Somatosensory tug-of-war game method, device and equipment and computer readable storage medium

By using only accelerometers and data processing, hardware requirements and power consumption are simplified, resulting in a more realistic tug-of-war gaming experience, reducing the complexity of player operations, and enhancing game immersion.

CN116271783BActive Publication Date: 2026-01-30SHENZHEN HULE TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202310223338.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-02-28
Publication Date
2026-01-30
Estimated Expiration
2043-02-28

AI Technical Summary

Technical Problem

Traditional motion-sensing games require multiple sensors to acquire data, resulting in high hardware requirements and high computational resource consumption, thus raising the barrier to entry for players.

Method used

The system uses only accelerometers to acquire acceleration data in the horizontal direction. By denoising and smoothing the data, it calculates the movement speed to determine whether the player has completed a valid tug-of-war action, and adjusts the position of the tug-of-war markers based on the acceleration data.

Benefits of technology

It reduces hardware requirements and power consumption, simplifies operation, improves the realism and immersion of the game, and enhances the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention discloses a motion-sensing tug-of-war game method, apparatus, device, and computer-readable storage medium. The motion-sensing tug-of-war game method includes: after the motion-sensing game is started, acquiring horizontal acceleration data from a bound motion-sensing device; determining whether the player has completed a valid tug-of-war action based on the acceleration data; adjusting the position of a tug-of-war marker based on the acceleration data of the player's completed tug-of-war action; and generating a tug-of-war result based on the position of the tug-of-war marker. The motion-sensing tug-of-war game method of this invention has advantages such as lower hardware requirements, lower power consumption, simpler operation, and a more realistic gaming experience.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of motion sensing games, and in particular to a motion sensing tug-of-war game method, device, equipment and computer readable storage medium. BACKGROUND

[0002] Traditional motion sensing game methods usually need to use multiple sensors to obtain player motion data, including acceleration sensors, gyroscopes, etc. Among them, the acceleration sensor is mainly used to measure the linear acceleration of the player, and the gyroscope is used to measure the angular velocity and angular displacement of the player and other data.

[0003] When using acceleration and gyroscope data to make action judgments, complex processing and analysis of the data are usually required to accurately determine the motion state of the player. For example, in some action games, precise motion tracking of the player's arms, legs and other parts is required to accurately reproduce the player's actions in the game.

[0004] However, due to the complexity of the collection, processing and analysis of acceleration and gyroscope data, traditional motion sensing game methods often consume a large amount of computing resources and time, which results in the traditional motion sensing game method having a higher requirement for the hardware of the motion sensing device and the terminal, thereby increasing the threshold for players to experience motion sensing games. SUMMARY

[0005] The embodiments of the present application provide a motion sensing tug-of-war game method, which aims to reduce the hardware requirements of motion sensing games.

[0006] To achieve the above-mentioned purpose, the embodiments of the present application provide a motion sensing tug-of-war game method, comprising:

[0007] After the motion sensing game is started, acceleration data in the horizontal direction is obtained from the bound motion sensing device;

[0008] According to the acceleration data, it is determined whether the player has completed an effective tug-of-war action;

[0009] According to the acceleration data of the player completing the tug-of-war action, the position of the tug-of-war marker is adjusted;

[0010] According to the position of the tug-of-war marker, a tug-of-war result is generated.

[0011] In an embodiment, according to the acceleration data, it is determined whether the player has completed an effective tug-of-war action, comprising:

[0012] The acceleration data is subjected to noise reduction and smoothing processing;

[0013] According to the processed acceleration data, the moving speed of the motion sensing device in the specified tug-of-war direction is calculated;

[0014] According to the moving speed, it is judged whether the player completes an effective pulling action.

[0015] In an embodiment, according to the moving speed, it is judged whether the player completes an effective pulling action, comprising:

[0016] According to the acceleration data, an average speed of the body sensing device when the player performs a pulling action along the specified pulling direction is calculated;

[0017] If the average speed is greater than a set threshold, it is judged whether the player completes an effective pulling action.

[0018] In an embodiment, according to the acceleration data of the player performing the pulling action, the position of the pulling marker is adjusted, comprising:

[0019] The following loop is executed before the game ends:

[0020] The player completes an effective pulling action, and according to the maximum speed of the player performing the current pulling action, the displacement of the pulling marker is calculated;

[0021] According to the pulling direction and the displacement, the position of the pulling marker is adjusted.

[0022] In an embodiment, according to the acceleration data of the player performing the pulling action, the position of the pulling marker is adjusted, further comprising:

[0023] According to the acceleration data of both sides of the pulling, the position of the pulling marker is adjusted in real time.

[0024] In an embodiment, the method further comprises:

[0025] When the moving distance of the pulling marker is less than a set distance within a set time length, the pulling marker is partially enlarged on the graphical user interface of the terminal.

