Live interaction method, apparatus, system, computing device, and storage medium
By acquiring and driving the anchor's motion capture data in real time, the problem of incomplete body movements and facial expressions in virtual anchor models has been solved, improving the live streaming interactive experience and reducing network transmission requirements.
Patent Information
- Application Number
- CN202211638059.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-12-20
- Publication Date
- 2025-11-11
- Estimated Expiration
- 2042-12-20
AI Technical Summary
Existing technologies cannot fully represent the body movements and subtle facial expressions of virtual anchor models, resulting in a poor live streaming interactive experience.
By acquiring real-time motion capture data of the broadcaster, the virtual broadcaster model is driven, and interactive information is transmitted between the broadcaster and the client. Interpolation processing and data optimization are used to reduce the amount of data and thus reduce network bandwidth requirements.
It achieves full expression of the virtual anchor's body movements and facial expressions, enhancing the live streaming interactive experience while reducing network transmission bandwidth requirements.
Smart Images

Figure CN116489414B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and more particularly to live interactive methods, apparatus employing these live interactive methods and systems including these apparatuses, as well as to computing devices, computer-readable storage media and computer program products capable of performing these live interactive methods. Background Technology
[0002] With the development of technology, live streaming platforms have emerged. Because live streaming is more intuitive and interactive, more and more users are willing to learn about relevant information through these platforms. To improve the live streaming experience, many platforms have adopted virtual anchors (VRs), which are anchors who use virtual avatars (virtual anchor models) to conduct live streaming activities. In live streaming interactive solutions using virtual reality technology, the movement of the VR model is typically driven by data from the anchor's headset and controllers. In live streaming interactive solutions using non-virtual reality technology, the control of the VR model usually only involves transmitting image data. Therefore, existing technologies cannot fully represent the VR model's body movements or accurately depict facial expressions when driving it.
[0003] Therefore, there is a need to provide a technical solution for live interactive streaming that can drive virtual anchor models to perform actions and express expressions like real anchors, thereby providing customers with a better experience. Summary of the Invention
[0004] According to one aspect of this disclosure, a live streaming interaction method for a broadcaster is provided, comprising: acquiring broadcaster motion capture data in real time, wherein the broadcaster motion capture data describes the actions being performed by the broadcaster; driving a virtual broadcaster model on the broadcaster end based on the broadcaster motion capture data; generating broadcaster end interaction information, wherein the broadcaster end interaction information includes the broadcaster motion capture data; and sending the broadcaster end interaction information to a server, causing the server to send the broadcaster end interaction information to a client to drive the virtual broadcaster model on the client.
[0005] According to some exemplary embodiments, the real-time acquisition of the anchor's motion capture data includes at least one of the following: acquiring body motion capture data in real time from a body motion capture device; acquiring facial motion capture data in real time from a facial motion capture device; and acquiring finger motion capture data in real time from a finger motion capture device.
[0006] According to some exemplary embodiments, generating broadcaster interaction information further includes: receiving broadcaster audio data; and making the broadcaster interaction information further include the broadcaster audio data.
[0007] According to some exemplary embodiments, generating the broadcaster interaction information further includes: receiving broadcaster instruction information; and making the broadcaster interaction information further include the broadcaster instruction information.
[0008] According to some exemplary embodiments, generating the broadcaster interaction information further includes: reducing the data refresh frequency of the broadcaster motion capture data included in the broadcaster interaction information, so as to reduce the amount of broadcaster motion capture data.
[0009] According to some exemplary embodiments, the live streaming interaction method for the broadcaster further includes: receiving client interaction information from a client, wherein the client interaction information includes client virtual model driving information; and driving the client virtual model of the broadcaster based on the client virtual model driving information.
[0010] According to some exemplary embodiments, the client is a VR client, and the client virtual model driving information includes motion data of the VR client's controller and helmet; receiving client interaction information from the client further includes: interpolating the motion data of the VR client's controller and helmet in response to a low data refresh frequency of the VR client's motion data.
[0011] According to a second aspect of this disclosure, a client-side live streaming interaction method is provided, comprising: receiving broadcaster-side interaction information, wherein the broadcaster-side interaction information includes broadcaster motion capture data describing the actions being performed by the broadcaster; driving a virtual broadcaster model of the client based on the broadcaster motion capture data; acquiring client virtual model driving information of the client in real time; generating client interaction information, wherein the client interaction information includes the client virtual model driving information; and sending the client interaction information to a server, causing the server to send the client interaction information to the broadcaster and / or a designated client to drive the client virtual model of the broadcaster and / or the designated client.
[0012] According to some exemplary embodiments, receiving the broadcaster interaction information further includes: interpolating the broadcaster motion capture data in response to the low data refresh frequency of the broadcaster motion capture data included in the broadcaster interaction information.
[0013] According to some exemplary embodiments, generating client interaction information further includes: receiving client audio data; and making the client interaction information further include the client audio data.
[0014] According to some exemplary embodiments, the generation of client interaction information further includes: receiving client instruction information; and making the client interaction information further include the client instruction information.
[0015] According to some exemplary embodiments, the client is a VR client, and wherein the client virtual model driving information includes motion data of the VR client's controller and helmet; the real-time acquisition of the client virtual model driving information further includes: real-time acquisition of motion data of the VR client's controller and helmet; the generation of client interaction information further includes: reducing the data refresh frequency of the motion data of the VR client's controller and helmet.
[0016] According to a third aspect of this disclosure, a server-side live streaming interaction method is provided, comprising: receiving broadcaster interaction information from a broadcaster terminal, wherein the broadcaster interaction information includes broadcaster motion capture data describing the actions being performed by the broadcaster; sending the broadcaster interaction information to at least one client; receiving client interaction information from each of the at least one client; and sending the client interaction information to the broadcaster terminal and / or a designated client.
[0017] According to a fourth aspect of this disclosure, a live streaming interactive device for a broadcaster is provided, comprising: a broadcaster motion capture data acquisition module configured to: acquire broadcaster motion capture data in real time, wherein the broadcaster motion capture data describes the actions being performed by the broadcaster; a broadcaster-end virtual broadcaster model driving module configured to: drive a virtual broadcaster model of the broadcaster end based on the broadcaster motion capture data; a broadcaster-end interactive information generation module configured to: generate broadcaster-end interactive information, wherein the broadcaster-end interactive information includes the broadcaster motion capture data; a broadcaster-end interactive information sending module configured to: send the broadcaster-end interactive information to a server; a client interactive information receiving module configured to: receive client interactive information from a client, wherein the client interactive information includes client virtual model driving information; and a broadcaster-end client virtual model driving module configured to: drive the client virtual model of the broadcaster end based on the client virtual model driving information.
