Virtual reality position switching method and device, storage medium and equipment
By acquiring and processing position switching commands, the spatial coordinates and field of view of the target position are determined, which solves the position switching limitation of fixed teleportation points in virtual reality, realizes movement and switching to any position, and improves the user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- BEIJING ZITIAO NETWORK TECH CO LTD
- Filing Date
- 2022-05-17
- Publication Date
- 2026-07-10
AI Technical Summary
In existing virtual reality technologies, the fixed teleportation point location switching method cannot achieve arbitrary movement and switching, resulting in a poor user experience.
By acquiring position switching instructions, the spatial coordinates and field of view of the target position are determined, and the position and field of view of the virtual object in the virtual reality scene are switched based on this information, so as to achieve movement and switching at any position.
It enables movement and switching between any position in a virtual reality scene, improving the user experience and meeting the need to switch to different positions to view content.
Smart Images

Figure CN117115237B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of virtual reality technology, specifically to a virtual reality position switching method, apparatus, storage medium, and device. Background Technology
[0002] With the development of virtual reality (VR) technology, users can use VR devices, such as VR glasses, to view virtual reality scenes.
[0003] In related technologies, when experiencing virtual reality scenes, users can switch locations using fixed teleportation points, such as teleporting from the first floor to the second floor, or vice versa, or even from the first floor to a movie theater corridor. This fixed teleportation point method prevents arbitrary movement and switching between locations, resulting in a poor user experience. Summary of the Invention
[0004] This application provides a virtual reality position switching method, device, storage medium, equipment, and program product, which can realize movement and switching at any position in a virtual reality scene, meet the needs of switching to different positions to view content, and improve the user experience.
[0005] On one hand, embodiments of this application provide a virtual reality location switching method, the method comprising: obtaining a location switching instruction, wherein the location switching instruction is an instruction to switch the display position of the virtual object corresponding to the current account in the virtual reality scene from a first position to a target position;
[0006] Based on the position switching command, determine the spatial coordinates of the target position and the field of view corresponding to the target position;
[0007] Based on the spatial coordinate information of the target location, the display position of the virtual object in the virtual reality scene is switched from the first position to the target location;
[0008] Based on the field of view corresponding to the target position, the field of view of the virtual object in the virtual reality scene is switched from the field of view corresponding to the first position to the field of view corresponding to the target position, and the view content under the field of view corresponding to the target position is displayed.
[0009] In some embodiments, before switching the field of view of the virtual object in the virtual reality scene from the field of view corresponding to the first position to the field of view corresponding to the target position based on the field of view corresponding to the target position, the method further includes:
[0010] Detect whether the location region to which the target location belongs is a different location region from the location region to which the first location belongs;
[0011] If the location region to which the target location belongs is different from the location region to which the first location belongs, then the field of view of the virtual object in the virtual reality scene is switched from the field of view corresponding to the first location to the field of view corresponding to the target location, and the view content under the field of view corresponding to the target location is displayed.
[0012] In some embodiments, switching the field of view of the virtual object in the virtual reality scene from the field of view corresponding to the first position to the field of view corresponding to the target position includes:
[0013] The field of view of the virtual object in the virtual reality scene is switched from the field of view corresponding to the location area to which the first location belongs to the field of view corresponding to the location area to which the target location belongs.
[0014] In some embodiments, after detecting whether the location region to which the target location belongs is a different location region from the location region to which the first location belongs, the method further includes:
[0015] If the location region to which the target location belongs is the same as the location region to which the first location belongs, then the field of view of the virtual object in the virtual reality scene is maintained at the field of view corresponding to the first location, and the view content under the field of view corresponding to the first location is displayed.
[0016] In some embodiments, when displaying the viewpoint content at the field of view corresponding to the first position, the method further includes:
[0017] Based on the positional relationship between the first position and the target position, determine the display ratio of the view content under the field of view corresponding to the first position;
[0018] Based on the display ratio, the viewpoint content at the field of view corresponding to the first position is displayed.
[0019] In some embodiments, the positional relationship includes the distance between the first position and the target position;
[0020] The step of determining the display ratio of the viewpoint content at the field of view corresponding to the first position based on the positional relationship between the first position and the target position includes:
[0021] Based on the distance between the first position and the target position, and the visual direction of the virtual object, the display ratio of the view content under the field of view corresponding to the first position is determined.
[0022] In some embodiments, obtaining the location switching instruction includes:
[0023] In response to a transition operation by object input, the transition is displayed on the virtual reality scene as a parabola indicating the transition and a transition positioning marker to which the parabola points;
[0024] In response to a movement operation of the transition positioning mark, the movement trajectory of the transition positioning mark is displayed on the virtual reality scene, the starting point of the movement trajectory being the first position;
[0025] In response to a confirmation operation for the endpoint of the movement trajectory, the endpoint of the movement trajectory is determined as the target location;
[0026] The location switching instruction is generated based on the target location.
[0027] In some embodiments, obtaining the location switching instruction includes:
[0028] Obtain voice information;
[0029] If the voice information is detected to be preset voice data indicating a location switch and containing the target location, then the location switch instruction is generated based on the voice information.
