A multi-player vr experience anti-collision control method and device
Patent Information
- Application Number
- CN202210847614.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-07-19
- Publication Date
- 2026-09-29
- Estimated Expiration
- 2042-07-19
AI Technical Summary
这样使得单人体验VR时效率低下,多人体验VR时出现碰撞危险
[0048]本发明的有益效果:1、本发明与各个VR设备进行通信,实时获得各个VR设备的当前位置;响应于任意两个VR设备的位置互相接近且达到碰撞危险距离,采集碰撞危险距离内的VR设备的运动状态;对比碰撞危险距离内的VR设备的运动速度,获得慢运动VR设备;对比碰撞危险距离内的VR设备的运动速度,获得慢运动VR设备;根据障碍规避路线,在慢运动VR设备的下一帧图像中生成与障碍规避路线相对应的障碍物;将下一帧图像发送至慢运动VR设备,以使慢运动VR设备的用户躲避障碍物实现沿着规避路线运动。本发明通过与各个VR设备建立通信,对各个VR设备进行统一的规划调度,保证可以多人进行VR体验的同时,避免用户之间出现碰撞的情况。2、本发明通过对比相接近的VR设备,确定其中一个改变路径避免碰撞。相较于每一个都改变路径避免碰撞,本发明最大限度上的保证多数用户VR体验不受影响。3、本发明改变速度较慢的VR设备路径,是为了避免速度快的VR设备用户因为速度快难以调整原来路径至改变路径发生碰撞的情况。4、本发明通过在VR图像中生成障碍物的方式以使用户改变运动路径,使用户不会感觉到碰撞提醒的突兀,保证用户体验。5、本发明通过检测固定障碍物,避免了固定障碍物对VR体验的影响。6、本发明通过用户密度检测,保证各个活动区域用户数量不超过阈值,减少碰撞事故的产生,提高用户体验。综上,本发明在多人进行VR体验的前提下,通过改变少数用户的运动路径减少了碰撞事故的产生,同时也能够保证大多数用户按照自己的意愿进行活动,提高了用户体验。
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Figure CN115373512B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of virtual reality, and in particular to a method and device for anti-collision control in multi-user VR experiences. Background Technology
[0002] Virtual Reality (VR) is a novel and practical technology that emerged in the 20th century. It encompasses computer science, electronic information technology, and simulation technology, and its basic implementation involves using computers to simulate virtual environments, thereby creating a sense of immersion. With the continuous development of social productivity and science and technology, the demand for VR technology across various industries is increasingly strong. VR technology has also made significant progress and is gradually becoming a new field of scientific and technological research.
[0003] With the advancement of technology, VR has entered the lives of ordinary people, and people's interest in VR is growing stronger. As a result, many VR experience centers have emerged, where people can use VR devices to experience virtual environments, such as games and sports. However, most existing VR experiences only allow one user at a time. This is because when many people use VR devices simultaneously, the virtual environment differs from the real environment. While immersed in the virtual environment, there is a high risk of bumping into other users wearing VR devices. This makes single-person VR experiences inefficient, and multi-person VR experiences pose a collision hazard. Summary of the Invention
[0004] The applicant's research revealed that when multiple VR devices approach each other and are likely to collide, simultaneously altering their paths could lead to further collisions due to the lack of unified management and scheduling among the devices. Furthermore, altering all paths is inefficient and disrupts the user's VR experience.
[0005] In view of the aforementioned deficiencies of the prior art, the technical problem to be solved by the present invention is to provide a collision prevention control method and device for multi-user VR experience, which aims to solve the collision situation during multi-user VR experience, while ensuring the VR experience of most users.
[0006] To achieve the above objectives, the first aspect of this invention discloses a multi-user VR experience anti-collision control method for controlling multiple VR devices, the method comprising:
[0007] The system communicates with each of the VR devices to obtain their current location in real time; wherein each of the VR devices is worn by a different user.
