Somatosensory game method, system and storage medium for IPTV

By adopting a differentiated receiving frequency mechanism between the cloud platform and the client, and video stream synthesis technology on IPTV, the problem of motion-sensing games being limited by the set-top box's storage capacity and GPU performance has been solved, achieving a low-latency, high-response improved user experience for motion-sensing games.

CN115738240BActive Publication Date: 2025-11-04XUANCAI INTERACTIVE NETWORK SCI & TECH
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Patent Information

Application Number
CN202211531408.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-12-01
Publication Date
2025-11-04
Estimated Expiration
2042-12-01

AI Technical Summary

Technical Problem

In existing technologies, motion-sensing games are limited by the storage capacity and GPU performance of set-top boxes, making them unsuitable for widespread use on IPTV and resulting in a poor user experience.

Method used

By adopting a differentiated reception frequency mechanism between the cloud platform and the IPTV client, the motion sensing signal is received at a high frequency during the action period and at a low frequency during the non-action period. Combined with video stream synthesis and decoding technology, motion sensing games can be applied to cloud gaming on IPTV.

Benefits of technology

It achieves low latency and high responsiveness for motion-sensing games on IPTV, with wide applicability and significantly improved user experience, especially for motion-sensing games with large file sizes, high-definition screens, and multiple online users.

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Abstract

A somatosensory game method, system and storage medium for IPTV, the somatosensory game method for IPTV comprises: receiving a starting instruction of a first somatosensory game; determining a motion period and a non-motion period of the first somatosensory game based on a first somatosensory game program; receiving somatosensory signals from at least one IPTV client at a first receiving frequency in response to being in the motion period; receiving somatosensory signals from at least one IPTV client at a second receiving frequency in response to being in the non-motion period; wherein the first sampling frequency is greater than the second sampling frequency; performing response processing based on the somatosensory signals and generating a video stream; and sending the video stream to at least one IPTV client for playing the video stream. The somatosensory game can be applied on IPTV as cloud game, without being limited by the storage capacity and GPU performance of the set-top box, with wide applicability, low latency, fast response and significantly improved user experience.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of motion game, in particular to a motion game method, system and storage medium for IPTV. BACKGROUND

[0002] IPTV (Internet Protocol Television) is a technology that uses broadband network to provide interactive services including digital television to home users by integrating Internet, multimedia and communication technologies. Motion game is a new type of electronic game that is operated by changing body movements. Compared with mobile terminal display and conventional desktop display, the advantage of large size display of IPTV can effectively improve the experience of game users.

[0003] In related technologies, when motion game is applied to IPTV, the game is run in the set-top box of IPTV. However, with the development of large-scale and diversified motion game, the storage capacity and GPU (Graphics Processing Unit) performance of the set-top box are limited, resulting in more and more motion games that cannot be applied to IPTV. SUMMARY

[0004] In order to solve at least one problem in the prior art, the purpose of the present application is to provide a motion game method, system and storage medium for IPTV, so that motion game can be applied to IPTV as cloud game, without being limited by the storage capacity and GPU performance of the set-top box, with wide applicability, low latency and fast response, thereby significantly improving user experience, especially for large volume, high definition picture and multi-user online motion game.

[0005] To achieve the above purpose, the motion game method for IPTV provided by the present application is applied to a motion game system, which includes a cloud platform end of motion game, at least one IPTV client and at least one motion device corresponding to the IPTV client. In the cloud platform end, the method includes:

[0006] receiving a start instruction of the first motion game;

[0007] determining the action period and the non-action period of the first motion game based on the first motion game program;

[0008] receiving the somatosensory signal from the at least one IPTV client at a first receiving frequency in response to being in the action period; receiving the somatosensory signal from the at least one IPTV client at a second receiving frequency in response to being in the non-action period; wherein the somatosensory signal is a somatosensory signal collected by the somatosensory device and sent to the at least one IPTV client; the first sampling frequency is greater than the second sampling frequency;

[0009] performing a response processing based on the somatosensory signal and generating a video stream;

[0010] sending the video stream to the at least one IPTV client so that the at least one IPTV client plays the video stream.

