Live interactive method, apparatus, electronic device and storage medium

By displaying virtual game scenes in the live broadcast room and driving virtual character movements to the user account, the problem of a single type of live interactive games is solved, sports competition interaction is realized, and the diversity of live interactive games and user participation is improved.

CN115834969BActive Publication Date: 2025-08-05BEIJING DAJIA INTERNET INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202211232160.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-10-10
Publication Date
2025-08-05
Estimated Expiration
2042-10-10

AI Technical Summary

Technical Problem

The existing types of live interactive games are relatively single and lack diversity.

Method used

The virtual game scene corresponding to the target sports event is displayed in the live broadcast interface of the live broadcast room, including at least two virtual sports characters, obtain the movement data of the user's account, and drive the virtual sports characters to move in the virtual game scene, and synchronize the user's virtual character movement by collecting the user's motion data.

Benefits of technology

It realizes sports competition interaction in the live broadcast room, improves the diversity and authenticity of live interactive games, and enhances users' sense of participation and interactive experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure relates to a live interactive method, apparatus, electronic device, and storage medium. The method includes: displaying a virtual competition scene corresponding to a target sports event in a real-time live broadcast interface of a target live broadcast room; the virtual competition scene includes at least two virtual sports characters; the user accounts corresponding to each virtual sports character are all in the target live broadcast room; obtaining the motion action data corresponding to each user account during the execution of the target sports event, and driving each virtual sports character to move in the virtual competition scene according to the motion action data in the real-time live broadcast interface. The present disclosure realizes the sports competition interaction in the live broadcast room and improves the diversity of the types of live interactive games.
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Description

Technical Field

[0001] The present disclosure relates to the field of live broadcast technology, and in particular to a live broadcast interaction method, apparatus, electronic device and storage medium. Background Art

[0002] With the development of live broadcast technology, a technology of interactive games in a live broadcast room has emerged. Users can use the game interaction function provided in the live broadcast room to play game interactions with the anchor or other viewers in the live broadcast room, thereby increasing the interactive interest of the live broadcast.

[0003] In related technologies, currently, users usually participate in the interactive games in the live broadcast room by sending bullet screens or setting virtual props. However, the above live broadcast game interaction methods are relatively simple. Therefore, in the existing live broadcast game interaction methods, the types of interactive games are relatively single. Summary of the Invention

[0004] The present disclosure provides a live broadcast interaction method, apparatus, electronic device and storage medium to at least solve the problem of the single type of interactive games in related technologies. The technical solution of the present disclosure is as follows:

[0005] According to a first aspect of an embodiment of the present disclosure, a live broadcast interaction method is provided, including:

[0006] Display a virtual competition scene corresponding to a target sports event in a real-time live broadcast interface of a target live broadcast room; the virtual competition scene includes at least two virtual sports characters; user accounts corresponding to each of the virtual sports characters are all in the target live broadcast room;

[0007] Obtain motion action data corresponding to each user account during the execution of the target sports event, and in the real-time live broadcast interface, drive each virtual sports character to move in the virtual competition scene according to the motion action data.

[0008] In an exemplary embodiment, the user account includes a first user account; the obtaining motion action data corresponding to each user account during the execution of the target sports event, and in the real-time live broadcast interface, driving each virtual sports character to move in the virtual competition scene according to the motion action data includes: in response to a motion action triggered by the first user account during the execution of the target sports event, obtaining the motion action data corresponding to the motion action; in the real-time live broadcast interface, driving the virtual sports character corresponding to the first user account to move in the virtual competition scene according to the motion action data.

[0009] In an exemplary embodiment, the target sports event includes: a running sports event, and the motion action data includes: running speed data and step frequency data corresponding to the first user account; in the real-time live broadcast interface, driving the virtual sports character corresponding to the first user account to move in the virtual competition scene according to the motion action data includes: in the real-time live broadcast interface, driving the virtual sports character corresponding to the first user account to perform a running motion in the virtual competition scene according to the running speed data and step frequency data corresponding to the first user account.

[0010] In an exemplary embodiment, after driving the virtual sports character corresponding to the first user account to perform a running motion in the virtual competition scene according to the running speed data and step frequency data corresponding to the first user account, it further includes: obtaining the running distance of the virtual sports character corresponding to the first user account; in the case where the running distance reaches a first distance threshold, notifying the first user account of the running distance through voice information.

[0011] In an exemplary embodiment, after driving the virtual sports character corresponding to the first user account to perform a running motion in the virtual competition scene according to the running speed data and step frequency data corresponding to the first user account, it further includes: obtaining the running distance of the virtual sports character corresponding to the first user account; in the case where the running distance reaches a second distance threshold, obtaining the running ranking of the virtual sports character corresponding to the first user account among all the virtual sports characters; notifying the first account of the running ranking through voice information.

[0012] In an exemplary embodiment, after driving each virtual sports character to move in the virtual competition scene according to the motion action data, it further includes: in the case where the target sports event ends, obtaining the character ranking of each virtual sports character for the target sports event; in the real-time live broadcast interface, displaying the character ranking.

[0013] In an exemplary embodiment, after displaying the character ranking in the real-time live broadcast interface, it further includes: obtaining first virtual resource information corresponding to the character ranking of each virtual sports character, and allocating the first virtual resource information to the user accounts corresponding to each virtual sports character.

