An entertainment system capable of virtual-real interaction

By designing an interactive entertainment system that combines virtual and real elements, and using a real-world amusement park and a virtual game system server to build a virtual amusement park, the interaction between the virtual and real worlds is realized, solving the problem of the lack of realism in online games and enhancing entertainment and fun.

CN116850575BActive Publication Date: 2026-01-13GUANGDONG JINMA ENTERTAINMENT CORP LTD
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Patent Information

Application Number
CN202311045088.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2022-08-23
Filing Date
2023-08-18
Publication Date
2026-01-13
Estimated Expiration
2043-08-18

AI Technical Summary

Technical Problem

Existing online games lack realism, fail to provide the atmosphere of the game, and cannot achieve interaction between the virtual and real worlds.

Method used

Design an entertainment system that enables virtual-real interaction, including a real-world amusement park, a virtual game system server, and terminals. Information is collected through real-world data acquisition devices, player information acquisition devices, and interactive device data acquisition devices, and transmitted to the virtual game system server using communication devices to construct a virtual amusement park and achieve synchronous interaction between real and virtual information.

Benefits of technology

It enables players to interact between the virtual and real-world theme parks, enhancing entertainment and fun, and allowing players to have diverse interactive experiences between the virtual and the real world.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses an entertainment system capable of realizing virtual-real interaction, which comprises a real scene amusement park, a meta game system server and a terminal. The real scene amusement park comprises interactive devices, real scene data acquisition devices, player information acquisition devices, interactive device data acquisition devices and communication devices for mutual communication between the interactive devices or between the real scene amusement park and the meta game system server, which are arranged in or run on a game project site and are used for the entertainment or game or experience of players. The meta game system server is used for constructing a virtual amusement park scene, associating a virtual identity of a player and synchronously mapping the real scene interactive devices to corresponding virtual interactive devices. The terminal is used for displaying the virtual amusement park scene, the virtual identity and the virtual interactive devices in the virtual amusement park scene in the meta game system server. The real scene amusement park and the meta game system server and the meta game system server and the terminal are in communication connection. The application has various playing methods, is stronger in entertainment and higher in interest.
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Description

[Technical Field]

[0001] This invention relates to an entertainment system that enables virtual-real interaction. [Background Technology]

[0002] Besides being more fun, online games allow multiple players to compete simultaneously. Players compete according to certain rules, and rankings are determined based on these rankings. This competitive online gaming increases the rivalry, making players more engaged and highly replayable, and has become a major model for the development of online games.

[0003] Existing online games are all played in a virtual environment provided by the game platform. The game scenes, game characters, etc., all exist in the virtual world, lacking the realism of the game and making it impossible to experience the atmosphere of the game. [Summary of the Invention]

[0004] The purpose of this invention is to overcome the shortcomings of the prior art and provide an entertainment system that allows the same player to play, experience, or interact in both the virtual and real worlds, and allows different players in the real world to play, experience, or interact in the same way. This system enhances the virtual entertainment and real-world interactivity of the game.

[0005] The objective of this invention is achieved as follows:

[0006] An entertainment system capable of realizing virtual-real interaction, characterized in that it includes a real-world amusement park, a virtual tour system server, and a terminal;

[0007] The virtual reality amusement park includes interactive devices placed or running on an amusement park site for players to enjoy, play, or experience; a virtual reality data acquisition device for collecting data from the virtual reality amusement park; a player information acquisition device for collecting player information; an interactive device data acquisition device for collecting data from the interactive devices; and a communication device for communication between interactive devices or between the virtual reality amusement park and the Yuanyou system server; the information collected by the virtual reality data acquisition device, the player information acquisition device, and the interactive device data acquisition device is transmitted to the Yuanyou system server through the communication device;

[0008] The Yuanyou system server includes a virtual amusement park and an interactive system constructed based on real-world amusement park data; the interactive system includes an amusement service module that synchronously displays the operating status of the corresponding virtual interactive devices mapped to the player's real-world interactive devices in the virtual amusement park scene to achieve synchronous interaction between real and virtual information; and a player management module that realizes the association between the player's real identity and virtual identity and is used to present real and virtual information.

[0009] The terminal is used to display the virtual amusement park scene, virtual identity, and virtual interactive devices in the virtual amusement park scene from the Yuanyou system server.

[0010] Communication connections between the real-world amusement park and the Yuanyou system server, and between the Yuanyou system server and the terminal.

[0011] The entertainment system described above that enables virtual-real interaction is characterized in that the real-scene data acquisition device and the interactive device data acquisition device can be integrated into one unit.

[0012] The entertainment system that enables virtual-real interaction as described above is characterized in that the terminal can be one or more of a mobile terminal, a PC, a display terminal, or a physical display device.

[0013] The entertainment system described above, which enables virtual-real interaction, is characterized in that the terminal is installed on the interactive equipment in the real-world amusement park.

[0014] The entertainment system described above, which enables virtual-real interaction, is characterized in that the interactive system further includes an amusement park project management module.

[0015] The entertainment system that enables virtual-real interaction as described above is characterized in that the interactive system further includes a task management module.

[0016] The entertainment system described above, which enables virtual-real interaction, is characterized in that the interactive system further includes a digital asset management module.

[0017] The entertainment system described above, which enables virtual-real interaction, is characterized in that the virtual park is a digital scene displayed by superimposing themed activities on some or all of the real-world parks.

[0018] The entertainment system described above, which enables virtual-real interaction, is characterized in that the virtual amusement park includes virtual scenes, virtual devices, and a library of virtual characters.

[0019] The entertainment system that enables virtual-real interaction, as described above, is characterized by including multiple virtual characters in its virtual character library. These virtual characters are constructed based on real player information or created by the system. The virtual characters can also be non-player characters set up according to the amusement experience of the virtual park.

[0020] The entertainment system that enables virtual-real interaction as described above is characterized in that the virtual amusement park also includes a basic material library, which can be one or more of virtual theme elements, virtual props, or virtual interactive devices.

[0021] The entertainment system that enables virtual-real interaction as described above is characterized in that the acquisition device can be one or more of the following: an image acquisition device, a position acquisition device, a motion state acquisition device, a sound acquisition device, or a physiological information acquisition device.

[0022] The entertainment system described above, which enables virtual-real interaction, is characterized in that the terminal is a display mechanism capable of displaying virtual elements and mixed real-world scenes and interacting with players at the amusement park.

[0023] The entertainment system described above, which enables interaction between the virtual and real worlds, is characterized by having multiple real-world theme parks and multiple virtual theme parks; the multiple real-world theme parks, the multiple virtual theme parks, and the real-world theme parks and virtual theme parks are connected through an interactive system.