[0018] According to a fifth aspect of this disclosure, a client-side live streaming interactive device is provided, comprising: a broadcaster-side interactive information receiving module configured to: receive broadcaster-side interactive information, wherein the broadcaster-side interactive information includes broadcaster motion capture data describing the actions being performed by the broadcaster; a client-side virtual broadcaster model driving module configured to: drive a virtual broadcaster model of the client based on the broadcaster motion capture data; a client-side virtual model driving information acquisition module configured to: acquire client-side virtual model driving information of the client in real time; a client-side interactive information generation module configured to: generate client-side interactive information, wherein the client-side interactive information includes the client-side virtual model driving information; and a client-side interactive information sending module configured to: send the client-side interactive information to a server.
[0019] According to a sixth aspect of this disclosure, a server-side live streaming interactive device is provided, comprising: a broadcaster-end information receiving module configured to: receive broadcaster-end interactive information from a broadcaster-end, wherein the broadcaster-end interactive information includes broadcaster motion capture data describing an action being performed by the broadcaster; a broadcaster-end information sending module configured to: send the broadcaster-end interactive information to at least one client; a client information receiving module configured to: receive client interactive information from each of the at least one client; and a client information sending module configured to: send the client interactive information to the broadcaster-end and / or a designated client.
[0020] According to a seventh aspect of this disclosure, a live streaming interactive system is provided, comprising: a broadcaster-side live streaming interactive device according to a fourth aspect of this disclosure; a client-side live streaming interactive device according to a fifth aspect of this disclosure; and a server-side live streaming interactive device according to a sixth aspect of this disclosure.
[0021] According to an eighth aspect of this disclosure, a computing device is provided, including a processor and a memory, the memory being configured to store computer-executable instructions configured, when executed on the processor, to cause the processor to perform a live streaming interaction method for broadcasters according to a first aspect of this disclosure and exemplary embodiments thereof, or to perform a live streaming interaction method for clients according to a second aspect of this disclosure and exemplary embodiments thereof, or to perform a live streaming interaction method for servers according to a third aspect of this disclosure and exemplary embodiments thereof.
[0022] According to a ninth aspect of this disclosure, a computer-readable storage medium is provided, configured to store computer-executable instructions that, when executed on a processor, cause the processor to perform a live streaming interaction method for broadcasters according to a first aspect of this disclosure and exemplary embodiments thereof, or to perform a live streaming interaction method for clients according to a second aspect of this disclosure and exemplary embodiments thereof, or to perform a live streaming interaction method for servers according to a third aspect of this disclosure and exemplary embodiments thereof.
[0023] According to a tenth aspect of this disclosure, a computer program product is provided, comprising computer-executable instructions configured, when executed on a processor, to cause the processor to perform a live streaming interaction method for broadcasters according to a first aspect of this disclosure and its exemplary embodiments, or to perform a live streaming interaction method for clients according to a second aspect of this disclosure and its exemplary embodiments, or to perform a live streaming interaction method for servers according to a third aspect of this disclosure and its exemplary embodiments.
[0024] According to the technical solution disclosed herein, the virtual anchor model is driven by anchor motion capture data, thereby enabling the virtual anchor model to fully express body movements and present detailed facial expressions, thus providing a better user experience. Furthermore, in data transmission between the anchor end, client end, and server, by reducing the data refresh frequency and / or optimizing the data content, the data volume can be reduced, thereby reducing the demand for network transmission bandwidth. Attached Figure Description
[0025] The specific embodiments of this disclosure will now be described in detail with reference to the accompanying drawings, so as to provide a fuller understanding of the further details, features, and advantages of this disclosure; in the accompanying drawings:
[0026] Figure 1 The illustrations depict exemplary scenarios where the technical solutions according to this disclosure can be applied;
[0027] Figure 2 This illustration schematically depicts a live streaming room according to some exemplary embodiments of the present disclosure;
[0028] Figure 3 A live streaming interaction method for a broadcaster is schematically illustrated in the form of a flowchart according to some exemplary embodiments of the present disclosure;
[0029] Figure 4 A client-side live streaming interactive method according to some exemplary embodiments of this disclosure is schematically illustrated in the form of a flowchart;
[0030] Figure 5 A server-side live interactive method according to some exemplary embodiments of the present disclosure is illustrated schematically in the form of a flowchart;
[0031] Figure 6 A live streaming interactive device for broadcasters, according to some exemplary embodiments of the present disclosure, is schematically illustrated in block diagram form.
[0032] Figure 7 A client-side live streaming interactive device according to some exemplary embodiments of the present disclosure is schematically illustrated in block diagram form;
[0033] Figure 8 A server-side live streaming interactive device according to some exemplary embodiments of the present disclosure is schematically illustrated in the form of a block diagram;
[0034] Figure 9 The architecture of a live interactive system according to some exemplary embodiments of the present disclosure is illustrated schematically;
[0035] Figure 10 A live interactive system according to some exemplary embodiments of the present disclosure is schematically illustrated in the form of a block diagram;
[0036] Figure 11 A computing device according to some embodiments of the present disclosure is schematically illustrated in the form of a block diagram.
[0037] It should be understood that the contents shown in the accompanying drawings are merely illustrative and therefore need not be drawn to scale. Furthermore, throughout all the accompanying drawings, identical, similar, or identical features are indicated by the same or similar reference numerals. Detailed Implementation
[0038] The following description provides specific details of various exemplary embodiments of the present disclosure so that those skilled in the art can fully understand and implement the technical solutions according to the present disclosure.
[0039] First, some terms used in the embodiments of this disclosure will be explained to facilitate understanding by those skilled in the art:
[0040] Live streaming: A method of information dissemination via the internet that involves the simultaneous production and release of information on-site as events unfold and progress, enabling two-way communication.
[0041] Streamer: Also known as a live streamer, broadcaster, online streamer, or UP (uploader), this refers to someone who publicly broadcasts live online with the rise of online video and live streaming platforms. During the live stream, viewers can interact with the streamer in real time (e.g., through bullet comments, messages, etc.), and the streamer can also adjust the program content or interact with the viewers based on their feedback.