[0011] Further, the first receiving frequency and the second receiving frequency satisfy the following condition:

[0012] f1 = 5f2

[0013] wherein f1 is the first receiving frequency and f2 is the second receiving frequency.

[0014] Further, the IPTV client is a plurality; the method further comprises:

[0015] receiving a composite screen instruction sent by at least two IPTV clients;

[0016] performing a composite processing on the game screen of the at least two IPTV clients after the response processing according to the composite screen instruction;

[0017] generating a composite screen video stream based on the composite processed game screen;

[0018] sending the composite screen video stream to the at least two IPTV clients.

[0019] Further, the composite processing is splicing processing or picture-in-picture processing.

[0020] Further, the composite processing is performed based on FFmpeg.

[0021] Further, the response processing includes translating the somatosensory signal, responding to the somatosensory signal, and cloud rendering the game screen.

[0022] Further, after the step of sending the video stream to the at least one IPTV client, the method further comprises:

[0023] The at least one IPTV client decodes and plays the video stream through a video decoding protocol H.264 or H.265.

[0024] Further, the IPTV client is built in the IPTV or configured in a set top box of the IPTV.

[0025] To achieve the above object, the application further provides a motion sensing game system for IPTV, comprising a cloud platform end of motion sensing game, at least one IPTV client and at least one motion sensing device corresponding to the IPTV client; wherein,

[0026] The at least one motion sensing device is used for collecting motion sensing signals and sending the motion sensing signals to the at least one IPTV client.

[0027] The at least one IPTV client is used for receiving the starting instruction of the first motion sensing game and the motion sensing signals and sending to the cloud platform end.

[0028] The cloud platform end is used for:

[0029] receiving the starting instruction of the first motion sensing game;

[0030] determining a motion period and a non-motion period of the first motion sensing game based on a first motion sensing game program;

[0031] in response to being in the motion period, receiving the motion sensing signals from the at least one IPTV client at a first receiving frequency; in response to being in the non-motion period, receiving the motion sensing signals from the at least one IPTV client at a second receiving frequency; wherein the motion sensing signals are collected by the motion sensing device and sent to the at least one IPTV client; the first sampling frequency is greater than the second sampling frequency.

[0032] performing response processing based on the motion sensing signals and generating a video stream;

[0033] sending the video stream to the at least one IPTV client;

[0034] The at least one IPTV client is further used for receiving the video stream and playing.

[0035] To achieve the above object, the application further provides a computer readable storage medium having computer instructions stored thereon, when the computer instructions are run, the steps of the motion sensing game method for IPTV are executed.

[0036] The somatic game method, system and storage medium for IPTV provided by the application can apply somatic game as cloud game on IPTV, without being limited by the storage capacity and GPU performance of the set-top box, and can be widely applied, with low latency and fast response, thereby significantly improving the user experience, especially for somatic game with large volume, high definition, and multi-user online.

[0037] Other features and advantages of the present application will be set forth in the following description, and in part will become apparent from the description, or can be learned by practice of the present application. BRIEF DESCRIPTION OF DRAWINGS

[0038] The accompanying drawings are included to provide a further understanding of the application and are incorporated in and constitute a part of this specification, illustrate embodiments of the application and together with the description serve to explain the principles of the application. In the drawings:

[0039] Figure 1 Structure block diagram of the somatic game system for IPTV according to the embodiment of the application;

[0040] Figure 2 Flow chart of the somatic game method for IPTV according to the embodiment of the application;

[0041] Figure 3 Flow chart of the video stream generation according to the embodiment of the application. DETAILED DESCRIPTION

[0042] Embodiments of the application will be described in more detail with reference to the drawings. While certain embodiments of the application are shown in the drawings, it is understood that the application can be embodied in various forms and should not be construed as limited to the embodiments set forth in the description. Rather, these embodiments are provided as a full and enabling disclosure of the application, and to fully convey its scope to those skilled in the art. It is understood that the drawings and described embodiments are illustrative only and should not be construed as limiting the scope of the application.