[0008] In response to any two VR devices approaching each other and reaching a collision hazard distance, the motion state of the VR devices within the collision hazard distance is collected; wherein, the collision hazard distance is determined based on the user's collision reaction time, and the motion state includes motion speed and motion direction;
[0009] By comparing the movement speed of the VR devices within the collision hazard distance, a slow-moving VR device is obtained; wherein, the slow-moving VR device is the VR device that moves relatively slowly within the collision hazard distance;
[0010] Based on the motion state of the VR device within the collision danger distance, an obstacle avoidance route is generated for the slow-moving VR device;
[0011] Based on the obstacle avoidance route, generate obstacles corresponding to the obstacle avoidance route in the next frame of the slow-motion VR device;
[0012] The next frame image is sent to the slow-motion VR device so that the user of the slow-motion VR device can avoid obstacles and move along the obstacle avoidance route.
[0013] Optionally, communicating with each of the VR devices to obtain the current location of each VR device in real time includes:
[0014] The position sensor installed in the VR device is controlled to perform real-time position measurement, thereby obtaining the position of the VR device;
[0015] The system requests the current location from the VR device in real time and receives the current location information sent by the VR device.
[0016] Optionally, generating an obstacle avoidance route for the slow-moving VR device based on its motion state within the collision danger distance includes:
[0017] The collision location point is obtained based on the movement speed and direction of the VR device within the collision danger distance;
[0018] An obstacle avoidance route is generated based on the collision location and the movement direction of the slow-motion VR device; wherein, the obstacle avoidance route is the path generated by the slow-motion VR device with the minimum reversal to avoid the collision location.
[0019] Optionally, the method further includes:
[0020] Each VR device is controlled to detect fixed obstacles within a preset range centered on itself, and the inspection results are received.
[0021] In response to the appearance of a fixed obstacle within the preset range, and in conjunction with whether other VR devices are present within the collision danger distance, a fixed obstacle avoidance route is generated;
[0022] Based on the fixed obstacle avoidance route, a reminder signal is sent to VR devices that encounter fixed obstacles within the preset range.
[0023] Optionally, the method further includes:
[0024] The entire VR experience venue is divided into multiple activity areas of pre-set size;
[0025] Based on the current location of each VR device, the user density of each activity area is obtained;
[0026] In response to the user density in the activity area exceeding a preset value, a guidance path is generated and sent to the VR device, allowing some users to leave the activity area with saturated density according to the guidance path.
[0027] The second aspect of this invention discloses a multi-person VR experience anti-collision control device, which is wirelessly connected to multiple VR devices. The device includes: a current position acquisition module, a motion state acquisition module, a slow motion VR device acquisition module, a path generation module, an obstacle generation module, and an image transmission module.
[0028] The current location acquisition module is used to communicate with each of the VR devices to obtain the current location of each VR device in real time; wherein each VR device is worn by a different user;
[0029] The motion state acquisition module is used to acquire the motion state of the VR devices within the collision danger distance when any two VR devices are close to each other and reach a collision danger distance; wherein, the collision danger distance is determined according to the user's collision reaction time, and the motion state includes motion speed and motion direction;
[0030] The slow-motion VR device acquisition module is used to compare the movement speed of the VR device within the collision danger distance to obtain the slow-motion VR device; wherein, the slow-motion VR device is the VR device that moves relatively slowly within the collision danger distance;
[0031] The path generation module is used to generate an obstacle avoidance route for the slow-moving VR device based on the motion state of the VR device within the collision danger distance.
[0032] The obstacle generation module is used to generate obstacles corresponding to the obstacle avoidance route in the next frame of the slow motion VR device, based on the obstacle avoidance route.
[0033] The image sending module is used to send the next frame image to the slow motion VR device so that the user of the slow motion VR device can avoid obstacles and move along the obstacle avoidance route.
[0034] Optionally, the current location acquisition module includes: a measurement control submodule and a location request acquisition submodule;
[0035] The measurement and control submodule is used to control the position sensor installed in the VR device to perform real-time position measurement, thereby obtaining the position of the VR device;
[0036] The location request acquisition submodule is used to request the current location from the VR device in real time and receive the current location information sent by the VR device.
[0037] Optionally, the path generation module includes: a collision location point acquisition submodule and an obstacle avoidance route generation submodule;
[0038] The collision location point acquisition submodule is used to obtain the collision location point based on the movement speed and movement direction of the VR device within the collision danger distance;
[0039] The obstacle avoidance route generation submodule is used to generate an obstacle avoidance route based on the collision location and the movement direction of the slow-motion VR device; wherein, the obstacle avoidance route is the path generated by the slow-motion VR device with the minimum change of direction to avoid the collision location.