[0042] Virtual YouTuber: A virtual YouTuber is a streamer who uses a virtual avatar to broadcast live on a live streaming platform. For example, in China, virtual YouTubers are usually called virtual UP masters, Virtual Uploaders (VUPs), etc. Outside of China, virtual YouTubers are also known as Virtual YouTubers (VTubers) because they are widely active on YouTube.
[0043] Virtual Reality (VR) technology, also known as virtual reality or virtual reality technology, is based on computer technology and integrates 3D graphics technology, multimedia technology, simulation technology, display technology, server technology, etc. It uses computers and other devices to generate a realistic 3D virtual world with multiple sensory experiences such as vision, touch, and smell, so that people in the virtual world can feel as if they are there.
[0044] Motion capture is a technology that describes the motion of an object by placing sensors on key parts of the object, capturing the positions of the sensors through a motion capture system, and then processing the data with a computer to obtain three-dimensional spatial coordinates. Motion capture has increasingly wide applications, such as in animation, gait analysis, biomechanics, and ergonomics.
[0045] See Figure 1 This illustration demonstrates exemplary scenarios where live interactive methods provided according to some exemplary embodiments of this disclosure can be applied. For example... Figure 1 As shown, scenario 100 may include a server 110, a broadcaster terminal device 120, a first client terminal device 130-1, and a second client terminal device 130-2. The broadcaster terminal device 120, the first client terminal device 130-1, and the second client terminal device 130-2 can be directly or indirectly connected to the server 110 via network 120 through wired or wireless communication. Therefore, the server 110 and each terminal device can cooperate with each other to execute a live interactive method according to some exemplary embodiments of this disclosure to provide live streaming services.
[0046] Server 110 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks, and big data and artificial intelligence platforms. The terminal device can be any suitable electronic device, such as a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, etc., but is not limited to these. In some embodiments, the terminal device can be a VR terminal device employing VR technology, such as a head-mounted device including smart glasses (such as Google® Glass™).
[0047] The broadcaster terminal device 120 can display the live broadcast room interface of the broadcaster and display the relevant virtual avatar in the live broadcast room interface; based on the live broadcast room interface, it receives interactive operations from the client; in response to the interactive operations, it controls the virtual avatar to perform actions corresponding to the interactive operations. The first client terminal device 130-1 and the second client terminal device 130-2 can be used to display the live broadcast room interface of the target live broadcast room and display the virtual avatar associated with the target live broadcast room in the live broadcast room interface; based on the live broadcast room interface, they receive interactive operations about the broadcaster object of the target live broadcast room; in response to the interactive operations, they control the virtual avatar to perform actions corresponding to the interactive operations. In this disclosure, terminal devices 120, 130-1, and 130-2 can assist in implementing the live interactive method provided by the various exemplary embodiments of this disclosure by running computer programs. The computer program can be a native program or software module in an operating system; it can be a local application (APP, Application), i.e., a program that needs to be installed in the operating system to run; it can also be a small program, i.e., a program that only needs to be downloaded to a browser environment to run; or it can be an instant messaging small program that can be embedded in any APP. In summary, the computer program described above can be any form of application, module, or plug-in, and this disclosure does not impose any restrictions on it.
[0048] Examples of network 140 may include any combination of a local area network (LAN), a wide area network (WAN), a personal area network (PAN), and / or a communication network such as the Internet. Each of server 110, and broadcast terminal device 120, first client terminal device 130-1, and second client terminal device 130-2, may include at least one communication interface (not shown) capable of communicating via network 140. As a non-limiting example, such a communication interface may be one or more of the following: any type of network interface (e.g., a network interface card (NIC)), a wired or wireless (such as an IEEE 802.11 wireless LAN (WLAN)) wireless interface, a Wi-MAX interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth™ interface, a Near Field Communication (NFC) interface, etc.
[0049] The exemplary embodiments disclosed herein can also be implemented using cloud technology, which refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or local area network to realize the computation, storage, processing, and sharing of data.
[0050] Cloud technology is a general term encompassing network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form resource pools, allowing for on-demand use with flexibility and convenience. Cloud computing technology will become a crucial support. The backend services of cloud computing systems require substantial computing and storage resources.
[0051] See Figure 2 The illustration schematically depicts a live streaming room according to some exemplary embodiments of this disclosure. For example... Figure 2 As shown, the live streaming room 200 includes a virtual anchor model 210, a first client virtual model 220-1, and a second client virtual model 220-2. The virtual anchor model 210 is driven by driving data obtained from the anchor's client, which may include driving data related to the anchor's actions, expressions, etc. The first client virtual model 220-1 and the second client virtual model 220-2 are driven by driving data obtained from their respective clients. The live streaming room 200 is displayed both on the anchor's client's display interface and on the relevant client's display interface.
[0052] See Figure 3 The flowchart schematically illustrates a live-streaming interaction method for broadcasters according to some exemplary embodiments of this disclosure. For example... Figure 3 As shown, the live streaming interaction method 300 for the broadcaster includes steps 310, 320, 330, and 340:
[0053] In step 310, the anchor's motion capture data is acquired in real time, wherein the anchor's motion capture data describes the actions that the anchor is performing.
[0054] In step 320, the virtual anchor model of the anchor terminal is driven based on the anchor motion capture data;
[0055] In step 330, broadcaster interaction information is generated, wherein the broadcaster interaction information includes the broadcaster motion capture data;
[0056] In step 340, the broadcaster interaction information is sent to the server, so that the server sends the broadcaster interaction information to the client to drive the virtual broadcaster model of the client.
[0057] Because motion capture equipment is used to acquire motion capture data of the streamer's ongoing actions and / or facial expressions, and this motion capture data is used to drive the virtual streamer model, the live streaming interaction method for the streamer terminal disclosed herein can drive the virtual streamer model to fully express body movements and can present detailed facial expressions.
[0058] In some embodiments, step 310 of the live streaming interaction method 300 may include at least one of the following: acquiring body motion capture data in real time from a body motion capture device; acquiring facial motion capture data in real time from a facial motion capture device; and acquiring finger motion capture data in real time from a finger motion capture device. It should be understood that any other suitable motion capture data may also be applied to the method according to this disclosure; therefore, this disclosure does not limit the specific type of motion capture data.