[0030] On the other hand, embodiments of this application provide a virtual reality position switching device, the device comprising:
[0031] The acquisition unit is used to acquire a location switching instruction, wherein the location switching instruction is an instruction to switch the display position of the virtual object corresponding to the current account in the virtual reality scene from a first position to a target position;
[0032] The determining unit is used to determine the spatial coordinate information of the target position and the field of view corresponding to the target position according to the position switching instruction;
[0033] The first switching unit is used to switch the display position of the virtual object in the virtual reality scene from the first position to the target position according to the spatial coordinate information of the target position;
[0034] The second switching unit is used to switch the field of view of the virtual object in the virtual reality scene from the field of view corresponding to the first position to the field of view corresponding to the target position according to the field of view corresponding to the target position, and display the view content under the field of view corresponding to the target position.
[0035] On the other hand, embodiments of this application provide a computer-readable storage medium storing a computer program adapted for loading by a processor to perform steps in the virtual reality position switching method as described in any of the above embodiments.
[0036] On the other hand, embodiments of this application provide a virtual reality device, which includes a processor and a memory. The memory stores a computer program, and the processor executes the steps in the virtual reality position switching method described in any of the above embodiments by calling the computer program stored in the memory.
[0037] On the other hand, embodiments of this application provide a computer program product, including a computer program that, when executed by a processor, implements the steps in the virtual reality position switching method as described in any of the above embodiments.
[0038] This embodiment of the application obtains a location switching instruction, which is an instruction to switch the display position of the virtual object corresponding to the current account in the virtual reality scene from a first position to a target position. Based on the location switching instruction, the spatial coordinates of the target position and the corresponding field of view are determined. Based on the spatial coordinates of the target position, the display position of the virtual object in the virtual reality scene is switched from the first position to the target position. Based on the field of view corresponding to the target position, the field of view of the virtual object in the virtual reality scene is switched from the field of view corresponding to the first position to the field of view corresponding to the target position, and the viewpoint content at the field of view corresponding to the target position is displayed. This embodiment of the application achieves location switching through the spatial coordinates of the target position and achieves field of view switching based on the field of view corresponding to the target position. This allows for movement and switching between any positions in the virtual reality scene, meeting the need to switch to different positions to view content from different perspectives, and improving the user experience. Attached Figure Description
[0039] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0040] Figure 1 This is a first flowchart illustrating a virtual reality position switching method provided in an embodiment of this application.
[0041] Figure 2 This is a schematic diagram of a first application scenario of the virtual reality position switching method provided in the embodiments of this application.
[0042] Figure 3 This is a schematic diagram of a second application scenario for the virtual reality position switching method provided in the embodiments of this application.
[0043] Figure 4 This is a schematic diagram of a third application scenario of the virtual reality position switching method provided in the embodiments of this application.
[0044] Figure 5 This is a second flowchart illustrating the virtual reality position switching method provided in an embodiment of this application.
[0045] Figure 6 This is a schematic diagram of a fourth application scenario of the virtual reality position switching method provided in the embodiments of this application.
[0046] Figure 7 This is a third flowchart illustrating the virtual reality position switching method provided in an embodiment of this application.
[0047] Figure 8 This is a schematic diagram of the fifth application scenario of the virtual reality position switching method provided in the embodiments of this application.
[0048] Figure 9 This is a schematic diagram of the sixth application scenario of the virtual reality position switching method provided in the embodiments of this application.
[0049] Figure 10 This is a schematic diagram of the virtual reality position switching device provided in an embodiment of this application.
[0050] Figure 11 This is a first structural schematic diagram of a virtual reality device provided in an embodiment of this application.
[0051] Figure 12 This is a schematic diagram of the second structure of a virtual reality device provided in an embodiment of this application. Detailed Implementation
[0052] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0053] This application provides a virtual reality position switching method, apparatus, virtual reality device, and storage medium. Specifically, the virtual reality position switching method of this application can be executed by a virtual reality device.
[0054] The embodiments of this application can be applied to various application scenarios such as Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and games.
[0055] First, some of the nouns or terms that appear in the description of the embodiments of this application are explained as follows:
[0056] Virtual Reality (VR) is a technology for creating and experiencing virtual worlds. It computationally generates a virtual environment, which is a multi-source information (virtual reality mentioned in this article includes at least visual perception, and may also include auditory perception, tactile perception, motion perception, and even taste perception, olfactory perception, etc.) that realizes the fusion of virtual environment, interactive three-dimensional dynamic visual scenes and simulation of physical behavior, allowing users to immerse themselves in the simulated virtual reality environment, and enabling applications in various virtual environments such as maps, games, videos, education, medical care, simulation, collaborative training, sales, assisted manufacturing, maintenance and repair.
[0057] Augmented Reality (AR) is a technology that calculates the camera's pose parameters in the real world (or 3D world, the real world) in real time during image capture, and adds virtual elements to the captured images based on these parameters. Virtual elements include, but are not limited to, images, videos, and 3D models. The goal of AR technology is to overlay the virtual world onto the real world on a screen for interactive experiences.
[0058] Mixed Reality (MR) is a simulated scene that integrates computer-created sensory input (e.g., virtual objects) with sensory input or its representation from a physical setting. In some MR scenes, the computer-created sensory input can adapt to changes in sensory input from the physical setting. Additionally, some electronic systems used to present MR scenes can monitor orientation and / or position relative to the physical setting, enabling virtual objects to interact with real objects (i.e., physical elements from the physical setting or their representations). For example, the system can monitor motion so that virtual plants appear stationary relative to physical buildings.