[0026] In an embodiment, the method further comprises:

[0027] During the game, according to the moving distance of the pulling marker, different levels of vibration signals are sent to the body sensing device, and the vibration signals are used to make the body sensing device perform vibration feedback of different intensities.

[0028] To achieve the above-mentioned purpose, the embodiment of the present application further provides a body sensing pulling game device, comprising:

[0029] The acquisition module is configured to acquire, after the body sensing game is started, acceleration data in the horizontal direction from the bound body sensing device;

[0030] The judgment module is configured to judge whether the player completes an effective pulling action according to the acceleration data;

[0031] The adjusting module is configured to adjust the position of the pulling marker according to the acceleration data of the player completing the pulling action.

[0032] The scoring module is configured to generate a pulling result according to the position of the pulling marker.

[0033] To achieve the above object, the embodiment of the present application further provides a somatosensory pulling game device, which comprises a memory, a processor, and a somatosensory pulling game program stored in the memory and executable on the processor, and the processor implements the somatosensory pulling game method as described in any of the above embodiments when executing the somatosensory pulling game program.

[0034] To achieve the above object, the embodiment of the present application further provides a computer readable storage medium, which stores a somatosensory pulling game program, and the somatosensory pulling game program implements the somatosensory pulling game method as described in any of the above embodiments when executed by a processor.

[0035] The somatosensory game method of the present application can realize a somatosensory pulling game only by using acceleration data, and has the following advantages compared with the traditional somatosensory game method which uses both acceleration data and angular velocity data to judge actions:

[0036] 1. Simplified hardware requirements: The traditional somatosensory game usually needs to use multiple sensors to obtain different data, while the method of the present application only needs to use an acceleration sensor, reducing the hardware cost and complexity.

[0037] 2. Reduced power consumption: The traditional somatosensory game needs to obtain multiple data at the same time, which will generate high power consumption, while the method of the present application only needs to obtain acceleration data, and the power consumption is relatively low.

[0038] 3. Simple operation: The traditional somatosensory game needs the player to perform a relatively complex action to trigger the game effect, while the method of the present application only needs the player to perform a pulling-like action, which is relatively simple and easy to understand, and easy to start.

[0039] 4. More realistic game experience: The method of the present application is designed based on the real experience of pulling, which can more realistically simulate the feeling of somatosensory pulling game, enhancing the immersion and fun of the game.

[0040] In summary, the somatosensory game method of the present application has lower hardware requirements, power consumption, simpler operation, and more realistic game experience than the traditional somatosensory game method in the somatosensory pulling game. BRIEF DESCRIPTION OF DRAWINGS

[0041] In order to more clearly illustrate the technical solutions in the embodiments of the present application or the prior art, the following will briefly introduce the drawings needed in the embodiments or prior art description. Obviously, the drawings in the following description only show some embodiments of the present application, and for those skilled in the field, other drawings can be obtained from the structures shown in these drawings without any creative effort.

[0042] Figure 1 A module structure diagram of an embodiment of the somatosensory tug-of-war game device of the present application;

[0043] Figure 2 A flowchart of an embodiment of the somatosensory tug-of-war game method of the present application;

[0044] Figure 3 A module structure diagram of an embodiment of the somatosensory tug-of-war game device of the present application.

[0045] The implementation, functional features and advantages of the present application will be further described with reference to the embodiments and the accompanying drawings. DETAILED DESCRIPTION

[0046] It should be understood that the specific embodiments described herein are merely intended to explain the present application and should not be used to limit the present application.

[0047] In order to better understand the above technical solutions, the exemplary embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. Although the exemplary embodiments of the present disclosure are shown in the drawings, it should be understood that the present disclosure can be implemented in various forms and should not be limited by the embodiments described herein. On the contrary, these embodiments are provided to enable a more thorough understanding of the present disclosure and to fully convey the scope of the present disclosure to those skilled in the art.

[0048] It should be noted that in the claims, any reference signs placed between parentheses shall not be construed as limiting the claim. The word "comprising" does not exclude the presence of elements or steps not listed in the claim. The word "a" or "an" preceding an element does not exclude the presence of a plurality of such elements. The application can be implemented by means of hardware comprising several distinct elements, and by means of a suitably programmed computer. In a unit claim, several devices can be listed, comprising means for performing the same function. The use of the terms "first", "second", and "third", etc. does not denote any order. These terms are to be construed as labels.

[0049] As Figure 1 shown, Figure 1 is a structural diagram of a server 1 (also called a somatosensory tug-of-war game device) of a hardware operating environment involved in an embodiment of the present application.

[0050] The server in this embodiment of the invention includes devices with display functions such as "Internet of Things devices", smart air conditioners, smart lights, smart power supplies with network connectivity, AR / VR devices with network connectivity, smart speakers, autonomous vehicles, PCs, smartphones, tablets, e-book readers, and portable computers.