[0014] In an exemplary embodiment, the user account includes a second user account; the method further includes: obtaining second virtual resource information provided by the audience accounts in the target live broadcast room for the second user account; allocating the second virtual resource information to the second user account.

[0015] According to a second aspect of the embodiments of the present disclosure, a live interactive device is provided, including:

[0016] A virtual character display unit, configured to execute displaying a virtual competition scene corresponding to a target sports event in a real-time live interface of a target live broadcast room; the virtual competition scene includes at least two virtual sports characters; user accounts corresponding to each of the virtual sports characters are all in the target live broadcast room;

[0017] A virtual character driving unit, configured to execute obtaining motion action data corresponding to each of the user accounts during the execution of the target sports event, and in the real-time live interface, driving each of the virtual sports characters to move in the virtual competition scene according to the motion action data.

[0018] In an exemplary embodiment, the user account includes a first user account; the virtual character driving unit is further configured to execute, in response to a motion action triggered by the first user account during the execution of the target sports event, obtaining motion action data corresponding to the motion action; in the real-time live interface, driving the virtual sports character corresponding to the first user account to move in the virtual competition scene according to the motion action data.

[0019] In an exemplary embodiment, the target sports event includes: a running sports event, and the motion action data includes: running speed data and stride frequency data corresponding to the first user account; the virtual character driving unit is further configured to execute, in the real-time live interface, driving the virtual sports character corresponding to the first user account to perform a running motion in the virtual competition scene according to the running speed data and stride frequency data corresponding to the first user account.

[0020] In an exemplary embodiment, the live interactive device further includes: a first information notification unit, configured to execute obtaining the running distance of the virtual sports character corresponding to the first user account; in the case where the running distance reaches a first distance threshold, notifying the first user account of the running distance through voice information.

[0021] In an exemplary embodiment, the live interactive device further includes: a second information notification unit, configured to execute obtaining the running distance of the virtual sports character corresponding to the first user account; in the case where the running distance reaches a second distance threshold, obtaining the running ranking of the virtual sports character corresponding to the first user account among all the virtual sports characters; notifying the first account of the running ranking through voice information.

[0022] In an exemplary embodiment, the live interactive device further includes: a competition ranking display unit configured to obtain the role rankings of each virtual sports character for the target sports event when the target sports event ends; and display the role rankings in the real-time live broadcast interface.

[0023] In an exemplary embodiment, the live interactive device further includes: a first resource allocation unit configured to obtain first virtual resource information corresponding to the role rankings of each virtual sports character, and allocate the first virtual resource information to the user accounts corresponding to each virtual sports character.

[0024] In an exemplary embodiment, the live interactive device further includes: a second resource allocation unit configured to obtain second virtual resource information provided by the audience accounts in the target live broadcast room for the second user account; and allocate the second virtual resource information to the second user account.

[0025] According to a third aspect of the embodiments of the present disclosure, there is provided an electronic device including: a processor; and a memory for storing instructions executable by the processor; wherein the processor is configured to execute the instructions to implement the live interactive method according to any one of the embodiments in the first aspect.

[0026] According to a fourth aspect of the embodiments of the present disclosure, there is provided a computer-readable storage medium, when the instructions in the computer-readable storage medium are executed by the processor of an electronic device, enabling the electronic device to execute the live interactive method according to any one of the embodiments in the first aspect.

[0027] According to a fifth aspect of the embodiments of the present disclosure, there is provided a computer program product including instructions, when the instructions are executed by the processor of an electronic device, enabling the electronic device to execute the live interactive method according to any one of the embodiments in the first aspect.

[0028] The technical solutions provided by the embodiments of the present disclosure at least bring the following beneficial effects:

[0029] By displaying a virtual competition scene corresponding to a target sports event in the real-time live broadcast interface of the target live broadcast room; the virtual competition scene includes at least two virtual sports characters; the user accounts corresponding to each virtual sports character are all in the target live broadcast room; obtaining the motion action data corresponding to each user account during the execution of the target sports event, and in the real-time live broadcast interface, driving each virtual sports character to move in the virtual competition scene according to the motion action data. The present disclosure realizes the sports competition interaction in the live broadcast room by displaying the virtual competition scene and the virtual sports characters of the user accounts in the live broadcast room. When the user account executes the sports event, the virtual sports character of the user account can be driven according to the motion data of the user account in the real-time live broadcast interface, thereby realizing the diversity of the types of live broadcast interactive games.

[0030] It should be understood that the above general description and the following detailed description are only exemplary and explanatory, and cannot limit the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS

[0031] The accompanying drawings herein are incorporated into the specification and constitute a part of this specification, showing embodiments consistent with the present disclosure, and are used together with the specification to explain the principles of the present disclosure and do not constitute an improper limitation of the present disclosure.

[0032] Figure 1 It is an application environment diagram of a live broadcast interaction method shown according to an exemplary embodiment.

[0033] Figure 2 It is a flowchart of a live broadcast interaction method shown according to an exemplary embodiment.

[0034] Figure 3 It is a flowchart of driving each virtual sports character to move shown according to an exemplary embodiment.

[0035] Figure 4 It is a flowchart of displaying the character rankings in the real-time live broadcast interface shown according to an exemplary embodiment.