[0024] The entertainment system described above, which enables interaction between the real and virtual worlds, is characterized by multiple real-world theme parks constituting the real world, multiple virtual theme parks constituting the virtual world, and the real world and the virtual world being connected through an interactive system.

[0025] An interactive method for an entertainment system that enables virtual-real interaction, characterized by comprising:

[0026] S1. The real-scene data acquisition device collects real-scene amusement park data and transmits it to the Yuanyou system server via a communication device;

[0027] S2, the Yuanyou system server constructs a virtual amusement park based on the collected real-world amusement park data;

[0028] S3. The player information collection device collects player information and transmits it to the Yuanyou system server via a communication device;

[0029] S4. The player management module associates the player's real-world identity with their virtual identity based on the collected player information and then enters the corresponding amusement service module.

[0030] S5. The interactive device data acquisition device collects the operating status data of the interactive device and transmits it to the Yuanyou system server through the communication device.

[0031] S6. The amusement service module displays the operating status of the corresponding virtual interactive device mapped to the player's real-world interactive device in the virtual amusement park scene based on the collected data. At the same time, the player interacts with the virtual amusement park scene, virtual identity and virtual interactive device through the terminal to achieve synchronous interaction between real and virtual information.

[0032] The beneficial effects of this invention are:

[0033] The gameplay of this invention includes: 1. Players can enter a virtual park; 2. Players can participate in games within the virtual park; 3. Players can play in a real-world park; 4. Players can interact with interactive devices both inside and outside the real-world park; 5. Different players can simultaneously play on virtual devices in the virtual park and interactive devices in the real-world park; 6. Players can interact between the virtual park and the real-world park. Furthermore, the gameplay is diverse, more entertaining, and more fun. [Attached Image Description]

[0034] Figure 1 This is a schematic diagram of the structure of the present invention;

[0035] Figure 2 This is a schematic diagram of the connection structure between the interactive system and the terminal of the present invention;

[0036] Figure 3 This is a structural diagram of the virtual amusement park of the present invention;

[0037] Figure 4 This is a schematic diagram of a real amusement park based on the present invention;

[0038] Figure 5 This is a schematic diagram of the virtual amusement park of the present invention;

[0039] Figure 6 This is a schematic diagram illustrating the gameplay of the bumper car amusement project of the present invention;

[0040] Figure 7 This is a schematic diagram of the amusement park project management module of the present invention;

[0041] Figure 8 This is a schematic diagram of sparse point cloud reconstruction based on the principle of the 3D reconstruction algorithm of this invention;

[0042] Figure 9 This is a schematic diagram of the feature decomposition principle of the three-dimensional reconstruction algorithm of this invention;

[0043] Figure 10 This is a rendering flowchart illustrating the principle of the 3D reconstruction algorithm of this invention;

[0044] Figure 11 This is a structural diagram of the bumper car in the bumper car amusement project of this invention;

[0045] Figure 12 This is a schematic diagram of the electronic control structure of the bumper car of this invention;

[0046] Figure 13 This is a schematic diagram of the second gameplay method for the bumper car amusement project of the present invention;

[0047] Figure 14 This is a schematic diagram of the second gameplay principle of the bumper car amusement project of the present invention;

[0048] Figure 15This is a schematic diagram of the third gameplay method for the bumper car amusement project of the present invention;

[0049] Figure 16 This is a flowchart illustrating the various gameplay elements of the bumper car amusement project of this invention.

Detailed Implementation Methods

[0050] The present invention will be further described below with reference to the accompanying drawings:

[0051] like Figure 1-3 As shown, an entertainment system that enables virtual-real interaction includes a virtual theme park 1, a virtual game system server 2, and a terminal 3.

[0052] The virtual reality amusement park includes interactive devices 11 placed or running on an amusement park area for players to enjoy, play, or experience; a virtual reality data acquisition device 12 for collecting data from the virtual reality amusement park; a player information acquisition device 13 for collecting player information; an interactive device data acquisition device 14 for collecting data from the interactive devices; and a communication device 15 for communication between interactive devices or between the virtual reality amusement park and the Yuanyou system server. Information collected by the virtual reality data acquisition device, the player information acquisition device, and the interactive device data acquisition device is transmitted to the Yuanyou system server via the communication device. Specifically, such as... Figure 4 As shown, the virtual reality amusement park includes multiple amusement park areas. A virtual reality data acquisition device collects virtual reality data from each amusement park area, and each amusement park area is equipped with interactive amusement devices; for example... Figure 6 As shown, the bumper car amusement park is equipped with bumper car interactive equipment, and player information collection devices and interactive equipment data collection devices are installed on the bumper car interactive equipment.

[0053] The Yuanyou system server constructs a virtual amusement park scene based on real-world amusement park data. It associates player real-world and virtual identities based on player information and allows entry into amusement rides. Based on interactive device data, it synchronously displays the operating status of the corresponding virtual interactive devices mapped from the real-world interactive devices within the virtual amusement park scene, achieving synchronized interaction between real and virtual information. Specifically, the real-world interactive devices in the real-world amusement park and the virtual interactive devices in the virtual amusement park have the same real-time operating status, such as speed and direction. The Yuanyou system server has a built-in Yuanyou system, which includes a virtual amusement park 21 and an interactive system 22; the virtual amusement park 21, as shown... Figure 5 As shown, the interactive system is constructed by adding virtual elements to the real-world amusement park environment; the interactive system includes an amusement service module 23 for enabling players to interact with various amusement projects; and a player management module 24 for linking the player's real identity and virtual identity and for presenting real and virtual information.

[0054] The terminal is used to display the virtual amusement park scene, virtual character identities, and virtual interactive devices in the virtual amusement park scene from the Yuanyou system server.

[0055] The virtual reality park and the Yuanyou system server are connected via network communication, as are the Yuanyou system server and the terminal.

[0056] The real-scene data acquisition device and the interactive device data acquisition device of the present invention can be integrated into one unit. For example, when the interactive device is a non-powered interactive device, the real-time motion state can be mapped to the corresponding virtual interactive device by acquiring the motion image data of the non-powered interactive device, so as to realize synchronous interaction between real and virtual information.

[0057] The terminal of this invention includes a mobile terminal 31, a PC, a display terminal 32, and a physical display device. The mobile terminal can be a mobile phone, tablet, remote control, smartwatch, smart glasses, etc., and the PC can be a desktop computer, DIY computer, laptop computer, tablet computer, all-in-one computer, ultrabook, etc. The display terminal includes various monitors, televisions, rear-projection TVs, etc. The physical display device can be the rise and fall of water level in a water column, with a higher water level indicating a higher score; the physical display device can also be the rise and fall of sand in a sand column, with more sand piled up resulting in a higher score.