[0051] like Figure 1 As shown, the server 1 includes: a memory 11, a processor 12, and a network interface 13.

[0052] The memory 11 includes at least one type of readable storage medium, such as flash memory, hard disk, multimedia card, card-type memory (e.g., SD or DX memory), magnetic memory, magnetic disk, optical disk, etc. In some embodiments, the memory 11 can be an internal storage unit of the server 1, such as the hard disk of the server 1. In other embodiments, the memory 11 can also be an external storage device of the server 1, such as a plug-in hard disk, smart media card (SMC), secure digital (SD) card, flash card, etc., equipped on the server 1.

[0053] Furthermore, the memory 11 may include both internal storage units of the server 1 and external storage devices. The memory 11 can be used not only to store application software and various types of data installed on the server 1, such as the code of the motion-sensing tug-of-war game program 10, but also to temporarily store data that has been output or will be output.

[0054] In some embodiments, processor 12 may be a central processing unit (CPU), controller, microcontroller, microprocessor or other data processing chip, used to run program code stored in memory 11 or process data, such as executing the motion-sensing tug-of-war game program 10.

[0055] The network interface 13 may optionally include a standard wired interface or a wireless interface (such as a Wi-Fi interface), which is typically used to establish communication connections between the server 1 and other electronic devices.

[0056] The network can be the Internet, a cloud network, a Wi-Fi network, a Personal Area Network (PAN), a Local Area Network (LAN), and / or a Metropolitan Area Network (MAN). Various devices in the network environment can be configured to connect to the communication network according to various wired and wireless communication protocols. Examples of such wired and wireless communication protocols may include, but are not limited to, at least one of the following: Transmission Control Protocol and Internet Protocol (TCP / IP), Player Datagram Protocol (UDP), Hypertext Transfer Protocol (HTTP), File Transfer Protocol (FTP), ZigBee, EDGE, IEEE 802.11, Li-Fi, 802.16, IEEE 802.11s, IEEE 802.11g, multi-hop communication, wireless access points (APs), device-to-device communication, cellular communication protocols, and / or Bluetooth communication protocols, or combinations thereof.

[0057] Optionally, the server may also include a player interface, which may include a display, an input unit such as a keyboard, and optionally, a standard wired interface or a wireless interface. Optionally, in some embodiments, the display may be an LED display, a liquid crystal display, a touch-sensitive liquid crystal display, or an OLED (Organic Light-Emitting Diode) touchscreen, etc. The display may also be referred to as a screen or display unit, used to display information processed in server 1 and to display a visual player interface.

[0058] Figure 1 Only server 1, which includes components 11-13 and the motion-sensing tug-of-war game program 10, is shown. Those skilled in the art will understand that... Figure 1 The structure shown does not constitute a limitation on server 1 and may include fewer or more components than shown, or combine certain components, or have different component arrangements.

[0059] In this embodiment, the processor 12 can be used to call the motion-sensing tug-of-war game program stored in the memory 11 and perform the following operations:

[0060] Once the motion-sensing game is started, it obtains horizontal acceleration data from the bound motion-sensing device;

[0061] The acceleration data is used to determine whether the player has completed a valid tug-of-war action.

[0062] Adjust the position of the tug-of-war markers based on the acceleration data of the players as they complete the tug-of-war action;

[0063] The tug-of-war result is generated based on the location of the tug-of-war markers.

[0064] In one embodiment, the processor 12 can be used to invoke a motion-sensing tug-of-war game program stored in the memory 11 and perform the following operations:

[0065] Determining whether a player has completed a valid tug-of-war action based on the acceleration data includes:

[0066] The acceleration data is then subjected to noise reduction and smoothing processing.

[0067] The motion sensing device's speed in the specified tug-of-war direction is calculated based on the processed acceleration data;

[0068] The player's movement speed is used to determine whether they have completed a valid tug-of-war action.

[0069] In one embodiment, the processor 12 can be used to invoke a motion-sensing tug-of-war game program stored in the memory 11 and perform the following operations:

[0070] Determining whether a player has completed a valid tug-of-war action based on the movement speed includes:

[0071] Calculate the average speed of the motion-sensing device when the player performs a tug-of-war action in a specified tug-of-war direction based on acceleration data;

[0072] If the average speed is greater than a set threshold, it is determined whether the player has completed a valid tug-of-war action.

[0073] In one embodiment, the processor 12 can be used to invoke a motion-sensing tug-of-war game program stored in the memory 11 and perform the following operations:

[0074] Adjust the position of the tug-of-war markers based on the acceleration data of the players as they complete the tug-of-war action, including:

[0075] Execute the following loop before the game ends:

[0076] Each time a player completes a valid tug-of-war action, the displacement of the tug-of-war marker is calculated based on the player's maximum speed at which the current tug-of-war action is completed.