[0036] Figure 5 It is a block diagram of a live broadcast interaction device shown according to an exemplary embodiment.

[0037] Figure 6 It is a block diagram of an electronic device shown according to an exemplary embodiment. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0038] In order to enable those of ordinary skill in the art to better understand the technical solutions of the present disclosure, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings.

[0039] It should be noted that the terms "first", "second", etc. in the specification, claims and above-mentioned drawings of the present disclosure are used to distinguish similar objects, and do not necessarily have to be used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged under appropriate circumstances, so that the embodiments of the present disclosure described here can be implemented in an order other than those illustrated or described here. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present disclosure. On the contrary, they are only examples of devices and methods consistent with some aspects of the present disclosure as detailed in the appended claims.

[0040] It should also be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data for display, data for analysis, etc.) involved in the present disclosure are all information and data authorized by the user or fully authorized by all parties.

[0041] The live interaction method provided by the present disclosure can be applied to an application environment as Figure 1 shown. Among them, the terminal 101 and the terminal 102 interact with the server 103 through the network. The terminal 101 and the terminal 102 are respectively terminals of different user accounts, and the server 103 can be a live broadcast server. When the terminal 101 or the terminal 102 enters a certain target live broadcast room through the live broadcast server, the real-time live broadcast interface of the target live broadcast room can be displayed. The real-time live broadcast interface can display a virtual competition scene for a certain sports event. The competition scene can include multiple virtual sports characters, which respectively correspond to different user accounts. At the same time, the terminal 101 can also collect the motion data of the user account when performing the sports event, so as to drive the virtual sports characters corresponding to each user account in the virtual competition scene to move. Among them, the terminal 101 and the terminal 102 can be but not limited to various personal computers, laptop computers, smart phones, tablet computers and portable wearable devices, and the server 120 can be implemented by an independent server or a server cluster composed of multiple servers.

[0042] Figure 2 is a flowchart of a live interaction method shown according to an exemplary embodiment. As Figure 2 shown, the live interaction method is used in the terminal 101 and includes the following steps.

[0043] In step S201, a virtual competition scene corresponding to the target sports event is displayed in the real-time live broadcast interface of the target live broadcast room; the virtual competition scene includes at least two virtual sports characters; the user accounts corresponding to each virtual sports character are all in the target live broadcast room.

[0044] Among them, the target live broadcast room refers to the live broadcast room used to implement the virtual sports competition interaction, and the target sports event is the sports event of the virtual sports competition. For example, it can be a running sports event, a swimming sports event, a cycling sports event, etc. The virtual competition scene refers to the competition scene of the above sports event displayed in the real-time live broadcast interface, and this scene can be adapted to the target sports event. For example, if a target live broadcast room is used to implement a running competition event, its corresponding target sports event is the running sports event, then the corresponding virtual competition scene can be a certain runway. If the target live broadcast room is used to implement a swimming competition event, its corresponding target sports event is the swimming sports event, then its corresponding virtual competition scene can be a certain swimming pool.

[0045] The virtual sports character refers to the athlete character in the virtual competition scene, and this athlete character corresponds to different user accounts in the target live broadcast room respectively. For example, user accounts A and B are both in the target live broadcast room, and their corresponding virtual sports characters can be virtual sports character A and virtual sports character B respectively. Then, the terminal 101 can display the above virtual competition scene that includes at least two virtual sports characters and corresponds to the target sports event in the real-time live broadcast interface of the target live broadcast room.

[0046] In step S202, obtain the motion action data corresponding to each user account during the execution of the target sports event, and in the real-time live broadcast interface, drive each virtual sports character to move in the virtual competition scene according to the motion action data.

[0047] The motion action data refers to the motion-related data of the user account during the execution of the target sports event. For example, it can be the motion posture and the motion amplitude, etc. In this embodiment, the motion action data of each virtual sports character can be the same as the motion action data of the corresponding user account. For example, the motion posture of the virtual sports character in the real-time live broadcast interface can be the same as the motion posture of the user account. At the same time, the greater the motion amplitude of the user account, the greater the motion amplitude of its corresponding virtual sports character in the real-time live broadcast interface. And this motion action data can be collected by the terminal 101 for the motion data of its corresponding user account. For example, it can be collected by a signal collection device communicatively connected to the terminal 101, such as some sensors, or can be obtained from the server 103 connected to the terminal 101, where the server 103 provides the motion data of other user accounts, such as the user account of the terminal 102.

[0048] Specifically, the terminal 101 can obtain the motion action data corresponding to each user account during the execution of the target sports event, so as to drive the corresponding virtual sports characters to move according to the motion action data of each user account in the real-time live broadcast interface displayed on the terminal 101.

[0049] In the above live broadcast interaction method, a virtual competition scene corresponding to the target sports event is displayed in the real-time live broadcast interface of the target live broadcast room; the virtual competition scene includes at least two virtual sports characters; the user accounts corresponding to each virtual sports character are all in the target live broadcast room; obtain the motion action data corresponding to each user account during the execution of the target sports event, and in the real-time live broadcast interface, drive each virtual sports character to move in the virtual competition scene according to the motion action data. The present disclosure displays a virtual competition scene in the live broadcast room and the virtual sports characters of the user accounts in the live broadcast room. When the user account executes a sports event, the virtual sports character of the user account can be driven according to the motion data of the user account in the real-time live broadcast interface, thereby realizing the sports competition interaction in the live broadcast room and improving the diversity of the types of live broadcast interaction games.