[0043] It should be understood that the various steps of the method embodiments of the application can be performed in different orders and / or in parallel. In addition, the method embodiments can include additional steps and / or omit performing the steps shown. The scope of the application is not limited in this respect.

[0044] The term "comprising" and variations thereof as used in the present document are open-ended, that is, "including but not limited to". The term "based on" is "based, at least in part, on". The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". Related definitions will be given in the description below.

[0045] It should be noted that the terms "first", "second" and the like in the present application are used only to distinguish different devices, modules, units or data, and do not imply the order or interdependence of the functions performed by these devices, modules, units or data.

[0046] It should be noted that the terms "one", "multiple" in the present application are illustrative and not restrictive, and those skilled in the art should understand that "one" or "multiple" should be understood as "one or more" unless otherwise explicitly indicated in the context. "Multiple" should be understood as two or more.

[0047] In the following, embodiments of the present application will be described in detail with reference to the accompanying drawings.

[0048] Example 1

[0049] First of all, it should be noted that the somatosensory game method for IPTV in the present application is applied to a somatosensory game system. Figure 1 is a structural block diagram of the somatosensory game system for IPTV according to the embodiments of the present application. Referring to Figure 1 , the somatosensory game system 10 includes a cloud platform end 11 of somatosensory game, at least one IPTV client 12 and at least one somatosensory device 13 corresponding to the IPTV client 12.

[0050] Among them, the IPTV client 12 and the cloud platform end 11 are connected through the IPTV network. At least one IPTV client 12 sends a start instruction of a first somatosensory game to the cloud platform end.

[0051] It can be understood that in the embodiments of the present application, the IPTV client 12 can be built into the IPTV, or can be configured in the set-top box of the IPTV, and the present application does not make specific limitation thereon. When the IPTV client 12 is configured in the set-top box, the connection between the set-top box and the somatosensory device 13 can adopt a connection mode such as USB interface receiver, Bluetooth or infrared.

[0052] Figure 2 is a flow chart of the somatosensory game method for IPTV according to the embodiments of the present application, and the somatosensory game method of the present application will be described in detail below with reference to Figure 2 , the somatosensory game method of the present application will be described in detail. In the cloud platform end, the method includes the following steps:

[0053] Step 201, receiving a start instruction of a first somatosensory game.

[0054] Specifically, when a user wants to start a first somatosensory game, the user can send a start instruction of the first somatosensory game to the cloud platform end through the IPTV network from the IPTV client corresponding to the user. After receiving the start instruction, the cloud platform end starts the first somatosensory game.

[0055] In step 202, the action period and the non-action period of the first motion game are determined based on the first motion game program.

[0056] Specifically, after the first motion game is started, the action period and the non-action period of the first motion game can be obtained from the game package file of the first motion game. The action period refers to the period in which the motion action set in the first motion game program is effective. In a specific example, only the motion action performed in the action period can obtain the corresponding score or pass the corresponding level, and the specific time length can be 2 seconds. Correspondingly, the non-action period refers to the period in which the non-motion action set in the first motion game program is effective, i.e., the period other than the action period in the running process of the first motion game. In a specific example, in the non-action period, even if the motion action is performed, the corresponding score or the level cannot be passed.

[0057] In step 203, the motion signal is received from the at least one IPTV client at a first receiving frequency in response to being in the action period, and the motion signal is received from the at least one IPTV client at a second receiving frequency in response to being in the non-action period, wherein the first sampling frequency is greater than the second sampling frequency.

[0058] Specifically, in the process of the motion game, the user only needs to control the game simply and directly through the body movement without the help of the keyboard, joystick or mouse. The motion device captures the action of the user, generates the motion signal, and sends the motion signal to the corresponding IPTV client, i.e., the motion signal is the motion signal collected by the motion device and sent to the IPTV client. The IPTV client sends the received motion signal to the cloud platform. The cloud platform adopts a higher receiving frequency in the action period and a lower receiving frequency in the non-action period to receive the motion signal. Compared with adopting a constant receiving frequency in the whole process of the motion game, the delay can be effectively reduced, the fast response can be ensured, and the user experience is effectively improved.