[0077] The position of the tug-of-war marker is adjusted according to the direction of the tug-of-war and the amount of displacement.

[0078] In one embodiment, the processor 12 can be used to invoke a motion-sensing tug-of-war game program stored in the memory 11 and perform the following operations:

[0079] Adjusting the position of the tug-of-war markers based on the acceleration data of the players during the tug-of-war action also includes:

[0080] The position of the tug-of-war marker is adjusted in real time based on the acceleration data of both sides in the tug-of-war.

[0081] In one embodiment, the processor 12 can be used to invoke a motion-sensing tug-of-war game program stored in the memory 11 and perform the following operations:

[0082] The method further includes:

[0083] When the distance the tug-of-war marker moves is less than the set distance within a set time period, the tug-of-war marker is magnified locally on the terminal's graphical user interface.

[0084] In one embodiment, the processor 12 can be used to invoke a motion-sensing tug-of-war game program stored in the memory 11 and perform the following operations:

[0085] The method further includes:

[0086] During the game, different levels of vibration signals are sent to the motion sensing device according to the distance the tug-of-war marker moves, and the vibration signals are used to make the motion sensing device provide vibration feedback of different intensities.

[0087] Based on the hardware architecture of the aforementioned motion-sensing tug-of-war game device, embodiments of the motion-sensing tug-of-war game method of the present invention are proposed. The motion-sensing tug-of-war game method of the present invention aims to reduce the hardware requirements of motion-sensing games.

[0088] Reference Figure 2 , Figure 2 In one embodiment of the motion-sensing tug-of-war game method of the present invention, the motion-sensing tug-of-war game method includes the following steps:

[0089] S10. After the motion-sensing game starts, it obtains acceleration data in the horizontal direction from the bound motion-sensing device.

[0090] Among these, the motion-sensing tug-of-war game is a motion-sensing game related to tug-of-war, requiring players to use motion-sensing devices to perform tug-of-war actions to start the game. Through this motion-sensing game, players can participate in motion-sensing tug-of-war.

[0091] It's worth noting that this motion-sensing game can be a local application, or it can be an HTML5-based app or web application. Specifically, the motion-sensing game runs on a terminal, which can be a desktop computer, laptop, game console, portable game console, smartphone, tablet, smartwatch, smart TV, etc.

[0092] Motion-sensing devices are devices that can detect a player's motion data. Typically, motion-sensing devices are configured to include a six-axis IMU sensor, which includes a three-axis accelerometer and a three-axis gyroscope. The six-axis IMU sensor detects the player's motion data by detecting changes in the player's three-axis acceleration and three-axis angular velocity.

[0093] In the technical solution of this application, the acceleration data acquired by the terminal from the motion-sensing device is triaxial acceleration data directly collected by an accelerometer (also known as a gravity sensor). This triaxial acceleration data includes x-axis acceleration data, y-axis acceleration data, and z-axis acceleration data. The x-axis is the acceleration axis in the forward / backward direction, the z-axis is the vertical acceleration axis, and the y-axis is the acceleration axis in the left / right direction. Thus, even if the motion-sensing device only has a gravity sensor, it can still input hand-waving commands through motion sensing. In the solution of this application, the acquired horizontal acceleration data includes at least one of x-axis acceleration data and y-axis acceleration data.

[0094] Alternatively, the motion-sensing device can be configured as a wearable device, and its form may include, but is not limited to, the following: wristband, watch, game controller, smartphone, etc.

[0095] Furthermore, before playing the game, the motion-sensing device needs to establish a communication connection with the terminal (i.e., be bound to the terminal). This connection can be wired or wireless. For example, when the motion-sensing device establishes a wired connection with the terminal, it can be based on at least one of the following protocols: USB 2.0, USB 3.0, Thunderbolt 3, and Thunderbolt 4. When the motion-sensing device establishes a wireless connection with the terminal, it can be based on at least one of the following protocols: Bluetooth, WiFi, infrared, 2.4G, and NFC.

[0096] S20. Determine whether the player has completed a valid tug-of-war action based on the acceleration data;

[0097] In the game of tug-of-war, a valid tug-of-war action usually refers to the acceleration data generated when a player completes the tug-of-war action. This acceleration data needs to meet certain conditions to be considered valid.

[0098] Specifically, an effective tug-of-war action needs to meet the following conditions:

[0099] 1. Acceleration data exceeds a certain threshold: During tug-of-war, players need to generate a certain acceleration through arm movements to truly exert tug-of-war power. Therefore, effective tug-of-war actions need to meet a certain acceleration threshold. Generally, the threshold setting needs to be adjusted according to the specific game requirements and device performance.

[0100] 2. Duration: The force in a tug-of-war needs to be generated within a certain timeframe to produce an effective result. Therefore, an effective tug-of-war action needs to meet certain time requirements. Generally, the time setting needs to be adjusted according to the specific game requirements.