[0050] In an exemplary embodiment, the user account includes a first user account; as Figure 3 shown, step S202 may further include:

[0051] In step S301, in response to the motion action triggered by the first user account during the execution of the target sports event, obtain the motion action data corresponding to the motion action.

[0052] Among them, the first user account may refer to the user account that executes the target sports event displayed in the real-time live broadcast interface through the terminal 101. This user account can trigger a motion action to implement the execution of the target sports event. In this embodiment, the terminal 101 collects the motion action data by collecting the action data corresponding to the motion action triggered by the first user account when the first user account triggers a motion action. Specifically, when the first user account executes the target sports event by triggering a motion action, the terminal 101 can collect the motion action data corresponding to this motion action in real time.

[0053] In step S302, in the real-time live broadcast interface, drive the virtual sports character corresponding to the first user account to move in the virtual competition scene according to the motion action data.

[0054] After the terminal 101 obtains the motion action data corresponding to the motion action triggered by the first user account, it can further drive the virtual motion character corresponding to the first user account to move according to the motion action data, so as to realize that the virtual motion character corresponding to the first user account can move synchronously based on the motion action of the first user account.

[0055] In this embodiment, when the terminal 101 triggers a motion action of the first user account, it can also use the motion action data corresponding to the motion action to drive the motion of the virtual motion character corresponding to the first user account, so as to realize that the virtual motion character corresponding to the first user account can move synchronously based on the motion action of the first user account, further improving the authenticity of the motion competition interaction in the live broadcast room.

[0056] Furthermore, the target motion project includes: a running motion project, and the motion action data includes: the running speed data and the step frequency data corresponding to the first user account; step S302 can further include: in the real-time live broadcast interface, driving the virtual motion character corresponding to the first user account to perform a running motion in the virtual competition scene according to the running speed data and the step frequency data corresponding to the first user account.

[0057] In this embodiment, the target motion project provided by the target live broadcast room can be a running project, then the corresponding motion action data can include the running speed data for representing the running speed of the first user account and the step frequency data for representing the foot frequency of the first user account. Specifically. The terminal 101 can collect the running speed data and the step frequency data of the first user account during the running motion project, and then drive the virtual motion character corresponding to the first user account in the real-time live broadcast interface to perform a running motion in the virtual competition scene according to the running speed data and the step frequency data.

[0058] In this embodiment, if the target motion project is a running motion project, the terminal can collect the running speed data and the step frequency data corresponding to the first user account when performing the running motion, so as to use the running speed data and the step frequency data to drive the virtual motion character corresponding to the first user account to perform a running motion, so that the virtual motion character corresponding to the first user account can perform a synchronous running motion with the first user account, improving the synchronization of the running motion interaction in the live broadcast room.

[0059] In an exemplary embodiment, after driving the virtual sports character corresponding to the first user account to run in the virtual competition scene according to the running speed data and the cadence data corresponding to the first user account, it may further include: obtaining the running distance of the virtual sports character corresponding to the first user account; when the running distance reaches the first distance threshold, notifying the first user account of the running distance through voice information.

[0060] The running distance refers to the distance that the virtual sports character corresponding to the first user account is driven to run in the virtual competition scene, and the first distance threshold is a preset threshold for notifying the running distance. Multiple first distance thresholds can be set. For example, the first distance threshold can be set to 400 meters, 800 meters, 1200 meters, etc. Then, every time the running distance of the virtual sports character corresponding to the first user account reaches the above first distance threshold, the running distance can be triggered to be notified to the first user account through voice information, so that every time the virtual sports character corresponding to the first user account runs 400 meters, the running distance can be notified to the first user account through voice information.

[0061] Specifically, the terminal can collect the running distance of the virtual sports character corresponding to the first user account in real time, and when the running distance reaches the set first distance threshold, it can inform the first user account of the running distance of the virtual sports character through voice information. For example, the first distance threshold can be set to 400 meters. Then, when the running distance of the virtual sports character corresponding to the first user account reaches 400 meters, the current running distance of 400 meters can be informed to the first user account through voice information, so that the first user account can understand the current running distance during the running exercise.

[0062] In this embodiment, when the running distance of the virtual sports character corresponding to the first user account reaches the first distance threshold, the terminal 101 can notify the first user account of the above running distance through voice, so that the first user account can understand the current running distance during the running exercise, further improving the intelligence of the running exercise interaction in the live broadcast room.

[0063] In addition, after driving the virtual sports character corresponding to the first user account to run in the virtual competition scene according to the running speed data and the cadence data corresponding to the first user account, it may further include: obtaining the running distance of the virtual sports character corresponding to the first user account; when the running distance reaches the second distance threshold, obtaining the running ranking of the virtual sports character corresponding to the first user account among all virtual sports characters; notifying the first account of the running ranking through voice information.