[0040] Optionally, the device further includes: a fixed obstacle detection and control module, a fixed obstacle route generation module, and a reminder signal sending module;
[0041] The fixed obstacle detection and control module is used to control each VR device to detect fixed obstacles within a preset range centered on itself, and to receive the inspection results;
[0042] The fixed obstacle route generation module is used to generate a fixed obstacle avoidance route in response to the appearance of a fixed obstacle within the preset range, and in combination with whether other VR devices appear within the collision danger distance.
[0043] The reminder signal sending module is used to send a reminder signal to VR devices that have fixed obstacles within the preset range, based on the fixed obstacle avoidance route.
[0044] Optionally, the device further includes: an activity area division module, a user density acquisition module, and a user guidance module;
[0045] The activity area division module is used to divide the entire VR experience venue into multiple activity areas with preset sizes.
[0046] The user density acquisition module obtains the user density of each activity area based on the current location of each VR device.
[0047] The user guidance module, in response to the user density in the activity area exceeding a preset value, generates a guidance path and sends it to the VR device, so that some users can leave the activity area with saturated density according to the guidance path.
[0048] The beneficial effects of this invention are as follows: 1. This invention communicates with each VR device to obtain the current position of each VR device in real time; in response to any two VR devices approaching each other and reaching a collision danger distance, it collects the motion state of the VR devices within the collision danger distance; compares the motion speed of the VR devices within the collision danger distance to obtain the slow-moving VR device; based on the obstacle avoidance route, it generates obstacles corresponding to the obstacle avoidance route in the next frame image of the slow-moving VR device; and sends the next frame image to the slow-moving VR device so that the user of the slow-moving VR device can avoid obstacles and move along the avoidance route. This invention establishes communication with each VR device and performs unified planning and scheduling for each VR device, ensuring that multiple users can experience VR while avoiding collisions between users. 2. This invention determines one of the VR devices that is close to each other to change its path to avoid collision. Compared to changing the path of each VR device to avoid collision, this invention ensures that the VR experience of most users is not affected to the greatest extent. 3. This invention changes the path of the slower VR device to avoid the situation where users of the faster VR devices cannot adjust their original paths to change paths and thus collide. 4. This invention generates obstacles in the VR image to alter the user's movement path, thus avoiding abrupt collision warnings and ensuring a positive user experience. 5. This invention detects fixed obstacles, avoiding their impact on the VR experience. 6. This invention uses user density detection to ensure that the number of users in each activity area does not exceed a threshold, reducing collisions and improving the user experience. In summary, this invention, when multiple users are experiencing VR, reduces collisions by altering the movement paths of a few users, while ensuring that most users can move according to their wishes, thereby improving the user experience. Attached Figure Description
[0049] Figure 1 This is a flowchart illustrating a multi-user VR experience anti-collision control method according to a specific embodiment of the present invention;
[0050] Figure 2 This is a schematic diagram of the structure of a multi-user VR experience anti-collision control device provided in a specific embodiment of the present invention. Detailed Implementation
[0051] This invention discloses a collision avoidance control method for multi-user VR experiences. Those skilled in the art can refer to this document and appropriately modify the technical details for implementation. It is particularly important to note that all similar substitutions and modifications are obvious to those skilled in the art and are considered to be included in this invention. The methods and applications of this invention have been described through preferred embodiments. Those skilled in the art can clearly modify or appropriately change and combine the methods and applications described herein without departing from the content, spirit, and scope of this invention to implement and apply the technology of this invention.
[0052] The applicant's research revealed that when many people simultaneously use VR devices, the virtual environment differs from the real environment. Immersed in the virtual environment, users may struggle to notice other VR users approaching, increasing the likelihood of collisions. Furthermore, if the paths of multiple VR devices are altered simultaneously due to a lack of unified management and scheduling among them, collisions are highly probable. Moreover, altering all paths is inefficient and disrupts the user's VR experience.