[0101] 3. Compliance with game rules: Different game rules have different requirements for valid tug-of-war actions. For example, some games stipulate that a tug-of-war is only valid if the marker is pulled across a certain line during the tug-of-war, while others stipulate that a tug-of-war is only valid when the pulling forces of the two teams are equal, and so on.

[0102] In some embodiments, determining whether a player has completed a valid tug-of-war action based on the acceleration data includes:

[0103] S21. Perform noise reduction and smoothing processing on the acceleration data;

[0104] Specifically, since the acceleration data collected by motion sensing devices may contain some noise or interference signals, the data needs to be filtered and denoised to improve its accuracy and stability. Digital filters, smoothing filters, and other methods can typically be used to process the data. For example, low-pass filters can be used to remove high-frequency noise, median filters to remove sudden interference, or Kalman filters can be used to filter the acceleration data.

[0105] S22. Calculate the moving speed of the motion sensing device in the specified tug-of-war direction based on the processed acceleration data.

[0106] In tug-of-war, a designated direction is specified, and players must perform their pulling actions in that direction. In actual tug-of-war games, different directions may be set depending on the game scenario and player preferences. For example, players might be allowed to pull horizontally or diagonally. However, regardless of the direction, adjustments and optimizations are necessary based on the specific scenario and device characteristics to ensure a smooth and stable gaming experience.

[0107] Specifically, velocity data can be obtained by integrating the acceleration data. The specific calculation method is as follows:

[0108] 1. Extract the components of acceleration data in the specified tug-of-war direction. This can be achieved by projecting the acceleration data vector onto the tug-of-war direction.

[0109] 2. Integrate the extracted acceleration data to obtain the velocity data. This can be achieved using a simple Euler method:

[0110] V(t+Δt)=V(t)+a(t×Δt);

[0111] Where V(t) represents the velocity at time t, a(t) represents the acceleration at time t, and Δt represents the time step.

[0112] 3. Further process the obtained speed data, such as smoothing, filtering, truncation, etc., to improve the accuracy and stability of the data.

[0113] S23. Determine whether the player has completed a valid tug-of-war action based on the movement speed.

[0114] Specifically, to determine whether a player has completed a valid tug-of-war action based on movement speed, a threshold can be set to represent the minimum speed required to complete a valid tug-of-war action. When a player is pulling, if their movement speed in the specified tug-of-war direction exceeds this threshold, then the player can be considered to have completed a valid tug-of-war action.

[0115] It's worth noting that the specific judgment method can be adjusted and optimized based on the game design and the actual situation of the motion-sensing device. For example, multiple thresholds could be set, each corresponding to a different intensity of tug-of-war; or a comprehensive judgment could be made based on acceleration data from the motion-sensing device in other directions to further improve the accuracy and robustness of the judgment.

[0116] In some embodiments, determining whether a player has completed a valid tug-of-war action based on the movement speed includes:

[0117] S231. Calculate the average speed of the motion sensing device when the player performs a tug-of-war action along the specified tug-of-war direction based on the acceleration data.

[0118] Specifically, the average speed of the motion sensor can be calculated by following these steps:

[0119] 1. Generate acceleration curves based on the processed acceleration data.

[0120] 2. Calculating the acceleration of the motion-sensing device in a specified tug-of-war direction based on the acceleration curve can be achieved by projecting the acceleration curve onto the specified direction. Specifically, this can be done using a vector dot product method, taking the cosine of the angle between the acceleration vector and the specified direction vector as the projection coefficient, and then multiplying the acceleration vector by this coefficient to obtain the projection in the specified direction.

[0121] 3. Integrate the obtained acceleration projection data to calculate the displacement of the motion sensing device in the specified tug-of-war direction. Specifically, the trapezoidal integration method or the more accurate Runge-Kutta method can be used to convert the acceleration projection data into velocity and displacement data.

[0122] 4. Divide the displacement data by the duration of the tug-of-war to calculate the required average speed. When calculating the average speed, the sign of the displacement data can be ignored, and only its absolute value should be considered to ensure the accuracy of the calculation results.

[0123] S232. If the average speed is greater than the set threshold, then determine whether the player has completed a valid tug-of-war action.

[0124] Specifically, the average speed is compared with a set threshold. If the average speed is greater than or equal to the set threshold, the player can be determined to have completed a valid tug-of-war action.

[0125] It is understandable that using average speed as the criterion for judging effective tug-of-war actions has the following advantages:

[0126] 1. Intuitiveness: Average speed is an intuitive physical quantity that can directly reflect the motion state of the motion sensing device in a specified tug-of-war direction, making it easy to understand and master.

[0127] 2. Stability: Average speed is more stable and reliable than instantaneous speed, which can effectively reduce the impact of equipment and user vibration and errors.