[0064] The second distance threshold is preset and used to notify the first user account of the distance threshold for the current running ranking. In this embodiment, the terminal 101 can also inform the virtual sports character corresponding to the first user account of its current ranking among all virtual sports characters during the running exercise of the first user account. Moreover, similar to the first distance threshold, multiple second distance thresholds can be set. Then, each time the running distance of the virtual sports character corresponding to the first user account reaches the above-mentioned second distance threshold, the running ranking can be triggered to be notified to the first user account through voice information, so that the first user account can understand its current running ranking during the running exercise.

[0065] Specifically, the terminal can collect the running distance of the virtual sports character corresponding to the first user account in real time. When the running distance reaches the set second distance threshold, it can inform the first user account of the running ranking of the current virtual sports character of the first user account among all virtual sports characters through voice information. For example, the second distance threshold can also be set to 400 meters. Then, when the running distance of the virtual sports character corresponding to the first user account reaches 400 meters, the running ranking of the current virtual sports character corresponding to the first user account among all virtual sports characters can be informed to the first user account through voice information, so that the first user account can understand its current running ranking during the running exercise.

[0066] In this embodiment, when the running distance of the virtual sports character corresponding to the first user account reaches the second distance threshold, the terminal 101 can inform the first user account of the running ranking of the virtual sports character corresponding to the first user account among each virtual sports character through voice, so that the first user account can understand its current running ranking during the running exercise, further improving the intelligence of the running exercise interaction in the live broadcast room.

[0067] In an exemplary embodiment, as Figure 4 shown, after step S202, it may further include:

[0068] In step S401, when the target sports event ends, obtain the role rankings of each virtual sports character for the target sports event.

[0069] The role ranking refers to the competition ranking of each virtual sports role after completing the target sports event. In this embodiment, at the end of the target sports event, the server 103 can also count the competition ranking of each virtual sports role after completing the target sports event. For example, the target sports event can be a running competition event. After all virtual sports roles have completed the entire race, the target sports event ends. At this time, the server 103 can obtain the time taken by each virtual sports role to complete the running competition event, and thus count the role ranking of each virtual sports role based on this time, and send the role ranking to the terminals of each user account participating in the competition, that is, the terminal 101 and the terminal 102, so that the above terminals 101 and 102 can obtain the role rankings of each virtual sports role.

[0070] In step S402, in the live broadcast interface, display the role ranking.

[0071] After the terminal 101 obtains the role ranking of each virtual sports role for the target sports event, it can further display the above role ranking on the live broadcast interface of the terminal 101 to inform the user account of the terminal 101 of the role rankings of each virtual sports role.

[0072] In this embodiment, after the target sports event ends, the terminal 101 can also obtain the role rankings of each virtual sports role for the target sports event, and can display the above role rankings in the live broadcast interface, thus realizing the visualization of the sports competition ranking.

[0073] In addition, after step S402, it can further include: obtaining the first virtual resource information corresponding to the role rankings of each virtual sports role, and allocating the first virtual resource information to the user accounts corresponding to each virtual sports role.

[0074] The first virtual resource information refers to the virtual resource information corresponding to the role ranking of the virtual sports role. In this embodiment, when the user account participates in the target sports event in the target live broadcast room, it can also obtain some virtual resource information as a reward to improve the enthusiasm of the user account to participate in the target sports event in the target live broadcast room, and the virtual resource information can be matched with the role ranking of the virtual sports role corresponding to each user account for the target sports event. Generally speaking, the higher the role ranking of the virtual sports role corresponding to the user account, the more first virtual resource information the user account will obtain.

[0075] Specifically, after obtaining the role rankings of each virtual sports character, the server 103 can also obtain the first virtual resource information corresponding to each virtual sports character based on the above role rankings, and send the above first virtual resource information to the terminals of the user accounts corresponding to each virtual sports character respectively, that is, send each first virtual resource information to the terminal 101 and the terminal 102 respectively. After the terminal 101 obtains the above first virtual resource information, it can also allocate the first virtual resource information to the user account corresponding to the terminal 101, so that the user account can obtain the first virtual resource information adapted to the role ranking of its corresponding virtual sports character.

[0076] In this embodiment, the terminal 101 can also allocate the obtained first virtual resource information adapted to the role ranking of the virtual sports character to the corresponding user account, so that when the user account participates in the target sports event in the target live room, it can also obtain the first virtual resource information matching the role ranking as a reward, thereby improving the enthusiasm of the user account to participate in the target sports event in the target live room.

[0077] In an exemplary embodiment, the user account includes a second user account; the live interaction method may further include: obtaining the viewer account in the target live room and the second virtual resource information provided for the second user account; and allocating the second virtual resource information to the second user account.

[0078] The viewer account refers to the account that watches the target sports event in the target live room, and this account may not participate in the target sports event. The second virtual resource information refers to the virtual resource information provided by the viewer account to the second user account. In this embodiment, the terminal 101 can also be the user terminal of the second user account. When the viewer account allocates the virtual resource information to the second user account participating in the target sports event in the target live room, the terminal 101 can also obtain the second virtual resource information allocated by the viewer account, and thus allocate the second virtual resource information to the second user account.

[0079] In this embodiment, when the viewer account provides the second virtual resource information for the second user account, the terminal 101 can also obtain the second virtual resource information and allocate the second virtual resource information to the second user account, thereby improving the enthusiasm of the second user account to participate in the target sports event in the target live room while realizing the interaction between the viewer account and the second user account, and further improving the interactivity of the target sports event in the target live room.