[0053] Therefore, embodiments of the present invention provide a collision avoidance control method for multi-user VR experiences, such as... Figure 1 As shown, the method includes:
[0054] Step S101: Communicate with each VR device to obtain the current location of each VR device in real time.
[0055] Each VR device is worn by a different user. The VR devices are wireless head-mounted devices.
[0056] Optionally, communicate with each VR device to obtain the current location of each VR device in real time, including:
[0057] The position sensor installed in the VR device is controlled to perform real-time position measurement, thereby obtaining the position of the VR device;
[0058] It requests the current location from the VR device in real time and receives the current location information sent by the VR device.
[0059] It should be noted that the position sensor determines the location of the VR device by measuring the distance between the VR device and various landmarks in the VR experience area.
[0060] Step S102: In response to any two VR devices approaching each other and reaching a collision danger distance, collect the motion state of the VR devices within the collision danger distance.
[0061] The collision danger distance is determined based on the user's collision reaction time, and the motion status includes motion speed and motion direction.
[0062] It should be noted that the collision danger distance refers to the dangerous distance at which two VR device wearers may collide. It is determined based on the user's collision reaction time. If the collision danger distance is too short, the user will not be able to react in time to change their path.
[0063] In this embodiment of the invention, the path change scheduling of VR devices is performed in pairs, preventing missed or false detections. For example, device 1 can be matched with device 2, and device 1 can also be matched with device 3 simultaneously.
[0064] Step S103: Compare the movement speed of VR devices within the collision danger distance to obtain slow-motion VR devices.
[0065] Among them, slow-motion VR devices are VR devices that move slowly within the collision danger distance.
[0066] The slow-motion VR device provided in this invention aims to avoid collisions by altering its movement path. Slow speed means it's easier to change the speed and direction of movement. If the speed is too high, it's difficult to adjust the direction, and even if a change in path is known, the inability to adjust the direction in time can lead to a collision.
[0067] Step S104: Generate obstacle avoidance routes for slow-moving VR devices based on the motion status of VR devices within the collision danger distance.
[0068] Optionally, based on the motion state of the VR device within the collision danger distance, an obstacle avoidance route is generated for the slow-moving VR device; including:
[0069] The collision location is determined based on the speed and direction of movement of the VR device within the collision danger distance;
[0070] Based on the collision location and the movement direction of the slow-motion VR device, an obstacle avoidance route is generated; wherein, the obstacle avoidance route is the path generated by the slow-motion VR device with the minimum change of direction to avoid the collision location.
[0071] It should be noted that obstacle avoidance routes with minimal detours can ensure a good user experience and prevent the experience from deteriorating due to sudden and drastic route changes.
[0072] Step S105: Based on the obstacle avoidance route, generate obstacles corresponding to the obstacle avoidance route in the next frame image of the slow motion VR device.
[0073] It's important to note that in the next frame of the slow-motion VR device, obstacles corresponding to the obstacle avoidance route are generated, allowing the user to avoid obstacles and move along the avoidance route. This ensures that the user's experience isn't disrupted by sudden direction-changing prompts, keeping the user fully immersed.
[0074] Step S106: Send the next frame image to the slow motion VR device so that the user of the slow motion VR device can avoid obstacles and move along the obstacle avoidance route.
[0075] In this invention, there is more than one obstacle avoidance route, and the obstacles are not identical to other VR devices within the collision danger distance. By avoiding obstacles, collisions can be avoided, allowing movement along an obstacle avoidance route.
[0076] The embodiments of the present invention only change the movement path of a number of VR devices to avoid collisions, thus ensuring the experience of most users.
[0077] Optionally, the method further includes:
[0078] Control each VR device to detect fixed obstacles within a preset range centered on itself, and accept the inspection results;
[0079] In response to the appearance of a fixed obstacle within a preset range, and taking into account whether other VR devices are present within the collision danger distance, a fixed obstacle avoidance route is generated;
[0080] Based on the fixed obstacle avoidance route, a warning signal is sent to VR devices that encounter fixed obstacles within a preset range.