[0059] Augmented Virtuality (AV): An AV scene refers to a computer-created scene or virtual scene that incorporates at least one sensory input from a physical scene. The one or more sensory inputs from the physical scene can be a representation of at least one feature of the physical scene. For example, virtual objects can present the colors of physical elements captured by one or more imaging sensors. As another example, virtual objects can present features consistent with actual weather conditions in a physical scene, such as those identified via weather-related imaging sensors and / or online weather data. In another example, an augmented reality forest can have virtual trees and structures, but animals can have features accurately reproduced from images taken of physical animals.
[0060] Virtual field of view (FOV) is the area in a virtual environment that a user can perceive through lenses in a virtual reality device. The perceived area is represented by the field of view angle (FOV).
[0061] Virtual reality devices, the terminals that enable virtual reality effects, can typically be provided in the form of glasses, head-mounted displays (HMDs), or contact lenses to achieve visual perception and other forms of perception. Of course, the form of virtual reality devices is not limited to these, and they can be further miniaturized or enlarged as needed.
[0062] The virtual reality devices described in this application may include, but are not limited to, the following types:
[0063] PC-based virtual reality (PCVR) devices utilize a PC for calculations and data output related to virtual reality functions. External PC-based virtual reality devices then use the data output from the PC to achieve the virtual reality effect.
[0064] Mobile virtual reality devices support setting up mobile terminals (such as smartphones) in various ways (such as head-mounted displays with dedicated card slots). Through wired or wireless connections with the mobile terminal, the mobile terminal performs calculations related to virtual reality functions and outputs data to the mobile virtual reality device, such as watching virtual reality videos through a mobile terminal's app.
[0065] All-in-one virtual reality devices have a processor for performing virtual functions, thus possessing independent virtual reality input and output capabilities. They do not require connection to a PC or mobile terminal, offering a high degree of freedom of use.
[0066] The following sections provide detailed descriptions of each example. It should be noted that the order in which the embodiments are described is not intended to limit the priority of the embodiments.
[0067] This application provides a virtual reality position switching method, which can be executed by a terminal or a server, or by both a terminal and a server. This application uses the example of a virtual reality position switching method being executed by a terminal (virtual reality device) to illustrate the method.
[0068] Please see Figures 1 to 9 , Figure 1 , Figure 5 and Figure 7 These are all schematic flowcharts illustrating the virtual reality position switching method provided in the embodiments of this application. Figures 2 to 4 , Figure 6 , Figures 8 to 9 These are all schematic diagrams illustrating relevant application scenarios provided in the embodiments of this application, wherein, Figures 2 to 4 , Figure 6 ,as well as Figures 8 to 9 The blank background in the image can be a virtual reality spatial layer. The method includes:
[0069] Step 110: Obtain a location switching instruction, which is an instruction to switch the display position of the virtual object corresponding to the current account in the virtual reality scene from the first position to the target position.
[0070] The virtual reality environment can include a virtual reality scene and at least one virtual object moving within that scene. This virtual object can be a player character controlled by a user (or player) or a non-player character (NPC) controlled by the system. For example, the virtual object can also include one or more character attributes, such as skill attributes and character status attributes, to provide assistance to the player, offer virtual services, or increase scores related to player performance. Taking a game as an example, the virtual reality environment can also include one or more virtual obstacles, such as railings, ditches, and walls, to restrict the movement of virtual objects, such as limiting the movement of one or more virtual objects to a specific area within the virtual reality scene. Furthermore, one or more indicators can be presented in the virtual reality scene to provide guidance information to the player.
[0071] For example, an object (such as a user or a real player) can log in to and access a virtual reality scene in a virtual reality environment using the current account on a virtual reality device. The virtual object corresponding to the current account is the player character controlled by the user through the virtual reality device.
[0072] In some embodiments, obtaining the location switching instruction includes:
[0073] In response to a transition operation by object input, the transition is displayed on the virtual reality scene as a parabola indicating the transition and a transition positioning marker to which the parabola points;
[0074] In response to a movement operation of the transition positioning mark, the movement trajectory of the transition positioning mark is displayed on the virtual reality scene, the starting point of the movement trajectory being the first position;
[0075] In response to a confirmation operation for the endpoint of the movement trajectory, the endpoint of the movement trajectory is determined as the target location;
[0076] The location switching instruction is generated based on the target location.
[0077] Any of the aforementioned transition, movement, and confirmation operations can be triggered by a controller, a gesture, or a multimodal operation, which may include a combination of gesture and voice input.
[0078] For example, such as Figure 2 As shown, in the virtual reality scene 10, a viewing area and a stage area can be displayed. The virtual object 11 is generally located in the viewing area. For example, the current display position of the virtual object 11 in the virtual reality scene 10 is the first position, such as the 4th row, seat F in the viewing area.
[0079] For example, if a virtual reality device is connected to a controller, control commands can be input through the controller. Figure 3 As shown, a virtual controller 12 can also be displayed in the virtual reality scene 10. For example, in response to a transition operation input by the user via the controller, a parabola 13 indicating the transition and a transition positioning marker 14 pointing to the parabola 13 can be displayed on the virtual reality scene 11. In response to the user triggering a movement operation on the transition positioning marker 14 via the controller, a movement trajectory 15 of the transition positioning marker 14 is displayed on the virtual reality scene 11. The starting point of the movement trajectory 15 is a first position. For example, before responding to the movement operation, the transition positioning marker 14 is displayed at the first position, which is seat F in row 4 of the viewing area. In response to the user triggering a confirmation operation on the end point of the movement trajectory 15 via the controller, the end point of the movement trajectory 15 is determined as the target position. For example, if the end point of the movement trajectory 15 is seat C in row 2 of the viewing area, then seat C in row 2 is determined as the target position. Then, based on the target location, a location switching instruction is generated, wherein the location switching instruction is to switch the display position of the virtual object 11 corresponding to the current account in the virtual reality scene 10 from the first position to the target position, that is, to switch the display position of the virtual object 11 in the virtual reality scene 10 from seat F in the 4th row in the viewing area to seat C in the 2nd row.