[0058] The terminal of the present invention, such as Figure 6 As shown, it can be an interactive device installed in a real-world amusement park, or a display mechanism 33 set up on the site of a real-world amusement park that can display virtual elements and real-world mixed scenes and interact with players in the amusement park area.

[0059] The interactive system 22 of this invention includes an amusement service module 23 and a player management module 24. The amusement service module is used to connect and process various virtual and real amusement projects. The player management module is used to associate a player's real identity with their virtual identity and to present real and virtual information. An amusement service module can store one game, and the player management module is used to associate a player's real identity with their virtual identity and to associate and present the real and virtual information of the same player.

[0060] The amusement service module consists of a series of game services, each corresponding to an amusement attraction. It is implemented based on the Skynet game server engine and provides backend game services for the amusement attractions.

[0061] Players can log in to the Yuanyou system using the Yuanyou system client on mobile devices and other terminals to participate in amusement projects. The Yuanyou system client is implemented using a game engine, and the game scenes are constructed from real-world amusement park scenes using 2D / 3D modeling, which are essentially virtual amusement parks.

[0062] After a player logs in, the client establishes a real-time long-term connection with the amusement park service, sending the player's input to the service via the network. The service then forwards the input to the ride equipment, enabling the player to control the ride. Simultaneously, the ride's interactive devices collect on-site data through sensors, cameras, and other devices, sending this data to the service. The service then converts the data from the actual scene and sends it to the Yuanyou system client. Upon receiving the data, the Yuanyou system client updates the status and location information of the interactive devices and other elements within the ride on the virtual park.

[0063] The player management module maintains player registration information, which includes real-world identity information such as name, WeChat ID, and mobile phone number, as well as virtual information set by the player in the virtual park, such as nickname, profession, character, and appearance. The player management module uses unique real-world identifiers such as mobile phone number and WeChat ID to bind real-world and virtual identities. When players are playing in the virtual park, they appear with virtual identities; however, when players need to trade with the real world, such as purchasing items, they use their real-world identity.

[0064] The interactive system in the meta-amusement system of the present invention further includes an amusement project management module 25 for the maintenance and upgrading of real-world amusement projects. The amusement project management module is used for the management of access information, software upgrades, and content upgrades of real-world amusement projects.

[0065] like Figure 7 As shown, the amusement park ride management module maintains the access certificates for real-world amusement park rides. Before an amusement park ride is connected to the Yuanyou system, administrators enter the ride's information into the amusement park ride management module and generate an access certificate. The access certificate contains information about the organization to which the ride belongs, permission information, a key, and the access address for the interactive system. The access certificate is manually imported into the access device of the amusement park ride. When the access device of the amusement park ride accesses the Yuanyou system, it must include the certificate information, and the platform authenticates the ride based on the certificate.

[0066] The process for amusement park rides to connect to the interactive system and for software and content updates is as follows: After the device starts up, it reads its local access certificate, actively establishes a connection with the interactive system, and reports the information required for authentication. The game project management module accesses the information reported by the device for authentication. If authentication fails, it returns a result and disconnects. If authentication succeeds, it returns a success message along with the current software and content versions of the system and maintains a persistent connection. After receiving the software and content versions returned by the game project management module, the amusement park ride accessing the device compares them with its local software and content versions. If they are different, it accesses the game project management module, downloads the latest version, and updates its local software and content after a successful download.

[0067] The interactive system in the meta-game system of the present invention further includes a task management module 26 for the operator to create amusement task information and for the client to obtain amusement task information. The task management module is used to associate amusement projects in the real-world amusement park, so that players can play in various themed activities.

[0068] The task management module implements the following: 1. A visual editing interface allows operators to configure the rides to be played for each task, the connections between rides, and the requirements and outcomes for completing each ride. 2. Based on the relationships between rides, a themed activity route map is generated. The Yuanyou client retrieves the themed activity route map and ride information from the task management module and presents it to the players.

[0069] The interactive system in the virtual game system of this invention further includes a digital asset management module 27 that can store digital asset data of virtual character identities. The digital asset management module is used to manage digital content created by players online and in the real-world amusement park and to support player transactions on the platform. The digital assets can be various virtual currencies, virtual property, etc. The digital asset management module creates a property account and a digital content library for each player, respectively storing the player's virtual property, digital content, and transaction records, and implementing an online mall where players can publish digital content and conduct transactions.

[0070] The virtual amusement park of this invention is a digital scene based on a real-world amusement park, overlaid with themed activities. The park's scenery, rides, service points, shops, and hotels are all based on the real-world amusement park, created through 2D or 3D modeling, overlaid with themed atmospheres, thematic elements, or other elements, resulting in a scene that corresponds to the real-world environment but is more vivid and interesting.

[0071] The virtual paradise of the present invention, such as Figure 3 As shown, it includes a virtual scene 211, a virtual device 212, and a virtual character library 213. At least one virtual scene plus at least one virtual device can constitute an amusement park.

[0072] The virtual character library of the present invention includes multiple virtual characters 2131, and the virtual characters can be player characters constructed based on player information.

[0073] The virtual characters of this invention can also be non-player characters, i.e., NPCs, set up based on the amusement experience of a virtual park.

[0074] In this invention, the task management module is used to unify the content of themed activities in virtual parks and real-world parks. Both virtual parks and real-world parks include themed elements, props, IPs, landscapes, sound effects, lighting effects, storylines, NPCs, prizes, etc.

[0075] The virtual amusement park of this invention also includes a basic material library 214, which is used to construct the virtual amusement park. This library includes virtual theme elements, virtual props, virtual equipment elements, virtual scene elements, and virtual character elements. For example, when the theme activity is the Dragon Boat Festival, the virtual theme elements include virtual zongzi (sticky rice dumplings), virtual zongzi leaves, and virtual ingredients. Virtual props include oars for rowing dragon boats.

[0076] The task management module in this invention includes themed activities, which can be festival activities, cultural promotion activities, etc. The IP can be the park's own IP or an IP in cooperation with other companies. The storyline can be a similar IP, but with a storyline progression, etc., all of which are reflected in virtual / real scenes at the same time.