[0081] It should be noted that this embodiment of the invention also includes fixed obstacle detection, and, combined with the possibility of collisions between users, simultaneously avoids collisions between users and fixed obstacles, thus protecting user safety. Furthermore, the alert method in this embodiment can be the same as the alert method for user collisions, both employing obstacle generation methods.
[0082] Optionally, the method further includes:
[0083] The entire VR experience venue is divided into multiple activity areas of pre-set size;
[0084] Based on the current location of each VR device, the user density of each activity area is obtained;
[0085] In response to the user density in the activity area exceeding a preset value, a guidance path is generated and sent to the VR device, allowing some users to leave the saturated activity area according to the guidance path.
[0086] It should be noted that this invention uses density detection for user scheduling to ensure that the number of VR users in each activity area does not exceed a threshold. This reduces the occurrence of collisions and also maintains a better user experience.
[0087] Based on the disclosed anti-collision control method for multi-user VR experiences, this invention provides an anti-collision control device for multi-user VR experiences. This device wirelessly connects to multiple VR devices, such as... Figure 2 As shown, the device includes: a current position acquisition module 201, a motion state acquisition module 202, a slow motion VR device acquisition module 203, a path generation module 204, an obstacle generation module 205, and an image transmission module 206.
[0088] The current location acquisition module 201 is used to communicate with each VR device and obtain the current location of each VR device in real time; wherein, each VR device is worn by a different user;
[0089] The motion state acquisition module 202 is used to acquire the motion state of the VR devices within the collision danger distance in response to any two VR devices approaching each other and reaching the collision danger distance; wherein, the collision danger distance is determined according to the user's collision reaction time, and the motion state includes motion speed and motion direction.
[0090] The slow-motion VR device acquisition module 203 is used to compare the movement speed of VR devices within the collision danger distance to obtain slow-motion VR devices; wherein, the slow-motion VR device is a VR device that moves relatively slowly within the collision danger distance;
[0091] The path generation module 204 is used to generate obstacle avoidance routes for slow-moving VR devices based on the motion state of the VR devices within the collision danger distance.
[0092] The obstacle generation module 205 is used to generate obstacles corresponding to the obstacle avoidance route in the next frame image of the slow motion VR device based on the obstacle avoidance route.
[0093] The image sending module 206 is used to send the next frame image to the slow motion VR device so that the user of the slow motion VR device can avoid obstacles and move along the obstacle avoidance route.
[0094] Optionally, the current location acquisition module 201 includes: a measurement control submodule and a location request acquisition submodule;
[0095] The measurement and control submodule is used to control the position sensors installed in the VR device to perform real-time position measurement, thereby obtaining the position of the VR device;
[0096] The location request submodule is used to request the current location from the VR device in real time and to receive the current location information sent by the VR device.
[0097] Optionally, the path generation module 204 includes: a collision location point acquisition submodule and an obstacle avoidance route generation submodule;
[0098] The collision location acquisition submodule is used to obtain the collision location based on the speed and direction of movement of the VR device within the collision danger distance;
[0099] The obstacle avoidance route generation submodule is used to generate an obstacle avoidance route based on the collision location and the movement direction of the slow-motion VR device; wherein, the obstacle avoidance route is the path generated by the slow-motion VR device with the minimum change of direction to avoid the collision location.
[0100] Optionally, the device may also include: a fixed obstacle detection and control module, a fixed obstacle route generation module, and an alert signal sending module;
[0101] The fixed obstacle detection and control module is used to control each VR device to detect fixed obstacles within a preset range centered on itself, and to receive the inspection results;
[0102] The fixed obstacle route generation module is used to generate a fixed obstacle avoidance route in response to the appearance of a fixed obstacle within a preset range, combined with whether other VR devices are present within the collision danger distance.
[0103] The reminder signal sending module is used to send reminder signals to VR devices that encounter fixed obstacles within a preset range, based on the fixed obstacle avoidance route.
[0104] Optionally, the device may also include: an activity area division module, a user density acquisition module, and a user guidance module;
[0105] The activity area division module is used to divide the entire VR experience venue into multiple activity areas of preset size;
[0106] The user density acquisition module obtains the user density of each activity area based on the current location of each VR device;
[0107] The user guidance module, in response to the user density in the activity area exceeding a preset value, generates a guidance path and sends it to the VR device, allowing some users to leave the saturated activity area according to the guidance path.