[0059] In addition to the broadcaster's motion capture data, the broadcaster's interactive information may also include other suitable information. In some embodiments, the broadcaster may collect the audio and / or instructions issued by the broadcaster and send them to the client. Therefore, step 330 of the broadcaster's live interactive method 300 may include the following steps: receiving broadcaster audio data; and making the broadcaster's interactive information further include the broadcaster audio data. Alternatively, step 330 of the broadcaster's live interactive method 300 may include the following steps: receiving broadcaster instruction information; and making the broadcaster's interactive information further include the broadcaster instruction information. In this way, the broadcaster's live interactive method according to this disclosure can provide a better interactive experience.
[0060] Because the motion capture data for broadcasters needs to record the movement of every single bone, the data volume is relatively large when the data refresh rate is high, such as 90Hz. In some embodiments, to adapt to network transmission bandwidth, the data refresh rate of the broadcaster motion capture data included in the broadcaster's interactive information can be reduced, for example, from 90Hz to 30Hz, to reduce the data volume of the broadcaster motion capture data. When the client receives broadcaster motion capture data with a reduced refresh rate, it can interpolate the content missing between two refreshes. This significantly reduces the data volume of the broadcaster motion capture data, thereby significantly reducing the demand for network transmission bandwidth while ensuring a complete description of the broadcaster's movements. Furthermore, the broadcaster motion capture data can be optimized to further reduce the data volume. As a non-limiting example, the optimization of broadcaster motion capture data can include optimizing the information of individual bones, deleting all scaling information for bones, removing movement information for bones that do not move, etc. As a non-limiting example, for a virtual broadcaster model, a lookup table for specific bone optimization can be established to perform different optimization processes for different bone information.
[0061] In some embodiments, the live streaming interaction method 300 for the broadcaster may further include: receiving client interaction information from a client, wherein the client interaction information includes client virtual model driving information; and driving the client virtual model of the broadcaster based on the client virtual model driving information. The client virtual model driving information includes motion information related to the client virtual model. Therefore, after parsing the motion information related to the client virtual model from the received client interaction information, the broadcaster can use this motion information to drive the motion of the client virtual model. In some embodiments, the client is a VR client, and the client wears a headset and controllers for operation and control. Therefore, the client virtual model driving information includes motion data of the VR client's headset and controllers, so as to use this motion data to drive the client virtual model. To reduce the demand for network transmission bandwidth, the data refresh frequency of the motion data of the VR client's controllers and headset can be reduced to reduce its data volume. In this case, receiving the client interaction information from the client further includes: interpolating the motion data of the VR client's controllers and headset in response to the low data refresh frequency of the VR client's motion data. As a non-limiting example, when parsing skeletal motion information and setting it onto a virtual anchor model to represent the anchor's movements, the following settings can be used: Current bone information = Target bone information × Interpolation percentage + Current bone information (1 - Interpolation percentage). Therefore, a larger interpolation percentage results in bone information closer to the target bone information, but also more stuttering; a smaller interpolation percentage results in smoother bone information, but with more latency. Thus, the interpolation percentage can be adjusted according to actual needs to achieve the desired effect. This significantly reduces the amount of client interaction information that needs to be transmitted, thereby significantly reducing the demand for network bandwidth.
[0062] use Figure 3 The live streaming interaction method for the anchor end and its exemplary embodiments shown herein drive the virtual anchor model based on anchor motion capture data, enabling the virtual anchor model to fully express body movements and present fine facial expressions, thereby providing a better experience for customers.
[0063] See Figure 4 The flowchart schematically illustrates a client-side live streaming interaction method according to some exemplary embodiments of this disclosure. Figure 4 As shown, the client-side live streaming interaction method 400 includes steps 410, 420, 430, 440, and 450:
[0064] In step 410, receive the broadcaster's interactive information, wherein the broadcaster's interactive information includes broadcaster motion capture data describing the actions the broadcaster is performing;
[0065] In step 420, the virtual anchor model of the client is driven based on the anchor motion capture data;
[0066] In step 430, the client's virtual model driver information is obtained in real time;
[0067] In step 440, client interaction information is generated, wherein the client interaction information includes the client virtual model driving information;
[0068] In step 450, the client interaction information is sent to the server, so that the server sends the client interaction information to the broadcaster and / or the designated client to drive the client virtual model of the broadcaster and / or the designated client.
[0069] After receiving interactive information from the broadcaster, the client parses it to obtain corresponding broadcaster motion capture data (including, for example, the skeletal information of a virtual broadcaster model) in order to drive the client's virtual broadcaster model. In addition, the broadcaster's interactive information may also include corresponding audio data and / or command information. In this case, the received audio data is sent to the client's corresponding audio device for processing and playback, and the received command information is sent to the client's corresponding control device for processing.
[0070] In some embodiments, to reduce the data volume of the broadcaster's interactive information, its data refresh rate needs to be reduced, for example, from 90Hz to 30Hz. In this case, after receiving the broadcaster's interactive information, the client, responding to the lower data refresh rate of the broadcaster's motion capture data included in the interactive information, can perform interpolation processing on the broadcaster's motion capture data. As a non-limiting example, when the client parses the skeletal motion information and sets it onto the virtual broadcaster model to represent the broadcaster's movement, it can use the following settings: Current bone information = Target bone information × Interpolation percentage + Current bone information (1 - Interpolation percentage). It can be seen that if the interpolation percentage is larger, the bone information is closer to the target bone information, but the more choppy it will be; if the interpolation percentage is smaller, the bone information is smoother, but the delay will be greater. Therefore, the size of the interpolation percentage can be adjusted according to the actual needs to obtain the desired effect. Similarly, when parsing facial expression information and setting it onto the virtual broadcaster model to represent the broadcaster's expression, a similar smooth interpolation method can be used.
[0071] In some embodiments, the client is a VR client, which wears a headset and controllers for control. For example, headset motion data can be used to set the displacement and rotation of the entire body and head, and controller motion data can be used to set the displacement and rotation of the hands. Therefore, the client virtual model driving information includes motion data from the VR client's controllers and headset to drive the client virtual model. In this case, acquiring the client virtual model driving information in real time further includes acquiring the motion data from the VR client's controllers and headset in real time. To reduce the demand for network transmission bandwidth, the motion data from the VR client's controllers and headset can be processed to reduce its data volume. In this case, generating client interaction information further includes reducing the data refresh rate of the VR client's controller and headset motion data. As a result, the data volume of the client interaction information can be significantly reduced, thereby significantly reducing the demand for network transmission bandwidth.
