be repeated here.
[0133] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element.
[0134] The sequence numbers of the above embodiments of the present invention are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0135] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes several instructions to cause a terminal (which may be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in the various embodiments of the present invention.
[0136] The embodiments of the present invention have been described above with reference to the accompanying drawings. However, the present invention is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of the present invention without departing from the spirit and scope of the claims. All of these forms are within the protection scope of the present invention.
Claims
1. A method for capturing dynamic video footage in a game, characterized in that, The method includes: After starting game video recording, the system monitors dynamic game data on the game interface and game operation data of the game controls. This includes pre-setting game objects, pre-setting game areas, and pre-setting game objects within those pre-setting game areas. During game video recording, the system acquires image position data for one or more of the game objects, game areas, and pre-setting game objects within the pre-setting game areas. The system also pre-sets position conditions corresponding to the game objects, game areas, and pre-setting game objects within the pre-setting game areas. When one or more of the image position data for the game objects, game areas, and pre-setting game objects within the pre-setting game areas meet the position conditions, the system acquires the game operation data. When the game dynamic data includes preset dynamic variables and / or the game operation data includes preset operation combinations, the gaze dynamic data of the gaze area of the game interface is monitored; wherein, a first variable of the position data of the game object, a second variable of the position data of the game area, and a third variable of the position data of the preset game object within the preset game area are preset, and one or more of the first variable, the second variable, and the third variable are taken as the preset dynamic variables; when the game dynamic data includes the preset dynamic variables, it is identified whether the game operation data includes the preset operation combination, and when the game operation data includes the preset operation combination, the camera is used to determine that the user's eyeball falls into the gaze area of the game interface, and the gaze dynamic data of the gaze area is acquired; The system acquires a first delay between the gaze dynamic data and the dynamic variable, and a second delay between the dynamic variable and the operation combination; wherein, when the game dynamic data includes the preset dynamic variable, it identifies whether the game operation data includes the preset operation combination, and when the game operation data includes the preset operation combination, it determines the gaze area of the user's eyeball falling into the game interface through the camera, and acquires the gaze dynamic data of the gaze area; it presets an operation delay monitoring time corresponding to the operation combination, and acquires the second delay at which the operation combination lags behind the dynamic variable at the operation delay monitoring time; In the recorded game video, the first delay and / or the second delay are marked in the corresponding area of the gaze dynamic data; wherein, a delay color and delay area corresponding to the first delay and / or the second delay are preset, and in the playback of the recorded game video, the corresponding area is marked according to the delay color, or the delay area is marked according to the delay color.
2. A game video motion capture device, characterized in that, The device includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the steps of the game video motion capture method as described in claim 1.
3. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a game video motion capture program, which, when executed by a processor, implements the steps of the game video motion capture method as described in claim 1.
Citation Information
Patent Citations
Sensorimotor assessment and training
US20190070512A1