[0108] This invention communicates with each VR device to obtain their current position in real time. In response to any two VR devices approaching each other and reaching a collision danger distance, the motion state of the VR devices within that distance is collected. The motion speeds of the VR devices within the collision danger distance are compared to identify the slow-moving VR device. Based on the obstacle avoidance route, obstacles corresponding to the obstacle avoidance route are generated in the next frame of the slow-moving VR device. The next frame is sent to the slow-moving VR device so that its user can avoid obstacles and move along the avoidance route. This invention establishes communication with each VR device and performs unified planning and scheduling, ensuring that multiple users can experience VR while avoiding collisions. This invention compares close VR devices and determines one to change its path to avoid collision. Compared to changing the path of every VR device, this invention maximizes the protection of the VR experience for most users. Changing the path of the slower VR device is to prevent collisions caused by users of faster VR devices struggling to adjust their paths. This invention generates obstacles in VR images to alter the user's movement path, thus avoiding abrupt collision warnings and ensuring a positive user experience. It also detects fixed obstacles to prevent their impact on the VR experience. Furthermore, it uses user density detection to ensure the number of users in each activity area does not exceed a threshold, reducing collisions and improving user experience. In summary, this invention reduces collisions for a few users while allowing most users to participate in VR activities according to their own wishes, even with multiple users participating.
[0109] It should be noted that, in this document, relational terms such as "first" and "second" are used merely to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, 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. Without further limitations, 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 the element.
[0110] The various embodiments in this specification are described in a related manner. Similar or identical parts between embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, the system embodiments are basically similar to the method embodiments, so the description is relatively simple; relevant parts can be referred to the descriptions of the method embodiments.
[0111] The above are merely preferred embodiments of the present invention and are not intended to limit the scope of protection of the present invention. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention are included within the scope of protection of the present invention.
Claims
1. A collision avoidance control method for multi-user VR experiences, characterized in that, The method for controlling multiple VR devices includes: The system communicates with each of the VR devices to obtain their current location in real time; wherein each of the VR devices is worn by a different user. In response to any two VR devices approaching each other and reaching a collision hazard distance, the motion state of the VR devices within the collision hazard distance is collected; wherein, the collision hazard distance is determined based on the user's collision reaction time, and the motion state includes motion speed and motion direction; By comparing the movement speed of the VR devices within the collision hazard distance, a slow-moving VR device is obtained; wherein, the slow-moving VR device is the VR device that moves relatively slowly within the collision hazard distance; Based on the motion state of the VR device within the collision danger distance, an obstacle avoidance route is generated for the slow-moving VR device; wherein, the obstacle avoidance route is generated for the slow-moving VR device in order to avoid the situation where users of fast-moving VR devices are unable to adjust their original path to change the path and thus collide. Based on the obstacle avoidance route, generate obstacles corresponding to the obstacle avoidance route in the next frame of the slow-motion VR device; The next frame image is sent to the slow-motion VR device so that the user of the slow-motion VR device can avoid obstacles and move along the obstacle avoidance route.
2. The anti-collision control method for multi-user VR experience according to claim 1, characterized in that, The step of communicating with each of the VR devices to obtain the current location of each VR device in real time includes: The position sensor installed in the VR device is controlled to perform real-time position measurement, thereby obtaining the position of the VR device; The system requests the current location from the VR device in real time and receives the current location information sent by the VR device.
3. The anti-collision control method for multi-user VR experience according to claim 1, characterized in that, The step of generating an obstacle avoidance route for the slow-moving VR device based on the motion state of the VR device within the collision danger distance includes: The collision location point is obtained based on the movement speed and direction of the VR device within the collision danger distance; An obstacle avoidance route is generated based on the collision location and the movement direction of the slow-motion VR device; wherein, the obstacle avoidance route is the path generated by the slow-motion VR device with the minimum reversal to avoid the collision location.
4. The anti-collision control method for multi-user VR experience according to claim 1, characterized in that, The method further includes: Each VR device is controlled to detect fixed obstacles within a preset range centered on itself, and the inspection results are received. In response to the appearance of a fixed obstacle within the preset range, and in conjunction with whether other VR devices are present within the collision danger distance, a fixed obstacle avoidance route is generated; Based on the fixed obstacle avoidance route, a reminder signal is sent to VR devices that encounter fixed obstacles within the preset range.