[0072] For the client, in addition to the client virtual model driving information, the client interaction information may also include any other suitable information. In some embodiments, the client may collect client audio and / or instruction information and send it to the broadcaster. Therefore, step 440 of the client live streaming interaction method 400 may include the following steps: receiving client audio data; and making the client interaction information further include the client audio data. Alternatively, step 440 of the client live streaming interaction method 400 may include the following steps: receiving client instruction information; and making the client interaction information further include the client instruction information.
[0073] exist Figure 4 In the client-side live streaming interaction method shown, the driving of the virtual anchor model on the client side is also based on the anchor motion capture data included in the received anchor interaction information. This enables the virtual anchor model to fully express body movements and present fine expressions, thereby providing a better experience for the client.
[0074] See Figure 5 The flowchart schematically illustrates a server-side live interactive method according to some exemplary embodiments of this disclosure. For example... Figure 5 As shown, the server-side live streaming interaction method 500 includes steps 510, 520, 530, and 540:
[0075] In step 510, receive broadcaster interaction information from the broadcaster, wherein the broadcaster interaction information includes broadcaster motion capture data describing the actions the broadcaster is performing;
[0076] In step 520, the broadcaster's interactive information is sent to at least one client;
[0077] In step 530, client interaction information is received from each of the at least one client;
[0078] In step 540, the client interaction information is sent to the broadcaster and / or the designated client.
[0079] The server can be implemented as a physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server providing various cloud services. The server receives data transmitted from the broadcaster (i.e., broadcaster interaction information) and distributes it. As a non-limiting example, the server can look up all currently online client IDs and send broadcaster data to all online client IDs. Furthermore, the server also receives data from clients (i.e., client interaction information), analyzes and broadcasts it, or selectively sends it to desired recipients. For example, if a client wants to send a private message to the broadcaster, the server will only send that message to the broadcaster, preventing other clients from viewing it.
[0080] See Figure 6 It schematically illustrates, in block diagram form, the structure of a live-streaming interactive device for broadcasters according to some exemplary embodiments of the present disclosure. For example... Figure 6 As shown, the live streaming interactive device 600 for broadcasters includes: a broadcaster motion capture data acquisition module 610, a broadcaster-end virtual broadcaster model driving module 620, a broadcaster-end interactive information generation module 630, a broadcaster-end interactive information sending module 640, a client-side interactive information receiving module 650, and a broadcaster-end client virtual model driving module 660. The broadcaster motion capture data acquisition module 610 is configured to acquire broadcaster motion capture data in real time, wherein the broadcaster motion capture data describes the actions the broadcaster is performing. The broadcaster-end virtual broadcaster model driving module 620 is configured to drive the virtual broadcaster model on the broadcaster end based on the broadcaster motion capture data. The broadcaster-end interactive information generation module 630 is configured to generate broadcaster-end interactive information, wherein the broadcaster-end interactive information includes the broadcaster motion capture data. The broadcaster-end interactive information sending module 640 is configured to send the broadcaster-end interactive information to the server. The client-side interaction information receiving module 650 is configured to receive client-side interaction information from the client, wherein the client-side interaction information includes client virtual model driving information. The broadcaster-side client virtual model driving module 660 is configured to drive the broadcaster-side client virtual model based on the client virtual model driving information.
[0081] See Figure 7 It schematically illustrates, in block diagram form, the structure of a client-side live streaming interactive device according to some exemplary embodiments of the present disclosure. For example... Figure 7 As shown, the client-side live streaming interactive device 700 includes: a broadcaster-side interactive information receiving module 710, a client-side virtual broadcaster model driving module 720, a client-side virtual model driving information acquisition module 730, a client-side interactive information generation module 740, and a client-side interactive information sending module 750. The broadcaster-side interactive information receiving module 710 is configured to receive broadcaster-side interactive information, wherein the broadcaster-side interactive information includes broadcaster motion capture data describing the actions the broadcaster is performing. The client-side virtual broadcaster model driving module 720 is configured to drive the client's virtual broadcaster model based on the broadcaster motion capture data. The client-side virtual model driving information acquisition module 730 is configured to acquire the client's client-side virtual model driving information in real time. The client-side interactive information generation module 740 is configured to generate client-side interactive information, wherein the client-side interactive information includes the client-side virtual model driving information. The client-side interactive information sending module 750 is configured to send the client-side interactive information to the server.
[0082] See Figure 8 The diagram schematically illustrates the structure of a server-side live streaming interactive apparatus according to some exemplary embodiments of the present disclosure. For example... Figure 8 As shown, the server-side live streaming interactive device 800 includes: a broadcaster information receiving module 810, a broadcaster information sending module 820, a client information receiving module 830, and a client information sending module 840. The broadcaster information receiving module 810 is configured to receive broadcaster interaction information from the broadcaster, wherein the broadcaster interaction information includes broadcaster motion capture data describing the actions the broadcaster is performing. The broadcaster information sending module 820 is configured to send the broadcaster interaction information to at least one client. The client information receiving module 830 is configured to receive client interaction information from each of the at least one client. The client information sending module 840 is configured to send the client interaction information to the broadcaster and / or a designated client.
[0083] It should be understood that, Figure 6 , Figure 7 , Figure 8 The modules shown in the text relate to the topics discussed above. Figure 3 , Figure 4 , Figure 5The operation of the corresponding steps in the live interactive method and its exemplary embodiments described herein will not be repeated here. Furthermore, the various modules described in this disclosure can be implemented in hardware or in hardware combined with software and / or firmware. For example, these modules can be implemented as computer-executable code / instructions configured to execute in one or more processors and stored in a computer-readable storage medium. Alternatively, these modules can be implemented as hardware logic / circuit. As a non-limiting example, one or more of these modules can be implemented in a system-on-a-chip (SoC). An SoC may include an integrated circuit chip (which includes a processor (e.g., a central processing unit (CPU), microcontroller, microprocessor, digital signal processor (DSP), etc.), memory, one or more communication interfaces, and / or one or more components of other circuitry), and may optionally execute received program code and / or include embedded firmware to perform functions.