[0080] For example, Figure 3The parabola 13 and the transition positioning mark 14 shown by the dashed line indicate the display state of the transition positioning mark 14 before it moves. Figure 3 The solid line showing the parabola 13 and the transition positioning mark 14 indicates the display state after the transition positioning mark 14 has moved. For example, in the virtual reality scene 10, the transition positioning mark 14 can be an aperture effect, a light projection effect, or other marks.
[0081] For example, the operation command can be determined by matching the detected object gesture with the preset gesture, thereby triggering transition operations, movement operations, and confirmation operations.
[0082] In some embodiments, obtaining the location switching instruction includes: obtaining voice information; if the voice information is detected to be preset voice data indicating location switching and containing the target location, then generating the location switching instruction based on the voice information.
[0083] For example, when a user inputs the voice message "Please switch your position to seat C in row 2" into the virtual reality device, the device stores keywords used to indicate position switching, such as "position switching" or "switch". The virtual reality device then recognizes the voice message "Please switch your position to seat C in row 2". If the device recognizes that the voice message contains the keyword "position switching" and has the specific location information "seat C in row 2", it generates a position switching instruction based on the voice message. This position switching instruction indicates that the display position of the virtual object 11 in the virtual reality scene 10 should be switched from the first position (seat F in row 4) in the viewing area to the target position (seat C in row 2).
[0084] For example, the first position and the target position can be located within the same graphical user interface in a virtual reality scene. An application scenario diagram for generating position switching commands can be found in [reference needed]. Figure 3 .
[0085] For example, the first location and the target location can be located within different graphical user interfaces (GUIs) in the virtual reality scene. For instance, the first location might be on a first GUI, and the target location on a second GUI. When performing a movement operation, a page switch in the GUI can be achieved by triggering a fixed teleportation point. After switching to the second GUI, the user continues to move to the target location and displays the movement trajectory. In response to a confirmation operation on the endpoint of the movement trajectory, the endpoint is determined as the target location, thus generating a location switching instruction that indicates the display position of the virtual object corresponding to the current account in the virtual reality scene to be switched from the first location in the first GUI to the target location in the second GUI.
[0086] Step 120: Determine the spatial coordinates of the target location and the field of view corresponding to the target location according to the position switching instruction.
[0087] The field of view (FOP) refers to the range of angles of view that can be perceived through a lens when a virtual environment is viewed. For example, the FOP of a virtual reality device can represent the range of angles of view that the human eye can perceive when a virtual environment is perceived through the lens of the virtual reality device. For example, for a mobile terminal equipped with a camera, the camera's FOP is the range of angles of view that the camera can perceive when taking pictures of the real environment.
[0088] For example, for different locations in virtual reality scene 10, configuration information is pre-set when constructing the virtual environment. This configuration information may include the spatial coordinates and field of view corresponding to different locations. Based on the target location indicated in the location switching command, the spatial coordinates and field of view corresponding to the target location are determined from the pre-set configuration information.
[0089] Step 130: Based on the spatial coordinate information of the target location, switch the display position of the virtual object in the virtual reality scene from the first position to the target location.
[0090] In response to a position switching command, the system locates the target's coordinates within the virtual reality scene based on its spatial coordinates, and then switches the virtual object's display position in the virtual reality scene from the first position to the target position. For example... Figure 4 As shown, in response to the position switching command, the display position of the virtual object 11 in the virtual reality scene 10 is switched from the first position (seat F in the 4th row) to the target position (seat C in the 2nd row).
[0091] Step 140: Based on the field of view corresponding to the target position, switch the field of view of the virtual object in the virtual reality scene from the field of view corresponding to the first position to the field of view corresponding to the target position, and display the view content under the field of view corresponding to the target position.
[0092] The viewpoint content includes video streams and / or live streams.
[0093] For example, Figure 2 This diagram illustrates the application scenario before the location switch. Figure 4 This diagram illustrates the application scenario after the position switch. In response to the position switch command, the display position of the virtual object 11 in the virtual reality scene 10 is switched from the first position (seat F, row 4) to the target position (seat C, row 2), and the field of view of the virtual object 11 in the virtual reality scene 10 is changed from the field of view angle α corresponding to the first position (e.g., ...). Figure 2(As shown) Switch to the field of view b corresponding to the target position (e.g.) Figure 4 (as shown), and displays the view content under the field of view b corresponding to the target position.
[0094] In some embodiments, such as Figure 5 As shown, step 150 can be executed before step 140:
[0095] Step 150: Detect whether the location region to which the target location belongs is a different location region from the location region to which the first location belongs; if yes, proceed to step 140; otherwise, proceed to step 160.
[0096] For example, the viewing area in a virtual reality scene can be divided into zones, which can have a certain size. As long as movement occurs within the same zone, the video stream can remain unchanged. For instance, moving from a later zone to a earlier zone constitutes a cross-zone switch, which will activate the operation of switching the video stream.
[0097] Specifically, if the target location is in a different region than the initial location, the field of view and video stream corresponding to the target location will be switched. If the target location and the initial location are within the same region, the field of view and video stream do not need to be switched. For example, to improve the user experience, if the target location and the initial location are within the same region, the displayed view can be fine-tuned, such as zooming in or out.