[0077] The manifestations include: 1. Landscape: The thematic elements presented in the real-world landscape layout, lighting, music, etc., are integrated with the thematic elements in the virtual park's scene rendering, visuals, and music, forming a connection and interdependence. 2. Storyline / Quests: The park quests assigned to players in the real-world park are related to the storyline / game quests experienced by players in the virtual park. They can have similar themes and gameplay, or they can complement each other and progress step by step. 3. NPC Costumes / Interactions: Elements that can express the functions of NPCs in the real-world park include: employees, digital humans, mechs, certain equipment or landscape features. They play a role in park services, quest progression, thematic atmosphere rendering, and increasing interactive fun. NPCs in the virtual park also have the above manifestations and functions, and there is a mapping relationship between them and NPCs in the real-world park. 4. Gifts / Prizes: Prizes obtained by players through participating in games, activities, competitions, etc., or gifts given to players by the park, can have overlapping aspects in the representation of the real-world and virtual parks. Examples include the coexistence of virtual and physical badges, the coexistence of virtual and physical props, and the exchange of virtual amusement park gift vouchers for real-world amusement park items.

[0078] The real-scene data acquisition device can be one or more of an image acquisition device or an audio acquisition device; the player information acquisition device can be one or more of a physiological information acquisition device or a smart device information acquisition device; the interactive device data acquisition device can be one or more of a location acquisition device or a motion state acquisition device. Image acquisition devices include cameras, webcams, etc.; location acquisition devices include locators; motion state acquisition devices can be speed sensors, direction sensors, acceleration sensors, etc., used to collect player status, such as body movements, reaching out, moving forward, backward, left, right, up, down, etc. Audio acquisition devices can be microphones, recording equipment, etc.; physiological information acquisition devices can be blood pressure monitors, and devices for measuring height and weight.

[0079] Interactive equipment includes amusement rides, arcade machines, game consoles, and props. Amusement rides can be bumper cars, roller coasters, etc.

[0080] The player management module includes an identity recognition submodule, which is used to identify players' virtual and real-world identities. This submodule uses password authentication, facial recognition, fingerprint recognition, iris recognition, or electronic tags containing identity information, such as wristbands, to identify player identities.

[0081] The display terminal of this invention is a display device for displaying real-world amusement parks, virtual-real hybrid scenes, or virtual amusement parks. The display device can be a screen, mobile phone, tablet, PC, AR glasses, etc.

[0082] The present invention can have multiple real-world theme parks and multiple virtual theme parks, and the real-world theme parks and virtual theme parks and / or virtual theme parks are connected through an interactive system.

[0083] The multiple real-world theme parks of this invention constitute the real world, and the multiple virtual theme parks of this invention constitute the virtual world. The real world and the virtual world and / or the virtual worlds are connected through an interactive system.

[0084] The interactive system 22 connects the real-world amusement park and the virtual amusement park through the following methods: Cameras, sensors, and other devices installed in the real-world amusement park acquire data on pedestrian flow, temperature, lighting, and sound, and upload this data to the interactive system via access devices in the real-world amusement park. The interactive system cleans and filters the on-site data from the real-world amusement park and saves it to the real-time database of the real-world amusement park scene. The Yuanyou system client accesses the interactive system via the network to obtain real-time status data of the real-world amusement park, and then updates the corresponding scene effects in the virtual amusement park; the amusement equipment in the real-world amusement park reports the collected data such as the location and speed of the equipment to the interactive system through access devices, and the interactive system forwards this data in real time to the Yuanyou client playing the corresponding amusement project in the virtual amusement park. The Yuanyou client updates the status, location, and other conditions of the equipment in the virtual amusement park scene based on the received data.

[0085] The working principle of this invention is as follows: First, a virtual amusement park is constructed by referencing the real-world amusement park in whole or in part. The virtual amusement park model can be 2D or 3D. Then, the correspondence between virtual coordinates and real-world coordinates is established. After that, the player's current virtual coordinates and viewpoint are determined, or the player's real-world coordinates and viewpoint are determined by a locator and then converted to the player's current virtual coordinates and viewpoint. The amusement service in the interactive system calculates the view in the virtual amusement park model in real time based on the player's current virtual coordinates and viewpoint, and presents it to the player through the terminal or integrates it into the viewpoint.

[0086] The principle of the 3D reconstruction algorithm in this case is as follows:

[0087] 1. Multi-view images: There are two scenarios for capturing images:

[0088] 1.1 Independent Objects: When photographing independent objects, multiple perspectives should surround the object being photographed, ideally capturing it from all 360 degrees, and trying to make the center lines of the perspectives of each image intersect on the object being photographed.

[0089] 1.2 Scene Environment: When taking photos of the scene environment, it is not necessary to surround the subject. There should be both close-up and long-distance shots. Close-up shots should be taken continuously, meaning that a sufficient amount of the image should overlap. Long-distance shots should include multiple close-up shots.

[0090] 2. Sparse point cloud reconstruction, such as Figure 8 As shown.

[0091] 2.1 Image Feature Extraction:

[0092] 2.1.1 Searching for Image Locations: Identifying potential feature points that are invariant to scaling, rotation, and translation using the Gaussian differential function; feature points are typically located at the inflection points of edges in the image or at locations where dark areas transition to bright areas and vice versa.

[0093] 2.1.2 Key Feature Point Selection: The selection of key feature points is based on their stability. The more feature points present in a wider range of perspectives, the more stable and critical they are.

[0094] 2.1.3 Direction Determination: Based on the local gradient direction of the image, assign one or more directions to each key feature point.

[0095] 2.1.4 Key Feature Point Description: Within the region surrounding each key feature point, the local gradient of the image is measured. These gradients serve as a description of the key feature point and remain invariant under large changes in shape and illumination.

[0096] 2.2 Feature Matching: This involves matching key feature points between images. Matched feature points are projections of the same 3D feature point onto different 2D images. The specific matching method depends on the feature point description method. For example, bit comparison might be used, where more identical bits indicate a higher probability of feature point matching between different images.

[0097] 2.3. Eigenvalue decomposition yields the rotation matrix R and the translation vector t.

[0098] like Figure 9 As shown, suppose we obtain a pair of paired feature points, p1 and p2, from two images.

[0099] The three-dimensional spatial coordinates of the three-dimensional feature point P are:

[0100] P = [X, Y, Z] T

[0101] Then we have:

[0102] p1 = KP, p2 = K(RP + t)

[0103] Where K is the camera intrinsic parameter matrix, and R, t are the rotation matrix and translation vector of the camera coordinate system for capturing two images. The camera coordinate system is three-dimensional.