[0080] In an exemplary embodiment, a method for holding a sports meeting in an interactive game live broadcast room is also provided. Through a mobile phone sensor or other external devices, data such as the running and cycling data of users is uploaded to a remote server in real time, and the server then distributes the data to the live broadcast room. In the live broadcast room, the corresponding virtual characters will run and cycle at the same rate. Thus, it realizes the sports competition of each remote user in the live broadcast room. At the same time, the audience in the live broadcast room can allocate virtual resources to the users participating in the sports events, and the users who obtain rankings can also get additional virtual resource rewards.

[0081] For example, a certain sports event can be a long-distance running event. Users participating in the long-distance running event can first sign up in the live broadcast room. After the long-distance running competition starts, the users carry their mobile phones and run. The mobile phone sensor can upload the current running speed, stride frequency, etc. of the users in real time. The server analyzes and formats the running data and then pushes it to the live broadcast room, so that the corresponding virtual characters shown in the live broadcast room run at the same speed and stride frequency. At the same time, every time the user runs 400 meters, the mobile phone will give a voice reminder of the current running distance and the user's current ranking, etc. The audience users can allocate virtual resources to the users participating in the long-distance running event. After the long-distance running competition ends, the rankings of each user will be counted and the corresponding virtual resource rewards will be sent.

[0082] In this embodiment, the live broadcast can be combined with the user's movement to generate a technical solution for participating in sports events in the live broadcast room. While watching the live broadcast in the live broadcast room, users can also participate in the sports events provided in the live broadcast room, thus enriching the interactive functions of the game interactive live broadcast room and increasing the types of interactive games in the live broadcast room.

[0083] It should be understood that although Figures 2 - 4 the steps in the flowchart are shown in sequence according to the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless there is a clear indication in this article, the execution of these steps has no strict order limit, and these steps can be executed in other orders. Moreover, Figures 2 - 4 at least a part of the steps in

[0084] may include multiple steps or multiple stages. These steps or stages are not necessarily executed at the same moment, but can be executed at different moments. The execution order of these steps or stages is not necessarily sequential, but can be executed alternately or in turn with at least a part of other steps or steps or stages in other steps.

[0085] Figure 5 is a block diagram of a live interactive device shown according to an exemplary embodiment. Refer to Figure 5 , the device includes: a virtual character display unit 501 and a virtual character driving unit 502.

[0086] The virtual character display unit 501 is configured to execute displaying a virtual competition scene corresponding to a target sports event in a real-time live interface of a target live broadcast room; the virtual competition scene includes at least two virtual sports characters; the user accounts corresponding to each virtual sports character are all in the target live broadcast room;

[0087] The virtual character driving unit 502 is configured to execute obtaining the motion action data corresponding to each user account during the execution of the target sports event, and in the real-time live interface, driving each virtual sports character to move in the virtual competition scene according to the motion action data.

[0088] In an exemplary embodiment, the user account includes a first user account; the virtual character driving unit 502 is further configured to execute obtaining the motion action data corresponding to the motion action triggered by the first user account during the execution of the target sports event; in the real-time live interface, driving the virtual sports character corresponding to the first user account to move in the virtual competition scene according to the motion action data.

[0089] In an exemplary embodiment, the target sports event includes: a running sports event, and the motion action data includes: the running speed data and the stride frequency data corresponding to the first user account; the virtual character driving unit 502 is further configured to execute in the real-time live interface, driving the virtual sports character corresponding to the first user account to perform a running motion in the virtual competition scene according to the running speed data and the stride frequency data corresponding to the first user account.

[0090] In an exemplary embodiment, the live interactive device further includes: a first information notification unit, configured to execute obtaining the running distance of the virtual sports character corresponding to the first user account; in the case where the running distance reaches a first distance threshold, notifying the first user account of the running distance through voice information.

[0091] In an exemplary embodiment, the live interactive device further includes: a second information notification unit, configured to execute obtaining the running distance of the virtual sports character corresponding to the first user account; in the case where the running distance reaches a second distance threshold, obtaining the running ranking of the virtual sports character corresponding to the first user account among all virtual sports characters; notifying the first account of the running ranking through voice information.

[0092] In an exemplary embodiment, the live interactive device further includes: a competition ranking display unit configured to obtain the role rankings of each virtual sports character for the target sports event when the target sports event ends; and display the role rankings in the live broadcast interface.

[0093] In an exemplary embodiment, the live interactive device further includes: a first resource allocation unit configured to obtain first virtual resource information corresponding to the role rankings of each virtual sports character and allocate the first virtual resource information to the user accounts corresponding to each virtual sports character.

[0094] In an exemplary embodiment, the live interactive device further includes: a second resource allocation unit configured to obtain second virtual resource information provided by the audience accounts in the target live broadcast room for the second user account; and allocate the second virtual resource information to the second user account.

[0095] Regarding the device in the above embodiments, the specific manners in which each module performs operations have been described in detail in the embodiments related to the method, and will not be elaborated here.

[0096] Figure 6 FIG. 600 is a block diagram of an electronic device 600 for live interaction according to an exemplary embodiment. For example, the electronic device 600 may be a mobile phone, a computer, a digital broadcast terminal, a messaging device, a game console, a tablet device, a medical device, a fitness device, a personal digital assistant, etc.