[0084] See Figure 9 This schematically illustrates the architecture of a live interactive system according to some exemplary embodiments of the present disclosure. For example... Figure 9 As shown, the architecture comprises three parts: the broadcaster's end, the client, and the server. On the broadcaster's end, motion capture devices (e.g., body motion capture devices, facial motion capture devices, and finger motion capture devices) are used to acquire broadcaster motion capture data in real time, with a data refresh rate of, for example, 90Hz. With the acquired broadcaster motion capture data, the broadcaster's end can use this data to drive the movement of a local virtual broadcaster model. Simultaneously, the broadcaster's end collects and organizes the data to send as interactive information to the server. In some embodiments, the data refresh rate of the broadcaster's motion capture data can be reduced, and the content of the broadcaster's motion capture data can be optimized to reduce the data volume. Furthermore, in... Figure 9 In the architecture shown, the broadcaster's client also collects the broadcaster's audio data and sends it to the server. The broadcaster's client can also receive motion data from the client's headset and controllers, as well as audio data, sent from the server. This allows it to drive the client's virtual model's movement based on the headset and controller motion data, and play the received audio data. The server receives data from the broadcaster's client and broadcasts it to the client. Simultaneously, the server also receives data from the client and sends it to the broadcaster's client and / or a designated client. This architecture includes three clients, each with identical components. Figure 9Only the configuration of client 1 is shown, but it should be understood that clients 2 and 3 can have the same configuration. Taking client 1 as an example, client 1 receives interactive information from the broadcaster client from the server and drives the virtual broadcaster model at client 1 based on the broadcaster client's motion capture data included therein. Furthermore, client 1 can also obtain audio data from the server and play the audio. Client 1 is a VR client; therefore, client 1 can obtain motion data from the headset and controllers worn by the client and send this motion data as client interactive information to the server, so that the server can then forward it to the broadcaster client and / or a designated client. Client 1 can also obtain local audio data and then send that audio data to the server. Furthermore, although... Figure 9 The architecture shown includes three clients, but it should be understood that fewer or more clients are also possible.
[0085] See Figure 10 The diagram schematically illustrates a live interactive system according to some exemplary embodiments of the present disclosure. Figure 10 As shown, the live streaming interactive system 900 includes a broadcaster-side live streaming interactive device 910, a client-side live streaming interactive device 920, and a server-side live streaming interactive device 930. The broadcaster-side live streaming interactive device 910 can be implemented as follows: Figure 6 The presents a live streaming interactive device 600 for broadcasters, and it can be used to perform actions such as... Figure 3 The live streaming interaction method 300 shown in the illustration and the methods described in its various exemplary embodiments. The client-side live streaming interaction device 920 can be implemented as follows: Figure 7 The client-side live streaming interactive device 700 shown can be used to perform actions such as... Figure 4 The client-side live streaming interaction method 400 and the methods described in its various exemplary embodiments are shown. The server-side live streaming interaction device 930 can be implemented as follows: Figure 8 The client-side live streaming interactive device 800 shown can be used to perform actions such as... Figure 5 The server-side live interactive method 500 shown and the methods described in its various exemplary embodiments.
[0086] See Figure 11 The diagram schematically illustrates a computing device according to some embodiments of the present disclosure. Figure 11 As shown, the computing device 1000 can be used in various application scenarios described in this disclosure, and it can implement various live interactive methods described in this disclosure.
[0087] The computing device 1000 may include at least one processor 1002, a memory 1004, multiple communication interfaces 1006, a display device 1008, other input / output (I / O) devices 1010, and one or more mass storage devices 1012 that are capable of communicating with each other, such as via a system bus 1014 or other suitable means.
[0088] Processor 1002 may be a single processing unit or multiple processing units, and all processing units may include single or multiple computing units or multiple cores. Processor 1002 may be implemented as one or more microprocessors, microcomputers, microcontrollers, digital signal processors, central processing units, state machines, logic circuits, and / or any device that manipulates signals based on operating instructions. Among other capabilities, processor 1002 may be configured to acquire and execute computer-readable instructions stored in memory 1004, mass storage device 1012, or other computer-readable storage media, such as program code of operating system 1016, program code of application program 1018, program code of other program 1020, etc.
[0089] Memory 1004 and mass storage device 1012 are examples of computer-readable storage media for storing instructions that can be executed by processor 1002 to perform the various functions described above. For example, memory 1004 may generally include both volatile and non-volatile memory (e.g., RAM, ROM, etc.). Furthermore, mass storage device 1012 may generally include hard disk drives, solid-state drives, removable media, including external and removable drives, memory cards, flash memory, floppy disks, optical disks (e.g., CDs, DVDs), storage arrays, network-attached storage, storage area networks, etc. Both memory 1004 and mass storage device 1012 may be collectively referred to herein as computer-readable memory or computer-readable storage media, and may be non-transitory media capable of storing computer-readable, processor-executable program instructions as computer-executable code that can be executed by processor 1002 as a specific machine configured to perform the operations and functions described in the various exemplary embodiments of this disclosure.
[0090] Multiple program modules can be stored on a mass storage device 1012. These program modules include an operating system 1016, one or more application programs 1018, other programs 1020, and program data 1022, and they can be executed by a processor 1002. Examples of such application programs or program modules may include, for example, computer program logic (e.g., computer-executable code or instructions) for implementing the following components / functions: a broadcaster motion capture data acquisition module 610, a broadcaster-side virtual broadcaster model driving module 620, a broadcaster-side interactive information generation module 630, a broadcaster-side interactive information sending module 640, a client-side interactive information receiving module 650, and a broadcaster-side client virtual model driving module 660; a broadcaster-side interactive information receiving module 710, a client-side virtual broadcaster model driving module 720, a client-side virtual model driving information acquisition module 730, a client-side interactive information generation module 740, and a client-side interactive information sending module 750; a broadcaster-side information receiving module 810, a broadcaster-side information sending module 820, a client-side information receiving module 830, and a client-side information sending module 840.
[0091] Although Figure 11 The modules are illustrated as being stored in memory 1004 of computing device 1000, but the various modules or portions thereof described above can be implemented using any form of computer-readable storage medium accessible by computing device 1000. As used herein, "computer-readable storage medium" includes at least two types of computer-readable storage media: computer storage media and communication media. Computer storage media includes volatile and non-volatile, removable and non-removable media implemented by any method or technique for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory technologies, CD-ROM, Digital Universal Disc (DVD), or other optical storage devices, magnetic cassettes, magnetic tapes, disk storage devices or other magnetic storage devices, or any other non-transmission medium that can be used to store information for access by a computing device. In contrast, communication media can embody computer-readable instructions, data structures, program modules, or other data in modulated data signals such as carrier waves or other transmission mechanisms. Computer storage media as defined in this disclosure do not include communication media.