[0104] x1 = K -1 p1, x2 = K -1 p2

[0105] Where x1 and x2 are the homogeneous coordinates of the two pixels p1 and p2 on the plane. Substituting into the above equation, we get:

[0106] x2=Rx1+t

[0107] Therefore:

[0108] x T 2t ∧ Rx1 = 0, which means: p T 2K -T t ∧ RK -1 p1 = 0

[0109] Among the symbols ∧ The definition is as follows:

[0110] Let vector t = [t1, t2, t3] T ,but:

[0111] It is called the antisymmetric matrix of vector t.

[0112] Pick:

[0113] E = t ∧ R, F = K -T EK -1 Then we have:

[0114] x T 2Ex1=0, p T 2Fp1=0

[0115] Consider a pair of matching points with homogeneous coordinates: x1 = [u1, v1, 1] T x2 = [u2, v2, 1] T

[0116]

[0117] have:

[0118]

[0119] Since u1, v1, u2, and v2 are known, e1 to e9 can be calculated using multiple pairs of matching points. Similarly, F can also be calculated.

[0120] R and t can be solved using E and F. After setting the camera position of a certain image as the origin, the position and rotation angle of the camera when taking pictures of all images are determined.

[0121] 2.4 Triangulation

[0122] like Figure 9 As shown, since p1 = KP and p2 = K(RP + t), where K, R, t, p1, and p2 are all known or calculated, and since p1 and p2 are two-dimensional plane equations, the first two equations are four equations. P is three-dimensional, with three coordinates to be determined. These three coordinates of P can be obtained through linear equations. In practice, O1P and O2P may not intersect due to errors. In this case, the least squares method is used to find the optimal solution, i.e., to calculate the three-dimensional coordinates of point P. All the calculated points P constitute a sparse point cloud, also known as a map. Here, a point cloud refers to a set of three-dimensional points in three-dimensional space, with coordinate attributes of (X, Y, Z).

[0123] 3. Dense point cloud reconstruction

[0124] like Figure 9 As shown, the absolute value of the difference between the x-coordinates of the projections p1 and p2 of a 3D feature point P in two images is called the disparity of P between the two images. A two-dimensional map composed of the disparities corresponding to all pixels in an image is called a disparity map. The Z-coordinate value of point P in the I1 camera coordinate system is the depth of pixel p1, and a two-dimensional map composed of the depths corresponding to all pixels in an image is called a depth map.

[0125] As calculated above, the disparity of the projection points of all 3D feature points (i.e., points in the sparse point cloud) in any two images can be calculated (if the two images have projections of the same 3D points). By expanding the feature points, the disparity of all pixels can be obtained using the PatchMatchStereo algorithm [Bleyer M, Rhemann C, Rother C, PatchMatchStereo - Stereo Matching with Slanted Support Windows, British Machine Vision Conference 2011]. Then, the depth map is obtained according to the following equation:

[0126]

[0127] Z = D

[0128]

[0129]

[0130] Where D is the depth, d is the parallax, B is the baseline length (the baseline is O1O2), f is the focal length (in pixels), x0 and y0 are the pixel coordinates of the image center point, the image coordinate system is two-dimensional and the upper left corner is the origin of the coordinate system.

[0131] This obtains the coordinates (X, Y, Z) of all 3D points in the camera coordinate system. Then, using the R and t values ​​calculated for each image in Section 2.3, the 3D coordinates (X, Y, Z) of all 3D points in the world coordinate system can be calculated. w Y w Z w This refers to dense point clouds.

[0132] 4. Virtual-Real Mapping

[0133] 4.1 Sparse point clouds are used for mapping between real space and virtual space.

[0134] By taking an image in the actual space, the rotation matrix R and translation vector t corresponding to the image can be calculated using the same methods described in 2.1 to 2.3 above. This allows us to know the virtual position and orientation of the camera that took the image in the actual space, thus completing the mapping between the actual space and the virtual space.

[0135] 4.2 Dense point clouds are used for digital twins. Dense point clouds can be displayed in a virtual space.

[0136] 5. Three-dimensional spatial positioning

[0137] By acquiring images of the actual space in real time through a camera, and calculating the rotation matrix R and translation vector t of the camera in real time according to the methods described in Sections 2.1 to 2.3 above, the three-dimensional coordinates and three-dimensional angles and poses of the camera in the virtual space can be obtained in real time, thereby realizing the real-time positioning of the camera in three-dimensional space (including actual space and virtual space), including its pose.

[0138] 6. Integration of real and virtual scenes

[0139] When using AR glasses, the system positions the AR glasses and displays a virtual scene on the glasses according to their location. At this time, the virtual scene is aligned with the real scene, and the fusion of the real scene and the virtual scene is achieved directly through optical perspective of the glasses lenses.

[0140] When using an MR helmet display device, the system acquires images of the real scene in real time through a camera and obtains its depth map using the method described in Section 3. After positioning the MR helmet display device, the system displays the virtual scene on the MR helmet according to its position. At this time, the virtual scene is aligned with the real scene. The system compares the actual depth information of the depth map with the content of the virtual scene. If the actual depth is less than the virtual depth, the actual image is displayed; otherwise, the virtual content is displayed.

[0141] 7. Virtual Scene Display Principle

[0142] 3D refers to the representation of all shapes in 3D space, and the use of a coordinate system to calculate their positions. A virtual scene (also called a model) consists of virtual objects, which are described using vertices. A vertex is a point with coordinates in a 3D coordinate system, defined by some optional additional information. Each vertex can contain the following attributes:

[0143] Location: Used to identify (X, Y, Z) in 3D space.

[0144] Color: Includes RGBA, where R, G, and B are red, green, and blue respectively, and A is the alpha channel used to control transparency.

[0145] Normal: Describes the orientation of a vertex.

[0146] Texture: A 2D image used by vertices to decorate the surface of the model; for simplicity, color is used instead.

[0147] 3D rendering workflow: First, it receives the vertex descriptions of the virtual scene, calculates its fragments, and then renders the fragments into pixels and outputs them to the screen, such as... Figure 10 As shown.

[0148] Vertex processing consists of four steps: First, preparing the object in world coordinates, also known as model transformation; second, view transformation, handling the camera's position and orientation; third, projection transformation, also known as perspective transformation, defining the camera settings, including field of view, aspect ratio, and optional near and far clipping parameters; and fourth, viewport transformation, determining the 2D display content. Subsequent rasterization converts the 3D display primitives into a series of fragments. These fragments correspond to a pixel grid, and fragment processing focuses on texture and lighting, calculating the final color values ​​based on given parameters. Textures are 2D images in 3D space that make the model look more realistic; textures are composed of individual texture elements (texels), similar to pixel composition. The colors we see on the screen are the final result of the interaction between lighting and model colors, and textures. In the output merging stage, the processed fragments are transformed into a 2D pixel grid and printed onto the screen pixels.