[0097] Refer to Figure 6 , the electronic device 600 may include one or more of the following components: a processing component 602, a memory 604, a power supply component 606, a multimedia component 608, an audio component 610, an input / output (I / O) interface 612, a sensor component 614, and a communication component 616.

[0098] The processing component 602 generally controls the overall operation of the electronic device 600, such as operations associated with display, telephone calls, data communication, camera operations, and recording operations. The processing component 602 may include one or more processors 620 to execute instructions to complete all or part of the steps of the above method. In addition, the processing component 602 may include one or more modules to facilitate the interaction between the processing component 602 and other components. For example, the processing component 602 may include a multimedia module to facilitate the interaction between the multimedia component 608 and the processing component 602.

[0099] The memory 604 is configured to store various types of data to support the operation of the electronic device 600. Examples of such data include instructions for any application or method operating on the electronic device 600, contact data, phone book data, messages, pictures, videos, etc. The memory 604 can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic disks, optical disks, or graphene memory.

[0100] The power supply component 606 provides power to various components of the electronic device 600. The power supply component 606 may include a power management system, one or more power supplies, and other components associated with generating, managing, and distributing power for the electronic device 600.

[0101] The multimedia component 608 includes a screen that provides an output interface between the electronic device 600 and the user. In some embodiments, the screen may include a liquid crystal display (LCD) and a touch panel (TP). If the screen includes a touch panel, the screen can be implemented as a touch screen to receive input signals from the user. The touch panel includes one or more touch sensors to sense touches, swipes, and gestures on the touch panel. The touch sensors can not only sense the boundaries of touch or swipe actions but also detect the duration and pressure associated with the touch or swipe operation. In some embodiments, the multimedia component 608 includes a front camera and / or a rear camera. When the electronic device 600 is in an operating mode, such as a shooting mode or a video mode, the front camera and / or the rear camera can receive external multimedia data. Each of the front camera and the rear camera can be a fixed optical lens system or have focal length and optical zoom capabilities.

[0102] The audio component 610 is configured to output and / or input audio signals. For example, the audio component 610 includes a microphone (MIC) that is configured to receive external audio signals when the electronic device 600 is in an operating mode, such as a call mode, a recording mode, and a voice recognition mode. The received audio signals can be further stored in the memory 604 or transmitted via the communication component 616. In some embodiments, the audio component 610 further includes a speaker for outputting audio signals.

[0103] The I / O interface 612 provides an interface between the processing component 602 and a peripheral interface module, which can be a keyboard, a click wheel, buttons, etc. These buttons can include, but are not limited to: a home button, a volume button, a power-on button, and a lock button.

[0104] The sensor component 614 includes one or more sensors for providing status evaluation in various aspects for the electronic device 600. For example, the sensor component 614 can detect the on / off state of the electronic device 600, the relative positioning of components, such as the display and keypad of the electronic device 600. The sensor component 614 can also detect a change in the position of the electronic device 600 or components of the electronic device 600, the presence or absence of user contact with the electronic device 600, the orientation or acceleration / deceleration of the device 600, and the temperature change of the electronic device 600. The sensor component 614 can include a proximity sensor configured to detect the presence of nearby objects without any physical contact. The sensor component 614 can also include an optical sensor, such as a CMOS or CCD image sensor, for use in imaging applications. In some embodiments, the sensor component 614 can also include an acceleration sensor, a gyroscope sensor, a magnetic sensor, a pressure sensor, or a temperature sensor.

[0105] The communication component 616 is configured to facilitate communication between the electronic device 600 and other devices in a wired or wireless manner. The electronic device 600 can access a wireless network based on communication standards, such as WiFi, a carrier network (such as 2G, 3G, 4G, or 5G), or a combination thereof. In an exemplary embodiment, the communication component 616 receives a broadcast signal or broadcast-related information from an external broadcast management system via a broadcast channel. In an exemplary embodiment, the communication component 616 further includes a near field communication (NFC) module to facilitate short-range communication. For example, the NFC module can be implemented based on radio frequency identification (RFID) technology, infrared data association (IrDA) technology, ultra-wideband (UWB) technology, Bluetooth (BT) technology, and other technologies.

[0106] In an exemplary embodiment, the electronic device 600 can be implemented by one or more application specific integrated circuits (ASICs), digital signal processors (DSPs), digital signal processing devices (DSPDs), programmable logic devices (PLDs), field programmable gate arrays (FPGAs), controllers, microcontrollers, microprocessors, or other electronic components for performing the above method.

[0107] In an exemplary embodiment, a computer-readable storage medium including instructions is also provided, such as the memory 604 including instructions, and the above instructions can be executed by the processor 620 of the electronic device 600 to complete the above method. For example, the computer-readable storage medium can be a ROM, a random access memory (RAM), a CD-ROM, a magnetic tape, a floppy disk, and an optical data storage device, etc.

[0108] In an exemplary embodiment, a computer program product is further provided. The computer program product includes instructions that can be executed by the processor 620 of the electronic device 600 to implement the above method.

[0109] It should be noted that the above-mentioned device, electronic device, computer-readable storage medium, computer program product, etc. may also include other implementation manners according to the description of the method embodiments. The specific implementation manners can be referred to the description of the relevant method embodiments and will not be elaborated here one by one.