[0098] For example, such as Figure 3 or Figure 6 As shown, the viewing area of the virtual reality scene 10 may include a first position area, a second position area, a third position area, and a fourth position area. All four position areas are viewing areas. Specifically, the first position area includes seats A / B / C in the first row and seats A / B / C in the second row; the second position area includes seats D / E / F in the first row and seats D / E / F in the second row; the third position area includes seats A / B / C in the third row and seats A / B / C in the fourth row; and the fourth position area includes seats D / E / F in the third row and seats D / E / F in the fourth row. For example, different position areas have different field of view angles, and any position within the same position area has the same field of view angle.
[0099] In step 140, if the location region to which the target location belongs is a different location region from the location region to which the first location belongs, the field of view of the virtual object in the virtual reality scene is switched from the field of view corresponding to the first location to the field of view corresponding to the target location, and the view content under the field of view corresponding to the target location is displayed.
[0100] In some embodiments, switching the field of view of the virtual object in the virtual reality scene from the field of view corresponding to the first position to the field of view corresponding to the target position includes:
[0101] The field of view of the virtual object in the virtual reality scene is switched from the field of view corresponding to the location area to which the first location belongs to the field of view corresponding to the location area to which the target location belongs.
[0102] For example, such as Figure 3 As shown, if the first position is seat F in row 4 and the target position is seat C in row 2, and the detected location area of seat C in row 2 is the first location area, and the location area of the first position is the fourth location area, then the location area of the target position is different from the location area of the first position. Therefore, step 140 is executed, changing the field of view of the virtual object 11 in the virtual reality scene 10 from the field of view angle a corresponding to the first position (e.g., ...). Figure 2 (As shown) Switch to the field of view b corresponding to the target position (e.g.) Figure 4 (as shown), and displays the view content under the field of view b corresponding to the target position.
[0103] Step 160: Maintain the field of view of the virtual object in the virtual reality scene at the field of view corresponding to the first position, and display the view content under the field of view corresponding to the first position.
[0104] For example, such as Figure 6 As shown, if the first position is seat F in the 4th row and the target position is seat D in the 3rd row, and the location area of the target position seat D in the 3rd row is detected to be the fourth location area, and the location area of the first position is the fourth location area, then the location area of the target position is the same as the location area of the first position. Otherwise, step 160 is executed to maintain the field of view of the virtual object 11 in the virtual reality scene 10 as the field of view of the first position, and display the view content under the field of view of the first position.
[0105] Specifically, such as Figure 6 As shown, if the location area to which the target location belongs is the same as the location area to which the first location belongs, then both the target location and the first location have a field of view corresponding to the fourth location area. The field of view of the virtual object in the virtual reality scene is maintained as the field of view corresponding to the first location, and the view content under the field of view corresponding to the first location is displayed.
[0106] In some embodiments, such as Figure 7 As shown, step 160 can be implemented through steps 161 to 163, specifically as follows:
[0107] Step 161: Maintain the field of view of the virtual object in the virtual reality scene as the field of view corresponding to the first position.
[0108] For example, since the location region to which the target location belongs is the same location region to which the first location belongs, the target location and the first location both have the same field of view corresponding to the same location region. Therefore, the field of view of the virtual object in the virtual reality scene can be maintained as the field of view corresponding to the first location.
[0109] Step 162: Based on the positional relationship between the first position and the target position, determine the display ratio of the view content under the field of view corresponding to the first position.
[0110] In some embodiments, the positional relationship includes the distance between the first position and the target position; determining the display ratio of the viewpoint content at the field of view corresponding to the first position based on the positional relationship between the first position and the target position includes:
[0111] Based on the distance between the first position and the target position, and the visual direction of the virtual object, the display ratio of the view content under the field of view corresponding to the first position is determined.
[0112] For example, if the viewing distance of the target position is determined to be closer based on the distance between the first position and the target position, as well as the visual direction of the virtual object, then the rendered image needs to be enlarged. In this case, the display ratio of the viewpoint content under the field of view corresponding to the first position is determined to be the preset magnification factor.
[0113] For example, if the viewing distance of the target position is determined to be farther based on the distance between the first position and the target position, as well as the visual direction of the virtual object, then the rendered image needs to be reduced in size. In this case, the display ratio of the view content under the field of view corresponding to the first position is determined to be the preset reduction factor.
[0114] Step 163: Display the viewpoint content at the field of view corresponding to the first position according to the display ratio.
[0115] For example, if the display ratio is a preset magnification, the viewpoint content at the first position corresponding to the field of view is the magnified viewpoint content of the image.
[0116] For example, if the display ratio is a preset reduction factor, the viewpoint content at the first position corresponding to the field of view will be the reduced viewpoint content.
[0117] For example, in a live streaming scenario, the virtual reality scene can be a live streaming room, which can provide multiple interactive fields. Different interactive fields belong to different location areas, and the virtual object corresponding to the current account can move between different interactive fields.
[0118] This includes a settings interface where users can configure parameters for the interactive areas. For example, users can set the modules within the interactive area, as well as its movement boundaries, location, size, screen information for each area, and whether a single-player mode is available.
[0119] The screen information corresponding to the interactive field can include screen type (180 degrees / 360 degrees), the corresponding live stream, screen position, screen size, and screen angle. The screen position can be determined by the selected camera position, and the screen angle can be determined by the field of view corresponding to the selected camera position.