[0128] 3. Versatility: Average speed is a universal physical quantity that is not affected by factors such as equipment and environment, and is suitable for different types of motion-sensing tug-of-war games and users of different levels.

[0129] 4. Adjustability: The average speed criterion can be adjusted and optimized according to actual needs to meet the needs of different users and game scenarios.

[0130] 5. Scalability: Average speed can be combined with other physical quantities and algorithms, such as acceleration, angular velocity, filters, machine learning, etc., to further improve the accuracy and stability of tug-of-war actions and expand the game's functionality and experience.

[0131] S30. Adjust the position of the tug-of-war marker based on the acceleration data of the player completing the tug-of-war action.

[0132] In tug-of-war, the marker is an object used to indicate the progress of the game, usually presented as a graphic or animation on the game interface. In tug-of-war, the marker is typically placed along a line to indicate the progress of the game and the balance of power between the two sides. Usually, the marker moves with the players' pulling movements, shifting to a certain position based on the balance of power. The game ends when one side pulls the marker to the other side's end, and the winning side wins.

[0133] The form of tug-of-war markers can be designed and selected according to the needs of the game. Common forms include lines, arrows, and small figures, and they can also be customized according to the game theme or background. The movement of tug-of-war markers can be presented by adjusting their position, direction, size, color, etc., so that players can more intuitively feel the progress of the tug-of-war and the comparison of the strength of the two sides.

[0134] Specifically, adjusting the position of the tug-of-war marker based on the acceleration data of the players during the tug-of-war can be achieved through the following steps:

[0135] 1. Obtaining the current position of the tug-of-war marker can generally be done through a game engine or related algorithms.

[0136] 2. Calculate the average speed of the motion sensing device in the specified tug-of-war direction based on the acceleration data of the player's tug-of-war action. Generally, noise reduction and smoothing are required to improve accuracy and stability.

[0137] 3. Calculate the displacement and direction of the tug-of-war markers that need to be adjusted based on the obtained average speed. Generally, it is necessary to convert them into the coordinate system of the game engine or the screen coordinate system.

[0138] 4. Based on the obtained displacement and direction, move the tug-of-war marker to a new position. Generally, boundary conditions and collision detection factors need to be considered.

[0139] 5. Update the game interface and status as needed to reflect the player's game progress and achievements.

[0140] In some embodiments, adjusting the position of the tug-of-war marker based on the acceleration data of the player completing the tug-of-war action includes:

[0141] Execute the following loop before the game ends:

[0142] S31. Each time a player completes a valid tug-of-war action, they will receive a displacement amount matching the maximum speed at which they complete the current tug-of-war action.

[0143] Specifically, the acceleration data can be integrated to obtain the movement speed of the motion sensing device in each integration time interval. Then, the maximum speed at which the user completes one tug-of-war action can be obtained through methods such as first-order difference and second-order difference.

[0144] Finally, the matching displacement can be selected from the preset database based on the maximum speed of the current tug-of-war action.

[0145] S32. Adjust the position of the tug-of-war marker according to the tug-of-war direction and the displacement.

[0146] Specifically, based on the obtained displacement and direction, it is converted into the game engine's coordinate system or screen coordinate system, and then the tug-of-war marker is moved to a new position, thus achieving the adjustment of the tug-of-war marker's position.

[0147] It's understandable that using maximum speed to determine displacement allows for more precise control of the tug-of-war marker's movement compared to directly calculating displacement based on average speed. Furthermore, it allows for gradually increasing the number of steps the marker moves, thus providing a more intuitive reflection of the tug-of-war's progress. Simultaneously, because the displacement is adjustable, it better adapts to different game scenarios and player needs.

[0148] In some embodiments, adjusting the position of the tug-of-war marker based on the acceleration data of the player completing the tug-of-war action further includes:

[0149] The position of the tug-of-war marker is adjusted in real time based on the acceleration data of both sides in the tug-of-war.

[0150] In this context, "tug-of-war" refers to the two users playing a tug-of-war in a motion-sensing game, or the user and a pre-set computer program.

[0151] To achieve real-time adjustment of the position of the tug-of-war markers based on the acceleration data of both sides, the following steps can be taken:

[0152] 1. Obtain the acceleration data of the motion-sensing devices bound to both sides in the tug-of-war, and calculate the movement speed of both sides in the specified tug-of-war direction.

[0153] 2. Calculate the distance the tug-of-war marker should move based on the moving speeds of both sides. The direction of the marker's movement can be calculated based on the speed difference between the two sides; for example, if one side has a greater speed, the marker can be moved towards that side.

[0154] 3. Update the position of the tug-of-war marker in real time based on its current position and the calculated displacement distance.

[0155] 4. Repeat the above steps to achieve real-time adjustment of the tug-of-war markers.