[0149] 8. Using AR glasses bumper cars as an example, illustrate the practical application of the above principles.

[0150] 8.1 Establishing a sparse point cloud for the parking lot scene

[0151] First, take photos of the actual environment of the bumper car track using a camera (hundreds of photos, the first of which is used to determine the origin of the cloud coordinate system). The photos must be clear, and the content of two adjacent photos should partially overlap. The environment should have a fixed pattern (not just white walls). Then, generate a sparse point cloud following the steps in Sections 2.1 to 2.4 above (to prepare for later localization using this point cloud).

[0152] 8.2. Establishing a virtual scene

[0153] Use 3D modeling software to create a virtual scene, including virtual objects (such as virtual coins, virtual bombs, virtual runways, virtual starry skies, virtual dinosaurs, virtual walls, etc.). Then, put the sparse point cloud created in section 8.1 into the virtual scene. In this way, the fixed objects in the virtual scene and the sparse point cloud have a three-dimensional relative positional relationship.

[0154] 8.3 Implement AR gameplay for bumper cars

[0155] 1. Topology: A bumper car track contains multiple (2-40) bumper cars; each bumper car carries 1-2 visitors, each visitor wears a pair of AR glasses, and each AR glasses has a computing device. The computing device can be placed directly on the AR glasses or connected to the AR glasses via a wire but placed on the bumper car; there is one server in the track, and each AR glasses' computing device contains a client program. All AR glasses' computing devices' clients are connected to the server via a wireless network.

[0156] 2. Images are acquired in real time through the camera on the AR glasses. Using the three-dimensional spatial positioning method in Section 5 and the sparse point cloud established in Section 8.1, the three-dimensional position and three-dimensional pose of the AR glasses are located in real time. The positioning program runs in the computing device of the AR glasses.

[0157] 3. After obtaining its correct positioning and posture, the game 3D engine in the AR glasses computing device correctly displays the virtual scene established in Section 8.2 on the AR glasses in real time (including the display of virtual objects);

[0158] 4. The server can distribute virtual scenes to the computing devices of each AR glasses via a wireless network. The server also synchronizes the status of virtual objects related to the virtual scene in the AR glasses computing devices in real time (such as disappearance, reconstruction, sound effect activation and deactivation, etc.).

[0159] 5. The game management program running in all AR glasses computing devices is the same, and it works with the server to manage the game, such as the collision between bumper cars and virtual objects, and the handling of collisions between bumper cars (such as who eats the coins, who hits the bomb, and the corresponding scores).

[0160] The following explanation uses bumper cars as an example:

[0161] like Figure 6 As shown, in this embodiment, the virtual amusement park includes interactive equipment, namely bumper cars, and the venue is a bumper car area. The bumper cars are similar in structure to existing bumper cars, such as... Figure 11-12The device includes a drive unit 111 for controlling the forward movement of the bumper car, a braking device 112 for controlling the stopping of the bumper car, and a steering device 113 for controlling the direction of the bumper car. It also includes a remote control device 114 mounted on the bumper car, a steering motor 115, a position acquisition device 116, an onboard control device 117, a drive unit mounting base 118, a sound acquisition device 119, a speaker 1110, an image camera 1111 serving as a real-time data acquisition device, an onboard reader 1112 serving as a player information acquisition device, a motion status acquisition device 1113 serving as an interactive data acquisition device, a display screen 1114 serving as a display terminal, a power management module 1115 for power supply, and a processor 1116 for receiving and controlling the operation of each component. The drive unit includes a speed control motor 1117 for controlling the forward movement of the bumper car and a motor drive circuit 1118 for driving the speed control motor. The motor drive circuit is connected to the steering motor, and the braking device is connected to a brake control coil circuit 1119. The remote control device is mainly a remote control device added to the steering and drive units.

[0162] In this embodiment, the terminal is an in-vehicle display device designed to provide an immersive mixed reality experience. The in-vehicle display device can display virtual scenes in the venue. The in-vehicle display screen is a mixed reality display device installed in front of the bumper car, or it can be AR glasses. It displays both the real environment of the parking lot and virtual game elements. The virtual game elements are correctly mapped to their real-world locations using mixed reality technology, thereby enhancing the player's immersive experience during interaction.

[0163] In this embodiment, the data collection device can collect parameters such as vehicle ID, position, and posture of each vehicle while it is moving through the arena, thereby completing a series of interactive events in the interactive system, such as picking up virtual coins and props in the arena. Through relevant collision sensors, the bumper car amusement service in the interactive system can also record information such as collision position, force, and direction when vehicles collide, thereby calculating different scores for different players. This achieves virtual reality overlay of bumper cars, combining virtual and real elements and enabling interaction within the real-world arena. The communication device can be a wireless module, Bluetooth module, WIFI module, or mobile communication module installed on the bumper cars or the bumper car arena. The terminal is a mobile phone, and the display terminal can be a display screen or AR glasses installed on the bumper cars. Players use their mobile phones to log in to the server via the network, enter the virtual amusement park, connect with the bumper cars in the real-world amusement park through the bumper car amusement service of the interactive system, and control the bumper cars by controlling the drive device to move forward, the braking device to stop, and the steering device to control the direction.

[0164] The following explains how bumper cars achieve specific interactive gameplay in different scenarios:

[0165] 1. Enjoy offline activities in the real-life amusement park.

[0166] like Figure 6 and Figure 16 As shown, the interactive bumper car ride in the theme park is achieved by developing virtual scenes and utilizing technologies such as in-vehicle displays, MR glasses, AR glasses, or VR glasses. Combined with hardware and software development, a hybrid virtual-real racing environment is constructed, allowing players to experience immersive racing in different locations or in virtual 3D environments created by designers, such as lava, space, or the ocean. When players wear MR glasses to drive the vehicles, a mixed reality scene is displayed. The location and orientation information of each bumper car is transmitted to the bumper car amusement service of the interactive system through a positioning system. The glasses can then accurately display the car's position and posture, allowing players to add virtual gameplay to the real-world scene while experiencing realistic vehicle collisions.