[0120] The virtual object can move between interactive fields by using fixed points; or it can move freely at any location by using the virtual reality position switching method provided in this application. The free movement method provided in this application can be called teleport.
[0121] For example, in a live streaming scenario, multiple interactive zones can be set up, each corresponding to a specific location area. Within the same location area, any position shares the same field of view and live stream content. For instance, there could be four interactive zones: three off-stage interactive zones and one on-stage interactive zone. Off-stage interactive zones can communicate with each other via teleport. On-stage and off-stage interactive zones can be switched using a wristband. The on-stage interactive zone can default to a single-person mode.
[0122] Each interactive area corresponds to a main screen; for example, four interactive areas correspond to four different 180-degree main screens.
[0123] For example, the application scenario settings for this interactive field can be implemented by modifying the original multi-person interactive document. For example, the camera positions, screens, and interactive field locations in the virtual reality scene need to be matched and calibrated with the camera positions, screens, and viewing areas in the live-streaming scene to ensure a seamless connection between the virtual reality scene and the live-streaming scene, combining real-world perspective content.
[0124] For example, a virtual reality scene may also include an interactive area, a main screen, and camera positions, where there is a one-to-one correspondence between the interactive area, the main screen, and the camera positions.
[0125] For example, a secondary screen can also be included in a virtual reality scene. This secondary screen may not be tied to the interactive area; it can be part of the stage design.
[0126] For example, such as Figure 8 The virtual reality scene 10 shown in the live broadcast scenario has four interactive fields, specifically three off-stage interactive fields 102 (including the first off-stage interactive field 102A, the second off-stage interactive field 102B, and the off-stage interactive field 102C), and one on-stage interactive field 101.
[0127] For example, if a virtual reality device is connected to a controller, control commands can be input through the controller. Figure 7 As shown, a virtual controller 12 can also be displayed in the virtual reality scene 10. For example, in response to a transition operation input by an object (user) via the controller, a parabola 13 indicating the transition and a transition positioning marker 14 pointing to the parabola 13 can be displayed on the virtual reality scene 11. In response to an object (user) triggering a movement operation on the transition positioning marker 14 via the controller, a movement trajectory 15 of the transition positioning marker 14 is displayed on the virtual reality scene 11. The starting point of the movement trajectory 15 is a first position. For example, before responding to the movement operation, the transition positioning marker 14 is displayed at the first position, which is the third offline interactive field 102C. In response to an object (user) triggering a confirmation operation on the end point of the movement trajectory 15 via the controller, the end point of the movement trajectory 15 is determined as the target position. For example, if the end point of the movement trajectory 15 is the first offline interactive field 102A, then the first offline interactive field 102A is determined as the target position. Then, based on the target location, a location switching instruction is generated. This instruction instructs the display position of the virtual object 11 corresponding to the current account in the virtual reality scene 10 to be switched from the first position to the target position, specifically, the display position of the virtual object 11 in the virtual reality scene 10 to be switched from the third interactive field 102C to the first interactive field 102A. For example, Figure 7 The parabola 13 and the transition positioning mark 14 shown by the dashed line indicate the display state of the transition positioning mark 14 before it moves. Figure 7 The solid line showing the parabola 13 and the transition positioning mark 14 indicates the display state after the transition positioning mark 14 has moved.
[0128] For example, such as Figure 9 As shown, in response to the position switching command, the display position of the virtual object 11 in the virtual reality scene 10 is switched from the third lower interactive field 102C to the first lower interactive field 102A, and the field of view of the virtual object 11 in the virtual reality scene 10 is switched from the field of view corresponding to the third lower interactive field 102C to the field of view corresponding to the first lower interactive field 102A, and the live stream content under the field of view corresponding to the first lower interactive field 102A is displayed.
[0129] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.
[0130] This embodiment of the application obtains a location switching instruction, which is an instruction to switch the display position of the virtual object corresponding to the current account in the virtual reality scene from a first position to a target position. Based on the location switching instruction, the spatial coordinates of the target position and the corresponding field of view are determined. Based on the spatial coordinates of the target position, the display position of the virtual object in the virtual reality scene is switched from the first position to the target position. Based on the field of view corresponding to the target position, the field of view of the virtual object in the virtual reality scene is switched from the field of view corresponding to the first position to the field of view corresponding to the target position, and the viewpoint content at the field of view corresponding to the target position is displayed. This embodiment of the application achieves location switching through the spatial coordinates of the target position and field of view switching based on the field of view corresponding to the target position, enabling movement and switching between any positions in the virtual reality scene, meeting the need to switch to different positions to view content, and improving the user experience.
[0131] To facilitate better implementation of the virtual reality position switching method of this application embodiment, this application embodiment also provides a virtual reality position switching device. Please refer to... Figure 10 , Figure 10 This is a schematic diagram of the structure of a virtual reality position switching device provided in an embodiment of this application. The virtual reality position switching device 200 may include:
[0132] The acquisition unit 210 is used to acquire a location switching instruction, wherein the location switching instruction is an instruction to switch the display position of the virtual object corresponding to the current account in the virtual reality scene from a first position to a target position;
[0133] The determining unit 220 is used to determine the spatial coordinate information of the target position and the field of view corresponding to the target position according to the position switching instruction;
[0134] The first switching unit 230 is used to switch the display position of the virtual object in the virtual reality scene from the first position to the target position according to the spatial coordinate information of the target position;
[0135] The second switching unit 240 is used to switch the field of view of the virtual object in the virtual reality scene from the field of view corresponding to the first position to the field of view corresponding to the target position according to the field of view corresponding to the target position, and display the view content under the field of view corresponding to the target position.