[0156] It is important to note that since tug-of-war is a collaborative effort between two parties, the acceleration data of both parties must be considered when calculating speed and displacement distance, rather than just the data of one party. Furthermore, when updating the position of the tug-of-war markers in real time, issues such as latency and error must be taken into account to ensure that the adjustment of the markers is as accurate and smooth as possible.

[0157] S40. Generate tug-of-war results based on the positions of the tug-of-war markers.

[0158] Specifically, the tug-of-war marker will move as the players pull, moving to a certain position according to the strength comparison between the two sides. When one side drags the tug-of-war marker to their own side, the game ends and the winning side wins.

[0159] Alternatively, if neither side manages to drag the tug-of-war marker to their side by the end of the game, the winner can be determined based on the distance between the marker and the two sides, and the game result can be displayed to the user.

[0160] It is understood that the motion-sensing game method of this application can realize a motion-sensing tug-of-war game by relying solely on acceleration data. Compared with the traditional motion-sensing game method that uses both acceleration and angular velocity data for action judgment, the game method of this application has the following advantages:

[0161] 1. Simplified hardware requirements: Traditional motion-sensing games usually require the use of multiple sensors to acquire different data, while the method of this application only requires an accelerometer, which reduces hardware costs and complexity.

[0162] 2. Reduced power consumption: Traditional motion-sensing games need to acquire multiple data simultaneously, which generates high power consumption. However, the method in this application only needs to acquire acceleration data, resulting in relatively low power consumption.

[0163] 3. Simple operation: Traditional motion-sensing games require players to perform relatively complex actions to trigger game effects, while the method of this application only requires players to perform actions similar to tug-of-war, which is simple, easy to understand, and easy to learn.

[0164] 4. More realistic game experience: The method in this application is designed based on the real experience of tug-of-war, which can more realistically simulate the feeling of a motion-sensing tug-of-war game, enhancing the immersion and fun of the game.

[0165] In summary, the motion-sensing game method of this application has advantages over traditional motion-sensing game methods in motion-sensing tug-of-war games, including lower hardware requirements, lower power consumption, simpler operation, and a more realistic gaming experience.

[0166] In some embodiments, the method of this application further includes:

[0167] When the distance the tug-of-war marker moves is less than the set distance within a set time period, the tug-of-war marker is magnified locally on the terminal's graphical user interface.

[0168] Specifically, the position of the tug-of-war marker can be recorded, and the change in position of the marker can be calculated over a certain time interval. These changes are then summed up to obtain the total distance the marker has moved. If the total distance the marker has moved is less than the set distance within the set time period, it means that the marker's total movement distance within the set time period is less than the set distance.

[0169] Furthermore, to zoom in on specific areas of the tug-of-war markers within the graphical player interface, image scaling and cropping techniques can be considered. The specific implementation steps are as follows:

[0170] 1. Obtain the position and size of the tug-of-war marker in the terminal window.

[0171] 2. Based on the position and size of the tug-of-war marker, extract an image area of ​​the same size as the tug-of-war marker from the entire game screen.

[0172] 3. To enlarge the captured image area, image scaling algorithms such as bilinear interpolation and bicubic interpolation can be used.

[0173] 4. Cover the original position with the magnified image area to achieve a local magnification effect on the tug-of-war marker.

[0174] In addition, to achieve a smooth local magnification effect, you can consider blending the magnified image with the original image to make the transition more natural.

[0175] Understandably, zooming in on the tug-of-war markers allows players to more clearly observe their movement, thus more intuitively understanding the game's progress and their own results. At the same time, zooming in also increases the game's fun and challenge, as players need to observe and adjust their tug-of-war strategies more meticulously to achieve better results.

[0176] In some embodiments, the method of this application further includes:

[0177] During the game, different levels of vibration signals are sent to the motion sensing device according to the distance the tug-of-war marker moves, and the vibration signals are used to make the motion sensing device provide vibration feedback of different intensities.

[0178] Specifically, the vibration signal enables the motion-sensing device to provide different vibration feedback based on the tug-of-war situation. This vibration feedback allows players to feel the tug-of-war in the game more immersively, enhancing the game's immersion. At the same time, changing the vibration chamber according to the distance the tug-of-war marker moves allows players to more clearly perceive changes in the state of the game object, helping them to better control the game's progress.

[0179] In addition, refer to Figure 3 The present invention also proposes a motion-sensing tug-of-war game device, the motion-sensing tug-of-war game device comprising:

[0180] The acquisition module 110 is used to acquire horizontal acceleration data from the bound motion sensing device after the motion sensing game is started;

[0181] The judgment module 120 is used to determine whether the player has completed a valid tug-of-war action based on the acceleration data;

[0182] Adjustment module 130 is used to adjust the position of the tug-of-war marker based on the acceleration data of the player completing the tug-of-war action;

[0183] The scoring module 140 is used to generate tug-of-war results based on the position of the tug-of-war markers.