[0059] In the embodiment of the application, the first receiving frequency and the second receiving frequency satisfy the following conditions:

[0060] f1=5f2

[0061] Wherein, f1 is the first receiving frequency, and f2 is the second receiving frequency. That is, when the receiving frequency of the action period is 5 times the receiving frequency of the non-action period, the low latency and smooth visual effect can be considered. If the multiple is too low, that is, the receiving frequency of the non-action period is too close to the receiving frequency of the action period, the optimization of low latency is not obvious enough; on the contrary, if the multiple is too high, that is, the receiving frequency of the non-action period is too different from the receiving frequency of the action period, the user's action response in the non-action period will be too slow, which will affect the game effect and the smoothness of the visual effect, thereby affecting the user experience. In a specific example, the first receiving frequency can be 100 times per second, and the second receiving frequency can be 20 times per second.

[0062] Step 204, response processing is performed based on the somatosensory signal, and a video stream is generated.

[0063] Wherein, the response processing can include translating the somatosensory signal, responding to the somatosensory signal, and cloud rendering the game picture. Specifically, translating the somatosensory signal is to convert the somatosensory signal into a coordinate system offset that can be recognized by the game program, so that the program can respond to the somatosensory operation; responding to the somatosensory signal is to respond to the received somatosensory signal according to the game rules; cloud rendering the game picture is to cloud render the game picture responding to the somatosensory signal.

[0064] Step 205, the video stream is sent to at least one IPTV client, so that the at least one IPTV client plays the video stream.

[0065] In the embodiment of the application, the method further includes: at least one IPTV client decodes and plays the video stream through a video decoding protocol H.264 or H.265.

[0066] Specifically, because the code stream of the video itself is too large, it needs to be compressed and transmitted through the network. H.264 and H.265 are digital video compression formats proposed by the International Organization for Standardization and the International Telecommunication Union, and are one of the video coding technology standards named H.26x series by the Telecommunication Standardization Bureau of the International Telecommunication Union. Among them, H.265, also known as HEVC (High Efficiency Video Coding), is a newer compression algorithm that can further improve compression ratio and can be used for large volume high definition video, which can improve efficiency, save bandwidth or storage space.

[0067] According to the somatic game method for IPTV, the somatic game can be applied on IPTV as cloud game, without being limited by the storage capacity and GPU performance of the set-top box, and the somatic game has wide applicability, low delay and fast response, thereby improving the user experience, and the effect is particularly obvious for the somatic game with large volume, high definition, and multi-user online.

[0068] Compared with other related technologies, on one hand, compared with small-screen display such as mobile phone, the embodiment of the present application can realize high-resolution and high-definition large-screen display of the somatic game picture through IPTV; on the other hand, compared with mobile network used by conventional mobile terminal, the embodiment of the present application can realize low delay and fast response of the smooth game picture through the differential receiving efficiency of the action period and the non-action period, and through the platform operation of IPTV intranet. Therefore, the effect is particularly obvious for the somatic game with high requirement for game picture display and high requirement for delay.

[0069] Figure 3 For the video stream generation flowchart according to the embodiment of the present application, in the embodiment of the present application, the IPTV client is multiple, and as shown in Figure 3 the method further includes the following steps:

[0070] Step 301, receiving the composition picture instruction sent by the at least two IPTV clients.

[0071] It should be noted that the at least two IPTV clients can be part of the multiple IPTV clients, or can be all of the multiple IPTV clients.

[0072] Step 302, according to the composition picture instruction, the game pictures of the at least two IPTV clients after response processing are subjected to composition processing.

[0073] The composition processing can be splicing processing or picture-in-picture processing. In a specific example, the composition processing can be performed by FFmpeg (Fast Forward moving picture expert group).

[0074] Step 303, generating a composite picture video stream based on the composite processed game pictures.

