A method for simultaneous online and offline interaction based on VR and AR
By acquiring and analyzing users' indoor environment and behavioral information, and calculating reminder values to adjust the interaction mode of VR devices, the problem of existing technologies being unable to remind users to interact with scenes is solved, improving the naturalness of online and offline interactions and user experience.
Patent Information
- Application Number
- CN202310033687.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-01-10
- Publication Date
- 2025-12-02
- Estimated Expiration
- 2043-01-10
AI Technical Summary
Existing methods for simultaneous online and offline interaction based on VR and AR cannot obtain indoor information about the user's physical environment, making it impossible to remind the user to use VR devices for scene interaction.
By acquiring indoor information about the user's physical environment, including environmental and behavioral information, an alert value is calculated to determine whether to remind the user to use VR devices for scene interaction. The alert value consists of an environmental value and a behavioral value. The environmental value is calculated by analyzing environmental information, and the behavioral value is calculated by analyzing behavioral information.
It enables the VR device to automatically adjust its interaction mode based on the user's environment and behavior information, thereby improving the naturalness of online and offline interactions and the user experience.
Smart Images

Figure CN116204066B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of interactive method technology, and more specifically, to a method for simultaneous online and offline interaction based on VR and AR. Background Technology
[0002] Simultaneous online and offline interaction requires establishing a mapping relationship between online virtual scenes and offline physical scenes. This involves creating an AR space using the offline physical scene and a VR space using the online virtual scene. Users in the offline physical scene transmit their location information to the online virtual space via wearable devices or other positioning methods, while simultaneously accessing information about other online players and the online virtual scene through AR devices. Similarly, online users in different locations transmit their location information to the online virtual space via wearable devices or other positioning methods, while simultaneously accessing information about interactions between other offline players and the online virtual scene through VR devices. Through these methods, it is possible for offline and online users to interact simultaneously in the same scene despite being in different locations.
[0003] However, existing online and offline interactive methods based on VR and AR cannot obtain indoor information about the user's physical environment, and therefore cannot remind the user to use VR devices for scene interaction. Summary of the Invention
[0004] In view of the shortcomings of existing technologies, the purpose of this invention is to provide a method for simultaneous online and offline interaction based on VR and AR.
[0005] To achieve the above objectives, the present invention provides the following technical solution:
[0006] A method for simultaneous online and offline interaction based on VR and AR, comprising the following steps:
[0007] Obtain indoor information about the user's physical environment, including environmental and behavioral information;
[0008] An alert value is obtained by analyzing and calculating environmental and behavioral information. The alert value includes an environmental value and a behavioral value. The environmental value is a numerical value representing the user's environment, obtained by analyzing and calculating the user's environmental information. The behavioral value is a numerical value representing the user's behavior, obtained by analyzing and calculating the user's behavioral information.
[0009] The system will remind the user to use VR devices for scene interaction based on the reminder value.
[0010] Preferably, the environmental information includes indoor occupancy information, lighting brightness information, and familiarity information of the occupants.
[0011] Preferably, the indoor occupancy information, light intensity information, and indoor occupancy familiarity information are valued and labeled to obtain the indoor occupancy value SRZ, light intensity value DGZ, and indoor occupancy familiarity value SRS.
[0012] Preferably, through calculation formula The environmental value HJZ was calculated, where a1, a2, and a3 are different scaling factors and are greater than zero.
[0013] Preferably, the behavioral information includes information on the volume of the voice, the speaking speed, and facial expressions.
[0014] Preferably, the behavioral information, including speaking volume, speaking speed, and facial expression, is valued and labeled to obtain the speaking volume value SHS, speaking speed value SYS, and facial expression value BQZ.
[0015] Preferably, the behavior value XWZ is calculated using the calculation function XWZ = b1 × SHS + b2 × SYS + b3 × BQZ, where b1, b2, and b3 are different scaling factors and are greater than zero.
[0016] Preferably, the behavior value XWZ is compared with the behavior threshold XWH:
[0017] If the behavior value XWZ ≥ the behavior threshold XWH, then remind the user to lower the volume and interact with the scene through the VR device;
[0018] If the behavior value XWZ < the behavior threshold XWH, then the user should maintain the original volume while interacting with the scene through the VR device.
[0019] Preferably, the reminder value TXZ is calculated using the correlation function TXZ = c1 × HJZ + c2 × XWZ, where c1 and c2 are different scaling factors and are greater than zero.
[0020] Preferably, the reminder value TXZ is compared with the reminder threshold TXY:
[0021] If the reminder value TXZ < the reminder threshold TXY, it means that the user is willing to stop interacting with the scene through the VR device;
[0022] If the reminder value TXZ is greater than or equal to the reminder threshold TXY, it means that the user is willing to continue interacting with the scene through the VR device.
[0023] Compared with the prior art, the present invention has the following beneficial effects:
[0024] 1. In this invention, the reminder value TXZ is calculated using the correlation function TXZ = c1 × HJZ + c2 × XWZ. If the reminder value TXZ < the reminder threshold TXY, it means that the user is willing to stop interacting with the scene through the VR device; if the reminder value TXZ ≥ the reminder threshold TXY, it means that the user is willing to continue interacting with the scene through the VR device.