[0092] The computing device 1000 may also include one or more communication interfaces 1006 for exchanging data with other devices, such as via a network, direct connection, etc. The communication interface 1006 can facilitate communication across various network and protocol types, including wired networks (e.g., LAN, cable, etc.) and wireless networks (e.g., WLAN, cellular, satellite, etc.), the Internet, etc. The communication interface 1006 can also provide communication with external storage devices (not shown), such as storage arrays, network-attached storage, storage area networks, etc.
[0093] In some examples, computing device 1000 may also include display device 1008, such as a monitor, for displaying information and images. Other I / O devices 1010 may be devices that receive various inputs from a target object and provide various outputs to the target object, including but not limited to touch input devices, gesture input devices, cameras, keyboards, remote controls, mice, printers, audio input / output devices, and so on.
[0094] This disclosure also relates to a computer-readable storage medium configured to store computer-executable instructions configured, when executed on a processor, to cause the processor to perform a live streaming interaction method for broadcasters according to exemplary embodiments of this disclosure, or to cause the processor to perform a live streaming interaction method for clients according to exemplary embodiments of this disclosure, or to cause the processor to perform a live streaming interaction method for servers according to exemplary embodiments of this disclosure. It should be understood that the computer-readable storage medium should be any suitable storage medium, including, but not limited to, RAM, ROM, EEPROM, flash memory or other memory technologies, CD-ROM, DVD, or other optical storage devices, magnetic cassettes, magnetic tapes, disk storage devices or other magnetic storage devices, or any other non-transmission medium that can be used to store information for access by a computing device. This disclosure does not limit the scope of the computer-readable storage medium.
[0095] Furthermore, this disclosure also relates to a computer program product including computer-executable instructions configured to, when executed on a processor, cause the processor to perform a live streaming interaction method for broadcasters according to exemplary embodiments of this disclosure, or cause the processor to perform a live streaming interaction method for clients according to exemplary embodiments of this disclosure, or cause the processor to perform a live streaming interaction method for servers according to exemplary embodiments of this disclosure.
[0096] The terminology used in this disclosure is for the purpose of describing embodiments thereof and is not intended to limit the disclosure. As used herein, the singular forms “a,” “an,” and “the” are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the terms “comprising” and “including,” when used in this disclosure, refer to the presence of the stated feature but do not exclude the presence of one or more other features or the addition of one or more other features. As used herein, the term “and / or” includes any and all combinations of one or more of the associated listed items. It will be understood that although the terms “first,” “second,” “third,” etc., may be used herein to describe various features, these features should not be limited by these terms. These terms are used only to distinguish one feature from another.
[0097] Unless otherwise defined, all terms used in this disclosure (including technical and scientific terms) shall have the same meaning as commonly understood by one of ordinary skill in the art to which this disclosure pertains. It shall also be understood that terms such as those defined in commonly used dictionaries shall be interpreted as having the meaning consistent with their meaning in the relevant field and / or the context of this specification, and shall not be interpreted in an idealized or overly formal sense unless expressly defined in this disclosure.
[0098] In the description of this specification, the terms "one embodiment," "some embodiments," "example," "specific example," or "some examples," etc., refer to a specific feature, structure, material, or characteristic described in connection with that embodiment or example that is included in at least one embodiment or example of this disclosure. In this specification, the illustrative expressions of the above terms do not necessarily refer to the same embodiment or example. Furthermore, the specific features, structures, materials, or characteristics described may be combined in any suitable manner in one or more embodiments or examples. Moreover, without contradiction or violation of technical principles, those skilled in the art can combine and integrate the different embodiments or examples and features described in this specification, or omit some technical features from the different embodiments or examples described in this specification, and embodiments or examples obtained based on such combinations, arrangements, or omissions are also considered to fall within the scope of this disclosure.
[0099] The methods described in this disclosure include one or more steps or actions. These method steps and / or actions do not necessarily have to be performed in the order described in this disclosure, but can be performed in different orders, such as simultaneously or in reverse order, as long as this does not contradict the principles of the technical solutions described in this disclosure. Furthermore, depending on actual needs, the steps or actions in the methods described in this disclosure can be replaced with different steps or actions, or additional steps or actions may be included.
[0100] The various descriptive logic blocks, modules, and circuits described in this disclosure are hardware circuits that can be implemented using any suitable technology known in the art, such as, but not limited to, application-specific integrated circuits (ASICs), programmable gate arrays (FPGAs), field-programmable gate arrays (FPGAs), etc., with suitable combinational logic gates. This disclosure makes no limitation in this regard.
[0101] Although this disclosure has been described in detail with reference to some exemplary embodiments, it is not limited to the particular forms described herein. Rather, the scope of this disclosure is defined only by the appended claims.
Claims
1. A live streaming interaction method for broadcasters, comprising: Real-time acquisition of the streamer's motion capture data, wherein the streamer's motion capture data describes the actions the streamer is performing; The virtual anchor model on the anchor terminal is driven by the anchor's motion capture data; Generate broadcaster-side interactive information, wherein the broadcaster-side interactive information includes the broadcaster's motion capture data; The broadcaster's interactive information is sent to the server, which then sends the broadcaster's interactive information to the client to drive the client's virtual broadcaster model. The motion capture data of the anchor is optimized in the following ways: the information of individual bones is optimized, all scaling information of bones is deleted, and motion information of bones that do not move is removed.
2. The live streaming interaction method for the broadcaster as described in claim 1, wherein, The real-time acquisition of the anchor's motion capture data includes at least one of the following: Acquire body motion capture data in real time from body motion capture devices; Acquire facial motion capture data in real time from facial motion capture devices; Finger motion capture data is acquired in real time from the finger motion capture device.
3. The live streaming interaction method for the broadcaster as described in claim 1, wherein, The generation of broadcaster-side interactive information also includes: Receive audio data from the broadcaster; The interactive information for the broadcaster also includes the broadcaster's audio data.
4. The live streaming interaction method for the broadcaster as described in claim 1, wherein, The generation of broadcaster-side interactive information also includes: Receive instructions from the broadcaster; The interactive information of the broadcaster also includes the broadcaster's instruction information.
5. The live streaming interaction method for the broadcaster as described in claim 1, wherein, The generation of broadcaster-side interactive information also includes: Reduce the data refresh frequency of the streamer motion capture data included in the streamer's interactive information to reduce the amount of streamer motion capture data.