[0075] Step 304, sending the composite picture video stream to at least two IPTV clients which sent the composite picture instruction.

[0076] That is, by using the above method, when multiple game players play the motion game through the IPTV, the game players who need to share the game pictures can be provided with the service of displaying the game pictures of each other in real time.

[0077] For example, when a user of an IPTV client is in a game picture (e.g. A game scene) of a first motion game, and a user of another IPTV client is in another game picture (e.g. B game scene) of the first motion game, the two users can watch the real-time pictures of each other's game and understand the live game of each other while interacting with each other through audio, which greatly improves the interactive experience of the motion game.

[0078] For another example, during the motion game, multiple game players can pass objects through motion actions, such as passing weapons through throwing actions. By using the above method, even if the game players are not in the same game scene, the visual effect of the passing process can be shown through the composite game pictures, which further improves the interactive experience of the motion game.

[0079] Therefore, according to the motion game method for IPTV, the game pictures of at least two IPTV clients which are processed in response to the composite picture instruction are processed, a composite picture video stream is generated based on the composite processed game pictures, and the composite picture video stream is sent to at least two IPTV clients. Thus, the game players can share the live game of the group, the interactive effect of the motion game is improved, the user experience is effectively improved, and the effect is particularly obvious for the motion game with rich game scenes and interactive design.

[0080] In summary, according to the motion sensing game method for IPTV, the starting instruction of the first motion sensing game is received, the action period and the non-action period of the first motion sensing game are determined based on the first motion sensing game program, the motion sensing signals are received from the at least one IPTV client at the first receiving frequency in response to being in the action period, the motion sensing signals are received from the at least one IPTV client at the second receiving frequency in response to being in the non-action period, the first sampling frequency is greater than the second sampling frequency, the response processing is performed based on the motion sensing signals, the video stream is generated, and the video stream is sent to the at least one IPTV client so that the video stream is played by the at least one IPTV client. Thus, the motion sensing game can be applied to the IPTV as cloud game, without being limited by the storage capacity and GPU performance of the set-top box, and is suitable for a wide range of applications, has low latency and fast response, and can significantly improve the user experience, especially for large volume, high-definition picture, and multi-user online motion sensing games.

[0081] Example 2

[0082] The application provides a motion sensing game system applied to IPTV, as shown in Figure 1 The motion sensing game system 10 includes a cloud platform end 11 of the motion sensing game, at least one IPTV client 12, and at least one motion sensing device 13 corresponding to the IPTV client 12.

[0083] The at least one motion sensing device 13 is configured to collect motion sensing signals and send the motion sensing signals to the at least one IPTV client.

[0084] The at least one IPTV client 12 is configured to receive a starting instruction of a first motion sensing game and motion sensing signals, and send the starting instruction and the motion sensing signals to the cloud platform end 11.

[0085] The cloud platform end 11 is configured to receive a starting instruction of a first motion sensing game, determine an action period and a non-action period of the first motion sensing game based on a first motion sensing game program, receive motion sensing signals from the at least one IPTV client 12 at a first receiving frequency in response to being in the action period, receive motion sensing signals from the at least one IPTV client 12 at a second receiving frequency in response to being in the non-action period, wherein the motion sensing signals are motion sensing signals collected by the motion sensing device 13 and sent to the at least one IPTV client 12, the first sampling frequency is greater than the second sampling frequency, perform response processing based on the motion sensing signals, generate a video stream, and send the video stream to the at least one IPTV client 12.

[0086] The at least one IPTV client 12 is further configured to receive the video stream and play the video stream.

[0087] It should be noted that the method for the somatic game for IPTV described in the above embodiments is also applicable to the somatic game system for IPTV in the present embodiment, and thus will not be described herein.

[0088] Example 3

[0089] In an embodiment of the present application, a computer readable storage medium is also provided. The computer readable storage medium can be included in the system described in the above embodiments, or can exist independently and not be assembled into the system. The computer readable storage medium carries one or more computer instructions, which, when executed, implement the steps of the method for the somatic game for IPTV described in the above embodiments.