[0136] In some embodiments, the apparatus further includes:
[0137] The detection unit 250 is used to detect whether the location region to which the target location belongs is a different location region from the location region to which the first location belongs;
[0138] The second switching unit 240 is used to switch the field of view of the virtual object in the virtual reality scene from the field of view corresponding to the first position to the field of view corresponding to the target position if the position area to which the target position belongs is a different position area from the position area to which the first position belongs, and to display the view content under the field of view corresponding to the target position.
[0139] In some embodiments, when the second switching unit 240 switches the field of view of the virtual object in the virtual reality scene from the field of view corresponding to the first position to the field of view corresponding to the target position, it is specifically used to: switch the field of view of the virtual object in the virtual reality scene from the field of view corresponding to the position area to which the first position belongs to the field of view corresponding to the position area to which the target position belongs.
[0140] In some embodiments, the second switching unit 240 is further configured to maintain the field of view of the virtual object in the virtual reality scene as the field of view of the first position if the location area to which the target position belongs is the same as the location area to which the first position belongs, and to display the view content under the field of view of the first position.
[0141] In some embodiments, when the second switching unit 240 displays the view content under the field of view corresponding to the first position, it is further configured to: determine the display ratio of the view content under the field of view corresponding to the first position according to the positional relationship between the first position and the target position; and display the view content under the field of view corresponding to the first position according to the display ratio.
[0142] In some embodiments, the positional relationship includes the distance between the first position and the target position; when the second switching unit 240 determines the display ratio of the view content under the field of view corresponding to the first position based on the positional relationship between the first position and the target position, it can be used to: determine the display ratio of the view content under the field of view corresponding to the first position based on the distance between the first position and the target position and the visual direction of the virtual object.
[0143] In some embodiments, the acquisition unit 210 may be configured to: in response to a transition operation of an object input, display a parabola indicating a transition and a transition positioning marker to which the parabola points on the virtual reality scene; in response to a movement operation of the transition positioning marker, display a movement trajectory of the transition positioning marker on the virtual reality scene, wherein the starting point of the movement trajectory is the first position; in response to a confirmation operation of the ending point of the movement trajectory, determine the ending point of the movement trajectory as the target position; and generate the position switching instruction based on the target position.
[0144] In some embodiments, the acquisition unit 210 may be used to: acquire voice information; if the voice information is detected to be preset voice data indicating location switching and containing the target location, then generate the location switching instruction based on the voice information.
[0145] Each unit in the aforementioned virtual reality position switching device can be implemented entirely or partially through software, hardware, or a combination thereof. These units can be embedded in or independent of the processor in the virtual reality device in hardware form, or stored in the memory of the virtual reality device in software form, so that the processor can call and execute the operations corresponding to each unit.
[0146] The virtual reality location switching device 200 can be integrated into a terminal or server that has storage and a processor and thus computing power, or the virtual reality location switching device 200 can be the terminal or server.
[0147] In some embodiments, this application also provides a virtual reality device, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps in the above-described method embodiments.
[0148] like Figure 11 As shown, Figure 11 This is a schematic diagram of the structure of a virtual reality device provided in an embodiment of this application. The virtual reality device 300 can typically be provided in the form of glasses, a head-mounted display (HMD), or contact lenses to achieve visual perception and other forms of perception. Of course, the form of the virtual reality device is not limited to these, and it can be further miniaturized or enlarged as needed. The virtual reality device 300 may have the following components, including but not limited to:
[0149] Detection module 301: Uses various sensors to detect user operation commands and apply them to the virtual environment, such as continuously updating the images displayed on the screen according to the user's gaze, realizing the interaction between the user and the virtual environment and the scene, such as continuously updating the real content based on the detected direction of the user's head rotation.
[0150] Feedback module 302: Receives data from sensors and provides real-time feedback to the user; wherein, the feedback module 302 can be used to display a graphical user interface, such as displaying a virtual environment on the graphical user interface.
[0151] Sensor 303: On the one hand, it receives operation commands from the user and applies them to the virtual environment; on the other hand, it provides the results of the operation to the user in various forms of feedback.
[0152] Control module 304: Controls sensors and various input / output devices, including acquiring user data (such as actions and voice) and outputting sensor data, such as images, vibrations, temperatures, and sounds, which affect the user, the virtual environment, and the real world.
[0153] Modeling module 305: Constructs a 3D model of the virtual environment, and may also include various feedback mechanisms such as sound and touch in the 3D model.
[0154] In this embodiment, the detection module 301 can obtain a position switching instruction, which is an instruction to switch the display position of the virtual object corresponding to the current account in the virtual reality scene from a first position to a target position; the control module 304 determines the spatial coordinate information of the target position and the field of view corresponding to the target position according to the position switching instruction; and
[0155] The control module 304 switches the display position of the virtual object in the virtual reality scene from the first position to the target position based on the spatial coordinate information of the target position, and switches the field of view of the virtual object in the virtual reality scene from the field of view corresponding to the first position to the field of view corresponding to the target position based on the field of view corresponding to the target position. The feedback module 302 then displays the viewpoint content under the field of view corresponding to the target position. The modeling module 305 can construct a 3D model of the virtual environment and render the viewpoint content under the field of view corresponding to the target position.