[0025] 2. In this invention, the behavior value XWZ is calculated using the calculation function XWZ = b1×SHS + b2×SYS + b3×BQZ. If the behavior value XWZ ≥ the behavior threshold XWH, it indicates that the user is speaking loudly and quickly, and the user's facial expression is distressed. Therefore, the user needs to be reminded to lower their volume to interact with the scene through the VR device. If the behavior value XWZ < the behavior threshold XWH, it indicates that the user is speaking softly and slowly, and the user's facial expression is happy. In this case, the user should maintain their original volume to interact with the scene through the VR device. Attached Figure Description
[0026] Figure 1 This invention presents a flowchart illustrating a method for simultaneous online and offline interaction based on VR and AR. Detailed Implementation
[0027] Embodiments of the present invention are described in detail below. Examples of these embodiments are shown in the accompanying drawings, wherein the same or similar reference numerals denote the same or similar elements or elements having the same or similar functions throughout. The embodiments described below with reference to the accompanying drawings are exemplary and are only used to explain the present invention, and should not be construed as limiting the present invention.
[0028] Reference Figure 1 .
[0029] Example 1 further illustrates the online and offline simultaneous interaction method based on VR and AR proposed in this invention.
[0030] A method for simultaneous online and offline interaction based on VR and AR, comprising the following steps:
[0031] Obtain indoor information about the user's physical environment, including environmental and behavioral information;
[0032] The system analyzes and calculates environmental and behavioral information to obtain alert values, which include environmental and behavioral values. The environmental value is a numerical value representing the user's environment, obtained by analyzing and calculating the user's environmental information, while the behavioral value is a numerical value representing the user's behavior, obtained by analyzing and calculating the user's behavioral information.
[0033] The system will remind the user to use VR devices for scene interaction based on the reminder value.
[0034] Environmental information includes information on the number of people indoors, lighting brightness, and familiarity with the people indoors.
[0035] It's important to note that VR devices are equipped with cameras that can capture and record the number of people in the room, and a brightness detector can detect the brightness of the indoor lights. Since the camera can capture the number of people in the room, the VR device can record whether the person interacts with other people in the room. If the person does not interact with other people in the room, it means that they are not familiar with each other; if the person interacts with other people in the room, it means that they are familiar with each other.
[0036] The indoor occupancy information, lighting brightness information, and indoor occupancy familiarity information are valued and labeled to obtain the indoor occupancy value SRZ, lighting brightness value DGZ, and indoor occupancy familiarity value SRS.
[0037] It's important to note that cameras can record the number of people in a room. For example, if the camera records 5 people, the indoor occupancy value (SRZ) will be 5. A luminance meter can detect indoor lighting brightness. For instance, if the indoor lighting is 100 lx, the luminance value (DGZ) will be 10; if the indoor lighting is 200 lx, the luminance value (DGZ) will be 20. If the other person doesn't interact with other people in the room, it means they are not familiar with each other, and the indoor occupancy familiarity value (SRS) will be 10. If the other person interacts with other people in the room, it means they are familiar with each other, and the indoor occupancy familiarity value (SRS) will be 0.
[0038] Through calculation formula The environmental value HJZ was calculated, where a1, a2, and a3 are different scaling factors and are greater than zero.
[0039] Behavioral information includes information on the volume of the voice, the speed of speech, and facial expressions.
[0040] It is important to note that a decibel meter can measure sound volume; VR devices are equipped with cameras that can record the frequency of the user's mouth movements when speaking, which reflects the speaking speed; and cameras can also record the user's facial expressions, which can be categorized as distressed, expressionless, or happy.
[0041] The behavioral information, including the volume of the voice, the speaking speed, and the facial expression, is valued and labeled to obtain the voice value SHS, the speaking speed value SYS, and the facial expression value BQZ.
[0042] It's important to note that the volume of sound is measured using a decibel meter. For example, if the speaking volume is 30 decibels, the SHS value is 30; if the speaking volume is 50 decibels, the SHS value is 50. The camera records the frequency of the user's mouth movements while speaking, reflecting the speaking speed. Mouth movement frequency is categorized as fast, normal, and slow. If the mouth movement frequency is fast, the speaking speed value (SYS) is 30; if the mouth movement frequency is normal, the speaking speed value (SYS) is 20; and if the mouth movement frequency is slow, the speaking speed value (SYS) is 10. The camera can also record the user's facial expressions. If the user's facial expression is distressed, the expression value (BQZ) is 50; if the user's facial expression is expressionless, the expression value (BQZ) is 30; and if the user's facial expression is happy, the expression value (BQZ) is 10.
[0043] The behavior value XWZ is calculated using the function XWZ = b1 × SHS + b2 × SYS + b3 × BQZ, where b1, b2, and b3 are different scaling factors and are greater than zero.