[0184] The steps for implementing each functional module of the motion-sensing tug-of-war game device can be referred to in the various embodiments of the motion-sensing tug-of-war game method of the present invention, and will not be repeated here.

[0185] Furthermore, this invention also proposes a computer-readable storage medium, which can be any one or any combination of several of the following: hard disk, multimedia card, SD card, flash memory card, SMC, read-only memory (ROM), erasable programmable read-only memory (EPROM), portable compact disc read-only memory (CD-ROM), USB memory, etc. The computer-readable storage medium includes a motion-sensing tug-of-war game program 10. The specific implementation of the computer-readable storage medium of this invention is largely the same as the specific implementation of the motion-sensing tug-of-war game method and server 1 described above, and will not be repeated here.

[0186] Those skilled in the art will understand that embodiments of the present invention can be provided as methods, systems, or computer program products. Therefore, the present invention can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, the present invention can take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0187] This invention is described with reference to flowchart illustrations and / or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, generate instructions for implementing the flowchart illustrations and / or block diagrams. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.

[0188] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing device to function in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a processFigure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.

[0189] These computer program instructions may also be loaded onto a computer or other programmable data processing equipment to cause a series of operational steps to be performed on the computer or other programmable equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.

[0190] Although preferred embodiments of the invention have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including both the preferred embodiments and all changes and modifications falling within the scope of the invention.

[0191] Obviously, those skilled in the art can make various modifications and variations to this invention without departing from its spirit and scope. Therefore, if these modifications and variations fall within the scope of the claims of this invention and their equivalents, this invention also intends to include these modifications and variations.

Claims

1. A body-sensing tug-of-war game method, characterized by, The method comprises: after starting the somatosensory tug-of-war game, obtaining acceleration data in the horizontal direction from the bound somatosensory device; judging whether the player has completed an effective tug-of-war action according to the acceleration data; adjusting the position of the tug-of-war marker according to the acceleration data of the player completing the tug-of-war action; generating a tug-of-war result according to the position of the tug-of-war marker; and when the moving distance of the tug-of-war marker is less than a set distance within a set time length, locally magnifying the tug-of-war marker on the graphical user interface of the terminal; wherein adjusting the position of the tug-of-war marker according to the acceleration data of the player completing the tug-of-war action comprises: performing the following loop before the game ends: each time the player completes an effective tug-of-war action, calculating the displacement of the tug-of-war marker according to the maximum speed of the player completing the current tug-of-war action; adjusting the position of the tug-of-war marker in real time according to the tug-of-war direction, the displacement, and the acceleration data of the two parties. judging whether the player has completed an effective tug-of-war action according to the acceleration data comprises:

2. The somatosensory tug-of-war game method according to claim 1, wherein performing noise reduction and smoothing processing on the acceleration data; calculating the moving speed of the somatosensory device in the specified tug-of-war direction according to the processed acceleration data; judging whether the player has completed an effective tug-of-war action according to the moving speed. judging whether the player has completed an effective tug-of-war action according to the moving speed comprises:

3. The somatosensory tug-of-war game method according to claim 2, wherein calculating the average speed of the somatosensory device when the player performs a tug-of-war action in the specified tug-of-war direction according to the acceleration data; if the average speed is greater than a set threshold, determining that the player has completed an effective tug-of-war action. The method further comprises:

4. The somatosensory tug-of-war game method according to claim 1, wherein during the game, sending different levels of vibration signals to the somatosensory device according to the moving distance of the tug-of-war marker, so that the somatosensory device performs vibration feedback of different intensities. The somatosensory tug-of-war game device comprises:

5. A somatosensory tug-of-war game apparatus for implementing the somatosensory tug-of-war game method according to any one of claims 1 to 4, characterized by, an obtaining module, configured to obtain acceleration data in the horizontal direction from the bound somatosensory device after starting the somatosensory tug-of-war game; a judging module, configured to judge whether the player has completed an effective tug-of-war action according to the acceleration data; an adjusting module, configured to adjust the position of the tug-of-war marker according to the acceleration data of the player completing the tug-of-war action; a scoring module, configured to generate a tug-of-war result according to the position of the tug-of-war marker. The somatosensory tug-of-war game device comprises a memory, a processor, and a somatosensory tug-of-war game program stored in the memory and executable on the processor, and the processor implements the somatosensory tug-of-war game method of any one of claims 1-4 when executing the somatosensory tug-of-war game program.

6. A body-sensing tug-of-war game apparatus, characterized by comprising: The somatosensory tug-of-war game program is stored on the computer-readable storage medium and is executable on the processor to implement the somatosensory tug-of-war game method of any one of claims 1-4.

7. A computer-readable storage medium, characterized in that, ​

Citation Information

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