5. The anti-collision control method for multi-user VR experience according to claim 1, characterized in that, The method further includes: The entire VR experience venue is divided into multiple activity areas of pre-set size. Based on the current location of each VR device, the user density of each activity area is obtained; In response to the user density in the activity area exceeding a preset value, a guidance path is generated and sent to the VR device, allowing some users to leave the activity area with saturated density according to the guidance path.
6. A multi-user VR experience anti-collision control device, characterized in that, The device wirelessly connects to multiple VR devices, and includes: a current location acquisition module, a motion state acquisition module, a slow motion VR device acquisition module, a path generation module, an obstacle generation module, and an image transmission module; The current location acquisition module is used to communicate with each of the VR devices to obtain the current location of each VR device in real time; wherein each VR device is worn by a different user; The motion state acquisition module is used to acquire the motion state of the VR devices within the collision danger distance when any two VR devices are close to each other and reach a collision danger distance; wherein, the collision danger distance is determined according to the user's collision reaction time, and the motion state includes motion speed and motion direction; The slow-motion VR device acquisition module is used to compare the movement speed of the VR device within the collision danger distance to obtain the slow-motion VR device; wherein, the slow-motion VR device is the VR device that moves relatively slowly within the collision danger distance; The path generation module is used to generate an obstacle avoidance route for the slow-moving VR device based on the motion state of the VR device within the collision danger distance; wherein, the obstacle avoidance route is selected to be generated for the slow-moving VR device in order to avoid the situation where users of fast-moving VR devices are unable to adjust their original path to change the path and thus collide. The obstacle generation module is used to generate obstacles corresponding to the obstacle avoidance route in the next frame of the slow motion VR device, based on the obstacle avoidance route. The image sending module is used to send the next frame image to the slow motion VR device so that the user of the slow motion VR device can avoid obstacles and move along the obstacle avoidance route.
7. The anti-collision control device for multi-user VR experience according to claim 6, characterized in that, The current location acquisition module includes: a measurement control submodule and a location request acquisition submodule; The measurement and control submodule is used to control the position sensor installed in the VR device to perform real-time position measurement, thereby obtaining the position of the VR device; The location request acquisition submodule is used to request the current location from the VR device in real time and receive the current location information sent by the VR device.
8. The anti-collision control device for multi-user VR experience according to claim 6, characterized in that, The path generation module includes: a collision location point acquisition submodule and an obstacle avoidance route generation submodule; The collision location point acquisition submodule is used to obtain the collision location point based on the movement speed and movement direction of the VR device within the collision danger distance; The obstacle avoidance route generation submodule is used to generate an obstacle avoidance route based on the collision location and the movement direction of the slow-motion VR device; wherein, the obstacle avoidance route is the path generated by the slow-motion VR device with the minimum change of direction to avoid the collision location.
9. The anti-collision control device for multi-user VR experience according to claim 6, characterized in that, The device also includes: a fixed obstacle detection and control module, a fixed obstacle route generation module, and an alert signal sending module; The fixed obstacle detection and control module is used to control each VR device to detect fixed obstacles within a preset range centered on itself, and to receive the inspection results; The fixed obstacle route generation module is used to generate a fixed obstacle avoidance route in response to the appearance of a fixed obstacle within the preset range, and in combination with whether other VR devices appear within the collision danger distance. The reminder signal sending module is used to send a reminder signal to VR devices that have fixed obstacles within the preset range, based on the fixed obstacle avoidance route.
10. The anti-collision control device for multi-user VR experience according to claim 6, characterized in that, The device also includes: an activity area division module, a user density acquisition module, and a user guidance module; The activity area division module is used to divide the entire VR experience venue into multiple activity areas with preset sizes. The user density acquisition module obtains the user density of each activity area based on the current location of each VR device. The user guidance module, in response to the user density in the activity area exceeding a preset value, generates a guidance path and sends it to the VR device, so that some users can leave the activity area with saturated density according to the guidance path.
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