6. The live streaming interaction method for the broadcaster as described in claim 1 further includes: Receive client interaction information from the client, wherein the client interaction information includes client virtual model driving information; The virtual customer model on the broadcaster's end is driven based on the virtual customer model information.
7. The live streaming interaction method for the broadcaster as described in claim 6, wherein, The client is a VR client, and the client virtual model driving information includes motion data of the VR client's controller and headset; The receiving of client interaction information from the client also includes: interpolating the motion data of the VR client's controller and helmet in response to the low data refresh frequency of the VR client's motion data.
8. A client-side live streaming interaction method, comprising: Receive interactive information from the broadcaster, wherein the interactive information from the broadcaster includes motion capture data describing the actions the broadcaster is performing; The virtual anchor model on the client is driven by the anchor's motion capture data; Real-time acquisition of client virtual model driver information from the client; Generate client interaction information, wherein the client interaction information includes the client virtual model driving information; The client interaction information is sent to the server, which then sends the client interaction information to the broadcaster and / or a designated client to drive the virtual client model of the broadcaster and / or the designated client. The motion capture data of the anchor is optimized in the following ways: the information of individual bones is optimized, all scaling information of bones is deleted, and motion information of bones that do not move is removed.
9. The client-side live streaming interaction method according to claim 8, wherein, The receiving of the broadcaster's interactive information also includes: in response to the low data refresh rate of the broadcaster's motion capture data included in the broadcaster's interactive information, interpolating the broadcaster's motion capture data.
10. The client-side live streaming interaction method according to claim 8, wherein, The generated client interaction information also includes: Receive audio data from the client; The client interaction information also includes the client audio data.
11. The client-side live streaming interaction method according to claim 8, wherein, The generated client interaction information also includes: Receive client instruction information; The client interaction information also includes the client instruction information.
12. The client-side live streaming interaction method according to claim 8, wherein, The client is a VR client, and the client virtual model driving information includes motion data of the VR client's controller and headset; The real-time acquisition of the client's virtual model driving information also includes: real-time acquisition of the motion data of the VR client's controller and helmet; The generation of client interaction information also includes: reducing the data refresh frequency of the motion data of the VR client's controllers and helmet.
13. A server-side live streaming interactive method, comprising: Receive interactive information from the broadcaster's end, wherein the interactive information from the broadcaster's end includes motion capture data describing the actions the broadcaster is performing; Send the broadcaster's interactive information to at least one client; Receive client interaction information from each of the at least one client; Send the client interaction information to the broadcaster and / or the designated client; The motion capture data of the anchor is optimized in the following ways: the information of individual bones is optimized, all scaling information of bones is deleted, and motion information of bones that do not move is removed.
14. A live streaming interactive device for broadcasters, comprising: The anchor motion capture data acquisition module is configured to: acquire anchor motion capture data in real time, wherein the anchor motion capture data describes the actions that the anchor is performing, and wherein the anchor motion capture data is optimized in the following ways: the information of individual bones is optimized, all scaling information of bones is deleted, and movement information is removed for bones that do not move. The virtual anchor model driving module on the anchor end is configured to drive the virtual anchor model on the anchor end based on the anchor motion capture data. The broadcaster-end interaction information generation module is configured to generate broadcaster-end interaction information, wherein the broadcaster-end interaction information includes the broadcaster motion capture data; The broadcaster-side interactive information sending module is configured to send the broadcaster-side interactive information to the server. A client interaction information receiving module is configured to receive client interaction information from a client, wherein the client interaction information includes client virtual model driving information; The broadcaster-side client virtual model driving module is configured to drive the broadcaster-side client virtual model based on the client virtual model driving information.
15. A client-side live streaming interactive device, comprising: The broadcaster-end interactive information receiving module is configured to receive broadcaster-end interactive information, wherein the broadcaster-end interactive information includes broadcaster motion capture data describing the actions the broadcaster is performing, wherein the broadcaster motion capture data is optimized in the following manner: the information of individual bones is optimized, all scaling information of bones is deleted, and movement information of bones that do not move is removed. The client-side virtual anchor model driving module is configured to drive the client's virtual anchor model based on the anchor motion capture data. The customer virtual model driver information acquisition module is configured to acquire the customer virtual model driver information of the client in real time. A client interaction information generation module is configured to generate client interaction information, wherein the client interaction information includes the client virtual model driving information; The client interaction information sending module is configured to send the client interaction information to the server.
16. A server-side live streaming interactive device, comprising: The broadcaster information receiving module is configured to receive broadcaster interaction information from the broadcaster, wherein the broadcaster interaction information includes broadcaster motion capture data describing the actions the broadcaster is performing, wherein the broadcaster motion capture data is optimized in the following manner: the information of individual bones is optimized, all scaling information of bones is deleted, and movement information of bones that do not move is removed. The broadcaster information sending module is configured to send the broadcaster interaction information to at least one client. A client information receiving module is configured to receive client interaction information from each of the at least one client. The client information sending module is configured to send the client interaction information to the broadcaster and / or a designated client.
17. A live interactive system, comprising: The live streaming interactive device for broadcasters according to claim 14; The client-side live streaming interactive device according to claim 15; The server-side live streaming interactive device according to claim 16.
18. A computing device comprising a processor and a memory, the memory being configured to store computer-executable instructions configured, when executed on the processor, to cause the processor to perform a live streaming interaction method for a broadcaster according to any one of claims 1 to 7, or to cause the processor to perform a live streaming interaction method for a client according to any one of claims 8 to 12, or to cause the processor to perform a live streaming interaction method for a server according to claim 13.
19. A computer-readable storage medium configured to store computer-executable instructions, the computer-executable instructions being configured, when executed on a processor, to cause the processor to perform a live streaming interaction method for a broadcaster according to any one of claims 1 to 7, or to cause the processor to perform a live streaming interaction method for a client according to any one of claims 8 to 12, or to cause the processor to perform a live streaming interaction method for a server according to claim 13.
20. A computer program product comprising computer-executable instructions configured, when executed on a processor, to cause the processor to perform a live streaming interaction method for a broadcaster according to any one of claims 1 to 7, or to cause the processor to perform a live streaming interaction method for a client according to any one of claims 8 to 12, or to cause the processor to perform a live streaming interaction method for a server according to claim 13.
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