[0110] Those skilled in the art will readily conceive of other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present disclosure is intended to cover any variations, uses, or adaptations of the present disclosure that follow the general principles of the present disclosure and include common knowledge or conventional technical means in the technical field not disclosed by the present disclosure. The specification and embodiments are only to be considered exemplary, and the true scope and spirit of the present disclosure are pointed out by the claims.

[0111] It should be understood that the present disclosure is not limited to the exact structures described above and shown in the drawings, and various modifications and changes can be made without departing from its scope. The scope of the present disclosure is only limited by the appended claims.

Claims

1. A live interactive method, characterized in that: include: Displaying a virtual game scene corresponding to the target sport in the real-time live broadcast interface of the target live broadcast room; The virtual game scene includes at least two virtual sports characters; The user accounts corresponding to the virtual sports characters are all in the target live broadcast room; the target live broadcast room is a live broadcast room for realizing interaction in a virtual sports game, and the target sports event is a sports event in the virtual sports game; Obtaining motion data corresponding to each user account during execution of the target sport, and, in the real-time live broadcast interface, driving each virtual sports character to move in the virtual game scene according to the motion data, so that the motion data of each virtual sports character is the same as the motion data of the user account corresponding to the virtual sports character; wherein the motion data includes at least one of a motion posture and a motion amplitude; When the target sports event is finished, first virtual resource information corresponding to the role ranking of each virtual sports character is obtained, and the first virtual resource information is distributed to the user account corresponding to each virtual sports character.

2. The method according to claim 1, characterized in that The user accounts include a first user account; The step of obtaining the corresponding motion data of each user account during the execution of the target sport, and driving each virtual sports character to perform sports in the virtual game scene according to the motion data in the real-time live broadcast interface, includes: In response to a sports action triggered by the first user account during the execution of the target sports event, obtaining sports action data corresponding to the sports action; In the real-time live broadcast interface, the virtual sports character corresponding to the first user account is driven to move in the virtual game scene according to the movement action data.

3. The method according to claim 2, characterized in that The target sports event includes: a running sports event, and the sports action data includes: running speed data and cadence data corresponding to the first user account; In the real-time live broadcast interface, driving the virtual sports character corresponding to the first user account to move in the virtual game scene according to the movement data includes: In the real-time live broadcast interface, according to the running speed data and the cadence data corresponding to the first user account, the virtual sports character corresponding to the first user account is driven to run in the virtual game scene.

4. The method according to claim 3, characterized in that After driving the virtual sports character corresponding to the first user account to run in the virtual game scene according to the running speed data and the cadence data corresponding to the first user account, the method further includes: Obtaining the running distance of the virtual sports character corresponding to the first user account; When the running distance reaches a first distance threshold, the running distance is notified to the first user account via a voice message.

5. The method according to claim 3, characterized in that After driving the virtual sports character corresponding to the first user account to run in the virtual game scene according to the running speed data and the cadence data corresponding to the first user account, the method further includes: Obtaining the running distance of the virtual sports character corresponding to the first user account; When the running distance reaches a second distance threshold, obtaining a running ranking of the virtual sports character corresponding to the first user account among the virtual sports characters; The running ranking is notified to the first user account via a voice message.

6. The method according to claim 1, characterized in that After driving each of the virtual sports characters to move in the virtual game scene according to the movement action data, the method further includes: When the target sports event is finished, obtaining a character ranking of each virtual sports character for the target sports event; In the real-time live broadcast interface, the character ranking is displayed.

7. The method according to claim 1, characterized in that The user account includes a second user account; the method further includes: Obtaining the second virtual resource information provided by the second user account to the viewer account in the target live broadcast room; The second virtual resource information is allocated to the second user account.

8. A live interactive device, characterized in that: include: A virtual character display unit is configured to display a virtual game scene corresponding to a target sport in a real-time live broadcast interface of a target live broadcast room; The virtual game scene includes at least two virtual sports characters; the user accounts corresponding to the virtual sports characters are all in the target live broadcast room; the target live broadcast room is a live broadcast room for realizing virtual sports game interaction, and the target sports event is the sports event of the virtual sports game; a virtual character driving unit configured to obtain motion data corresponding to each user account during execution of the target sport, and drive each virtual sports character to move in the virtual game scene according to the motion data in the real-time live broadcast interface, so that the motion data of each virtual sports character is the same as the motion data of the user account corresponding to the virtual sports character; wherein the motion data includes at least one of a motion posture and a motion amplitude; The first resource allocation unit is configured to acquire first virtual resource information corresponding to the role ranking of each virtual sports character when the target sports event ends, and allocate the first virtual resource information to a user account corresponding to each virtual sports character.

9. An electronic device, characterized in that: include: processor; a memory for storing instructions executable by the processor; Wherein, the processor is configured to execute the instructions to implement the live interactive method as described in any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that When the instructions in the computer-readable storage medium are executed by a processor of an electronic device, the electronic device is enabled to execute the live interactive method as described in any one of claims 1 to 7.

11. A computer program product comprising instructions, characterized in that: When the instruction is executed by the processor of the electronic device, the electronic device is enabled to execute the live interactive method as described in any one of claims 1 to 7.

Citation Information

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