[0090] In an embodiment of the present application, the computer readable storage medium can be a non-volatile computer readable storage medium, which can include, but is not limited to, a portable computer diskette, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the present application, the computer readable storage medium can be any tangible medium that contains or stores a program, which can be used by or in connection with an instruction execution system, apparatus, or device.

[0091] Those skilled in the art can understand that the above are only the preferred embodiments of the present application, and are not intended to limit the present application. Although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art can make modifications to the technical solutions described in the foregoing embodiments, or make equivalent replacements to some of the technical features. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A motion sensing game method for IPTV, applied to a motion sensing game system, the system comprising a cloud platform end of the motion sensing game, at least one IPTV client and at least one motion sensing device corresponding to the IPTV client. At the cloud platform end, the method comprises: receiving a start instruction of a first motion game and a motion signal; determining a motion period and a non-motion period of the first motion game based on a first motion game program; the motion period refers to a motion action effective period set in the first motion game program, and the non-motion period refers to a non-motion action effective period set in the first motion game program; in response to being in the motion period, receiving the motion signal from the at least one IPTV client at a first receiving frequency; in response to being in the non-motion period, receiving the motion signal from the at least one IPTV client at a second receiving frequency; wherein the motion signal is a motion signal collected by the motion device and sent to the at least one IPTV client; the first receiving frequency is greater than the second receiving frequency; performing response processing based on the motion signal and generating a video stream; sending the video stream to the at least one IPTV client so that the at least one IPTV client plays the video stream.

2. The somatic game method for IPTV according to claim 1, wherein, The first receiving frequency and the second receiving frequency satisfy the following condition: f1 = 5f2 wherein f1 is the first receiving frequency and f2 is the second receiving frequency.

3. The somatic game method for IPTV according to claim 1, wherein, The IPTV client is a plurality of; the method further comprises: receiving a composite picture instruction sent by at least two IPTV clients; compositing the game pictures of the at least two IPTV clients after the response processing according to the composite picture instruction; generating a composite picture video stream based on the composited game pictures; sending the composite picture video stream to the at least two IPTV clients.

4. The somatic game method for IPTV according to claim 3, wherein, The composite processing is splicing processing or picture-in-picture processing.

5. The somatic game method for IPTV according to claim 3, wherein, The composite processing is based on FFmpeg.

6. The somatic game method for IPTV according to claim 1, wherein, The response processing comprises translating the motion signal, responding to the motion signal, and cloud rendering the game picture.

7. The somatic game method for IPTV according to claim 1, wherein, After the step of sending the video stream to the at least one IPTV client, the method further comprises: The at least one IPTV client decodes and plays the video stream through a video decoding protocol H.264 or H.

265.

8. The somatic game method for IPTV according to claim 1, wherein, The IPTV client is built in IPTV or configured in a set-top box of the IPTV.

9. A motion sensing game system applied to IPTV, characterized in that, A cloud platform end comprising a motion game, at least one IPTV client, and at least one motion device corresponding to the IPTV client; wherein The at least one motion device is used to collect a motion signal and send the motion signal to at least one IPTV client; the at least one IPTV client is used to receive a start instruction of a first motion game and the motion signal, and send to the cloud platform end; The cloud platform end is used to: receive the start instruction of the first motion game; determine a motion period and a non-motion period of the first motion game based on a first motion game program; in response to being in the motion period, receive the motion signal from the at least one IPTV client at a first receiving frequency; receiving the somatosensory signal from the at least one IPTV client at a second receiving frequency in response to being in the non-action period; wherein the somatosensory signal is a somatosensory signal collected by the somatosensory device and sent to the at least one IPTV client; and the first receiving frequency is greater than the second receiving frequency; performing a response process based on the somatosensory signal and generating a video stream; sending the video stream to the at least one IPTV client; and the at least one IPTV client is further configured to receive the video stream and play the video stream.

10. A computer-readable storage medium, characterized in that, A computer program product having computer instructions stored thereon, which when executed, perform the steps of the somatosensory game method for IPTV of any one of claims 1-8.

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