[0044] The reminder value TXZ is calculated using the correlation function TXZ = c1 × HJZ + c2 × XWZ, where c1 and c2 are different scaling factors and are greater than zero.
[0045] Compare the alert value TXZ with the alert threshold TXY:
[0046] If the reminder value TXZ < the reminder threshold TXY, it means that the user is willing to stop interacting with the scene through the VR device;
[0047] It should be noted that the reminder value TXZ is calculated using the correlation function TXZ = c1 × HJZ + c2 × XWZ. If the reminder value TXZ < the reminder threshold TXY, it means that the user is willing to stop interacting with the scene through the VR device.
[0048] If the reminder value TXZ is greater than or equal to the reminder threshold TXY, it means that the user is willing to continue interacting with the scene through the VR device.
[0049] It is important to note that the reminder value TXZ is calculated using the correlation function TXZ = c1 × HJZ + c2 × XWZ. If the reminder value TXZ ≥ the reminder threshold TXY, it indicates that the user is willing to continue interacting with the scene through the VR device.
[0050] Example 2
[0051] The following technical features are added based on Embodiment 1:
[0052] A method for simultaneous online and offline interaction based on VR and AR compares the behavior value XWZ with the behavior threshold XWH:
[0053] If the behavior value XWZ ≥ the behavior threshold XWH, then remind the user to lower the volume and interact with the scene through the VR device;
[0054] It should be noted that if the behavior value XWZ ≥ the behavior threshold XWH, it means that the user is speaking loudly and fast, and the user's facial expression is distressed. Therefore, it is necessary to remind the user to lower the volume and interact with the scene through the VR device.
[0055] If the behavior value XWZ < the behavior threshold XWH, then the user should maintain the original volume while interacting with the scene through the VR device.
[0056] It should be noted that if the behavior value XWZ < the behavior threshold XWH, it means that the user is speaking softly and slowly, and the user's facial expression is happy. In this case, the user should maintain the original volume and interact with the scene through the VR device.
[0057] The above description is merely a preferred embodiment of the present invention. The scope of protection of the present invention is not limited to the above embodiments. All technical solutions falling within the scope of the present invention's concept are within the scope of protection of the present invention. It should be noted that for those skilled in the art, any improvements and modifications made without departing from the principles of the present invention should also be considered within the scope of protection of the present invention.
Claims
1. A method for simultaneous online and offline interaction based on VR and AR, characterized in that, The method includes the following steps: Obtain indoor information about the user's physical environment, including environmental and behavioral information; The environmental information includes information on the number of people indoors, information on light intensity, and information on the familiarity of the people indoors. The behavioral information includes information on the volume of the voice, the speed of speech, and facial expressions; An alert value TXZ is obtained by analyzing and calculating environmental and behavioral information. The alert value TXZ includes an environmental value and a behavioral value. The environmental value is a numerical value representing the user's environment, obtained by analyzing and calculating the user's environmental information. The behavioral value is a numerical value representing the user's behavior, obtained by analyzing and calculating the user's behavioral information. If the reminder value TXZ < the reminder threshold TXY, it means that the user is willing to stop interacting with the scene through the VR device; If the reminder value TXZ ≥ the reminder threshold TXY, it means that the user is willing to continue interacting with the scene through the VR device; The reminder value TXZ prompts the user to use VR devices for scene interaction.
2. The method for simultaneous online and offline interaction based on VR and AR according to claim 1, characterized in that, The indoor occupancy information, lighting brightness information, and indoor occupancy familiarity information are valued and labeled to obtain the indoor occupancy value SRZ, lighting brightness value DGZ, and indoor occupancy familiarity value SRS.
3. The method for simultaneous online and offline interaction based on VR and AR according to claim 2, characterized in that, Through calculation formula The environmental value HJZ was calculated, where a1, a2, and a3 are different scaling factors and are greater than zero.
4. The method for simultaneous online and offline interaction based on VR and AR according to claim 3, characterized in that, The behavioral information, including the volume of the voice, the speaking speed, and the facial expression, is valued and labeled to obtain the voice value SHS, the speaking speed value SYS, and the facial expression value BQZ.
5. The method for simultaneous online and offline interaction based on VR and AR according to claim 4, characterized in that, The behavior value XWZ is calculated using the function XWZ = b1 × SHS + b2 × SYS + b3 × BQZ, where b1, b2, and b3 are different scaling factors and are greater than zero.
6. The method for simultaneous online and offline interaction based on VR and AR according to claim 5, characterized in that, Compare the behavior value XWZ with the behavior threshold XWH: If the behavior value XWZ ≥ the behavior threshold XWH, then remind the user to lower the volume and interact with the scene through the VR device; If the behavior value XWZ < the behavior threshold XWH, then the user should maintain the original volume while interacting with the scene through the VR device.
7. The method for simultaneous online and offline interaction based on VR and AR according to claim 6, characterized in that, The reminder value TXZ is calculated using the correlation function TXZ = c1 × HJZ + c2 × XWZ, where c1 and c2 are different scaling factors and are greater than zero.
Citation Information
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