[0167] The gameplay flow is as follows: ① After entering the bumper car area wearing a wristband containing an RFID chip, players are identified by the onboard RFID reader. The player's identity is transmitted via the network to the player management module of the interactive system, which then returns relevant information such as player details and the number of items. ② Once the device is activated, players compete against each other in the bumper car area by driving the cars. Real collisions cause other players' cars to drop coins, which can then be collected by other players. These virtual items, such as coins, are presented to players through a display terminal, which can be an onboard monitor, a transparent HUD windshield screen, or AR / MR glasses. ③ In addition to virtual items, there are also virtual vehicles that can be controlled by AI. When players interact with these vehicles, the onboard control system provides feedback. For example, if a collision occurs with a virtual vehicle, the system will control the braking device to brake the real bumper car, simulating a collision between virtual and real vehicles. ④ End of Game: The game ends when the designated time is reached. The amusement service calculates the result of this game and records it in each player's account.

[0168] Interactive activities both inside and outside the venue: such as Figure 6 As shown, players outside the venue can interact with players inside the venue playing bumper cars through a display mechanism. They can see the virtual elements in the venue blending with the real scene, and they can use the display mechanism and other terminal devices outside the venue to "throw" virtual props into the venue. The corresponding virtual props will be displayed at the throwing position through various display terminals, which promotes the match-2 ability of this project.

[0169] The system allows players to "throw" virtual items onto the field in the following ways:

[0170] 1. Off-site terminals display virtual items that players can choose from;

[0171] 2. Players select items using buttons or touchscreens on off-site terminals and control the direction keys or drag and drop the item to the "throw" position directly on the touchscreen.

[0172] 3. The game engine on the off-site terminal calculates the position of the props in the virtual scene based on the position set by the player, and then sends it to the interactive system.

[0173] 4. The interactive system displays the items selected by the player in the virtual scene.

[0174] One implementation of interactive gameplay between the in-park and out-of-park areas involves placing display screens around the parking area. These screens can be transparent, semi-transparent, or opaque, allowing players outside the parking area to interact with those inside. Players outside the parking area control the bumper cars displayed on these screens, such as zooming in and out to show panoramic or close-up views, dropping virtual coins, bombs, or virtual walls, and adding speed boosts, speed debuffs, or armor to selected bumper cars to make them accelerate, decelerate, or become immune to attacks. When no one is operating the display screens, they can function as a large screen showing rankings, real-time battle updates, and scenes from the virtual interactions, or provide operation prompts to attract viewer participation.

[0175] 2. Play online in the virtual amusement park

[0176] like Figure 16 As shown, online mobile mini-games: Online players can log in to the Yuanyou system through mobile phones and other terminals, and participate in bumper car mini-games in virtual scenes. Players will see virtual bumper cars controlled by various other players, playing in virtual scenes. The game scenes are diverse and changeable, and the gameplay can be close to offline gameplay, or it can transcend offline gameplay and become an independent game ecosystem.

[0177] 3. Enjoy both the online virtual park and the offline real-world park.

[0178] like Figure 13 and Figure 16 As shown, players can compete in both virtual and real-world amusement parks. These two play modes, which combine software and hardware, allow online players to remotely control real vehicles or virtual vehicles to compete against real bumper car players offline.

[0179] Offline players can see online players' virtual avatars driving real bumper cars, or they can see virtual bumper cars and virtual avatars through a display terminal. Online players can see a blend of real and virtual scenes, or a purely virtual scene. This gameplay solves the problem of offline players lacking companions, connecting players across various terminals and time periods.

[0180] Before the game starts, online players authorize and log in to the platform on their terminals, enter the game lobby, and select the bumper car to be controlled. Offline players select the bumper car by binding their wristbands.

[0181] After the game starts, online players can control their chosen bumper cars through the interactive system on their terminals, just like playing a game. Through the terminals, they can see a combination of real and virtual images transmitted by the onboard cameras. Alternatively, they can choose not to control the physical bumper cars and only see a purely virtual screen. In this case, online players will see a game screen composed of multiple virtual bumper cars and other virtual elements displayed based on the positions of other players.

[0182] Offline players can see, through various display terminals, real bumper cars that are remotely controlled and the virtual images of the remote players in the cars, or purely virtual vehicles and characters integrated into the real venue.

[0183] This gameplay combines online and offline elements, allowing online players to remotely experience the excitement and joy of the live game, while on-site players will also have a unique gaming experience by participating in the game with remotely controlled, driverless bumper cars.

[0184] In this gameplay, players send control commands, position, and attitude data of their bumper cars to the bumper car amusement service via the network through their online game client. The bumper car amusement service forwards this data to the offline players' bumper cars, which then display the position and attitude of the online players' bumper cars in real time on the display terminal. Simultaneously, the offline players' bumper cars report speed, position, and attitude data from their sensors and positioning devices to the bumper car amusement service, which forwards this data to the online players' clients. The online players' game clients then display the position and status of their offline bumper cars, such as... Figure 14 As shown.

[0185] 4. Bumper car racing between different venues: such as Figure 15 As shown, this mode requires at least two real bumper car tracks with online and offline gameplay. The two tracks will automatically match their overlapping areas to ensure that the play area is the same size. To start the game, both tracks need to be in online play matching mode at the same time. They are referred to as Track A and Track B below. The total number of players cannot exceed the smaller number of players allowed in the two tracks.

[0186] This gameplay requires the bumper car track to be drawn using the system's editor when connected to the platform, specifying the track's shape, side length, and orientation. When automatically matching the intersection area, the system places two track polygons in the coordinate system with the same orientation, calculates the centroids of the two track shapes, and then arbitrarily translates the centroid of one polygon to overlap with the centroid of the other. The intersection of the two polygons is then used as the play area.

[0187] Steps for calculating the area of ​​the intersection of polygons:

[0188] 1) Establish a table of vertices for the main polygon and the auxiliary polygon;

[0189] 2) Find the foci of the main polygon and the secondary polygon, and insert these intersection points into the two polygon tables in order, and establish bidirectional pointers;

[0190] 3) If there is an ingress point that has not been tracked, perform the following operations.

[0191] 3.1 Select any untracked in-point from the main polygon table as the starting point and output it to the intersection table. If the polygon boundary is the original fixed point, output it to the intersection table. If it is an intersection point, change the tracking direction through bidirectional pointers until the starting point is encountered.

[0192] 3.2 Calculate the intersection area using the following companies from the intersection table:

[0193] set up M is a polygon. i =(x i y i If i = 1, 2, ..., k, then the area of ​​polygon M is...

[0194] like Figures 15-16 As shown, after a successful match, the initialization process begins. Players from both venues need to drive to the designated area to park. This step unifies the positions of the vehicles from both venues, making it easier to synchronize the movements of local vehicles and unmanned bumper cars from other venues during gameplay.

[0195] After initialization, the game begins. The game states of the two arenas are synchronized. When a player drives a vehicle in arena A, a driverless bumper car in arena B will move synchronously according to its driving posture. Conversely, a corresponding driverless bumper car will also be moving in arena B. Therefore, players can collide with each other, use virtual props, etc., and because there are synchronized physical vehicles, the motion feedback on both sides is consistent.

[0196] In this mode of play, the manned bumper cars report their position, speed, and attitude in real time to the bumper car amusement service of the interactive system. The interactive system then forwards this information to the driverless bumper cars, and the driverless bumper car control system controls the operation of the vehicles according to the data sent by the interactive system.

[0197] 5. Continue playing online and offline

[0198] Each account has a storage function, and online points can be used to play offline or offline points can be used to play online. Players can create accounts and log in to the Yuanyou system via mobile phones and other devices to participate in projects in the virtual amusement park and earn points.

[0199] When playing offline, players can enter the virtual park by swiping their wristbands. At the same time, the Yuanyou system obtains and updates the player's score ranking and other information, so players can use their online score ranking for offline play.

[0200] Players enter the mine train ride queue area of ​​the park and see one or two pre-made virtual reality gameplay videos of the ride on large screens set up in the queue area. This makes them look forward to the innovative gameplay they are about to experience and helps them learn the operation methods and skills for each part of the ride.

[0201] While binding the safety lever in the boarding area, players are prompted via broadcast to bind to the interactive handrail. Players can then confirm whether the binding was successful by following the instructions on the interactive handrail.

[0202] After the minecart departs, players can see several virtual story-related scenes on the track. By performing prescribed actions based on surrounding sound prompts, players can interact with the scenes and even traverse between them, creating interactive activities and fun surprises for players.

[0203] Players perform designated actions based on the interactive handrails. Based on the total number of actions performed by all players on the ride, players can control certain devices of the amusement park, such as: jewel lights, machine actions, volcanic eruptions, water curtain volume, etc.

[0204] Based on players' performance, the Yuanyou system scores each visitor, which is then converted into growth values ​​related to the Yuanyou system's points reward system. These points can be used in the online Yuanyou system and offline theme parks.

[0205] Players can use their points in the Yuanyou system to redeem special items and obtain different game privileges while riding the mine train in the offline theme park; or they can use them to redeem related ticket discounts offered by the park.

Claims

1. An entertainment system capable of realizing virtual-real interaction, characterized in that... It includes a real-life theme park (1), a virtual tour system server (2) and a terminal (3); The real-world amusement park includes interactive devices (11) placed or running on an amusement park site for players to enjoy, play, or experience; a real-world data acquisition device (12) for collecting data from the real-world amusement park; a player information acquisition device (13) for collecting player information; an interactive device data acquisition device (14) for collecting data from the interactive devices; and a communication device (15) for communication between interactive devices or between the real-world amusement park and the Yuanyou system server. The information collected by the real-world data acquisition device, the player information acquisition device, and the interactive device data acquisition device is transmitted to the Yuanyou system server through the communication device. The Yuanyou system server includes a virtual amusement park (21) constructed based on real-world amusement park data and an interactive system (22); the interactive system includes an amusement service module (23) that synchronously displays the running status of the corresponding virtual interactive devices mapped by the player's real-world interactive devices in the virtual amusement park scene to realize synchronous interaction between real and virtual information; and a player management module (24) that realizes the association between the player's real identity and virtual identity and is used to present real and virtual information; when players play in the virtual amusement park, players are presented with virtual identities, and when players need to trade with the real world, they use their real identities; The terminal is used to display the virtual amusement park scene, virtual identity, and virtual interactive devices in the virtual amusement park scene from the Yuanyou system server. Communication connections between the real-world amusement park and the Yuanyou system server, and between the Yuanyou system server and the terminal; The real-scene data acquisition device and the interactive device data acquisition device are integrated into one unit; the terminal is one or more of a mobile terminal (31), a PC, a display terminal (32), or a physical display device; the terminal is installed on the interactive device of the real-scene amusement park; the interactive system also includes an amusement project management module (25); the interactive system also includes a task management module (26); the interactive system also includes a digital asset management module (27); the virtual amusement park is a digital scene that is displayed after referring to part or all of the real-scene amusement park and superimposing themed activities; the virtual amusement park includes virtual scenes (211), virtual devices (212), and a virtual character library (213).

2. The entertainment system capable of realizing virtual-real interaction according to claim 1, characterized in that... The virtual character library includes multiple virtual characters (2131). These virtual characters are constructed based on real player information or created by the system, or are non-player characters set up according to the amusement experience of the virtual park.

3. The entertainment system capable of realizing virtual-real interaction according to claim 1, characterized in that... The virtual park also includes a basic resource library (214), which consists of one or more virtual theme elements, virtual props, or virtual interactive devices.

4. An entertainment system capable of realizing virtual-real interaction according to claim 1, characterized in that... The acquisition device is one or more of the following: image acquisition device, position acquisition device, motion state acquisition device, sound acquisition device, or physiological information acquisition device.

5. An entertainment system capable of realizing virtual-real interaction according to claim 1, characterized in that... The terminal is a display mechanism (33) that displays virtual elements and real-world mixed scenes and allows players to interact with the amusement park.

6. An entertainment system capable of realizing virtual-real interaction according to claim 1, characterized in that... There are multiple real-world theme parks and multiple virtual theme parks; these real-world theme parks, virtual theme parks, and real-world theme parks are connected through an interactive system.

7. An entertainment system capable of realizing virtual-real interaction according to claim 6, characterized in that... Multiple real-world theme parks constitute the real world, while multiple virtual theme parks constitute the virtual world. The real world and the virtual world are connected through an interactive system.

8. An interactive method for an entertainment system capable of realizing virtual-real interaction according to any one of claims 1-7, characterized in that... include S1. The real-scene data acquisition device collects real-scene amusement park data and transmits it to the Yuanyou system server via a communication device; S2, the Yuanyou system server constructs a virtual amusement park based on the collected real-world amusement park data; S3. The player information collection device collects player information and transmits it to the Yuanyou system server via a communication device; S4. The player management module associates the player's real-world identity with their virtual identity based on the collected player information and then enters the corresponding amusement service module. S5. The interactive device data acquisition device collects the operating status data of the interactive device and transmits it to the Yuanyou system server through the communication device. S6. The amusement service module displays the operating status of the corresponding virtual interactive device mapped to the player's real-world interactive device in the virtual amusement park scene based on the collected data. At the same time, the player interacts with the virtual amusement park scene, virtual identity and virtual interactive device through the terminal to achieve synchronous interaction between real and virtual information.

Citation Information

Patent Citations

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