[0156] In some embodiments, such as Figure 12 As shown, Figure 12 This is another structural diagram of the virtual reality device provided in an embodiment of this application. The virtual reality device 300 further includes: a radio frequency circuit 306, an audio circuit 307, and a power supply 308. The control module 304 is electrically connected to the radio frequency circuit 306, the audio circuit 307, and the power supply 308. Those skilled in the art will understand that... Figure 11 or Figure 12The virtual reality device structure shown does not constitute a limitation on the virtual reality device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0157] The radio frequency circuit 306 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other virtual reality devices, and to transmit and receive signals with network devices or other virtual reality devices.
[0158] Audio circuitry 307 can be used to provide an audio interface between the user and the virtual reality device via a speaker and a microphone. Audio circuitry 307 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 307, converted back into audio data, and processed by processor 301. The audio data is then transmitted via radio frequency circuitry 306 to, for example, another virtual reality device, or output to memory for further processing. Audio circuitry 307 may also include an earphone jack to facilitate communication between peripheral headphones and the virtual reality device.
[0159] Power supply 308 is used to power the various components of virtual reality device 300.
[0160] although Figure 11 or Figure 12 As not shown in the diagram, the virtual reality device 300 may also include a camera, a wireless fidelity module, a Bluetooth module, an input module, etc., which will not be described in detail here.
[0161] This application also provides a computer-readable storage medium for storing a computer program. This computer-readable storage medium can be applied to a virtual reality device, and the computer program causes the virtual reality device to execute the corresponding process in the virtual reality position switching method of the embodiments of this application; for the sake of brevity, it will not be described in detail here.
[0162] This application also provides a computer program product comprising a computer program stored in a computer-readable storage medium. The processor of a virtual reality device reads the computer program from the computer-readable storage medium and executes the computer program, causing the virtual reality device to perform the corresponding process in the virtual reality position switching method described in the embodiments of this application. For simplicity, further details are omitted here.
[0163] This application also provides a computer program, which includes a computer program stored in a computer-readable storage medium. The processor of a virtual reality device reads the computer program from the computer-readable storage medium and executes the computer program, causing the virtual reality device to perform the corresponding process in the virtual reality position switching method in the embodiments of this application. For simplicity, further details are omitted here.
[0164] It should be understood that the processor in the embodiments of this application may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method embodiments can be completed by integrated logic circuits in the processor's hardware or by instructions in software form. The processor described above can be a general-purpose processor, a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly embodied in the execution of a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software modules can be located in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in memory, and the processor reads information from the memory and, in conjunction with its hardware, completes the steps of the above method.
[0165] It is understood that the memory in the embodiments of this application can be volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. The volatile memory can be random access memory (RAM), which is used as an external cache. By way of example, but not limitation, many forms of RAM are available, such as Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDR SDRAM), Enhanced Synchronous DRAM (ESDRAM), Synchlink DRAM (SLDRAM), and Direct Rambus RAM (DR RAM). It should be noted that the memory used in the systems and methods described herein is intended to include, but is not limited to, these and any other suitable types of memory.
[0166] It should be understood that the above-described memory is exemplary and not a limiting description. For example, the memory in the embodiments of this application may also be static random access memory (SRAM), dynamic random access memory (DRAM), synchronous dynamic random access memory (SDRAM), double data rate synchronous dynamic random access memory (DDR SDRAM), enhanced synchronous dynamic random access memory (ESDRAM), synchronous link dynamic random access memory (SLDRAM), and direct memory bus RAM (DR RAM), etc. That is to say, the memory in the embodiments of this application is intended to include, but is not limited to, these and any other suitable types of memory.
[0167] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application.
[0168] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0169] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.
[0170] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0171] In addition, the functional units in the embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0172] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a virtual reality device (which may be a personal computer or a server) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.
[0173] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A method for switching positions in virtual reality, characterized in that, The method includes: Obtain a location switching instruction, wherein the location switching instruction is an instruction to switch the display position of the virtual object corresponding to the current account in the virtual reality scene from a first position to a target position; Based on the position switching command, determine the spatial coordinates of the target position and the field of view corresponding to the target position; Based on the spatial coordinate information of the target location, the display position of the virtual object in the virtual reality scene is switched from the first position to the target location; Based on the field of view corresponding to the target position, the field of view of the virtual object in the virtual reality scene is switched from the field of view corresponding to the first position to the field of view corresponding to the target position, and the view content under the field of view corresponding to the target position is displayed; It also includes: detecting whether the location region to which the target location belongs is a different location region from the location region to which the first location belongs; If the location region to which the target location belongs is the same as the location region to which the first location belongs, then the field of view of the virtual object in the virtual reality scene is maintained at the field of view corresponding to the first location, and the view content under the field of view corresponding to the first location is displayed.
2. The virtual reality position switching method as described in claim 1, characterized in that, The method further includes: If the location region to which the target location belongs is different from the location region to which the first location belongs, then the field of view of the virtual object in the virtual reality scene is switched from the field of view corresponding to the first location to the field of view corresponding to the target location, and the view content under the field of view corresponding to the target location is displayed.
3. The virtual reality position switching method as described in claim 2, characterized in that, Switching the field of view of the virtual object in the virtual reality scene from the field of view corresponding to the first position to the field of view corresponding to the target position includes: The field of view of the virtual object in the virtual reality scene is switched from the field of view corresponding to the location area to which the first location belongs to the field of view corresponding to the location area to which the target location belongs.
4. The virtual reality position switching method as described in claim 1, characterized in that, When displaying the viewpoint content at the field of view corresponding to the first position, the method further includes: Based on the positional relationship between the first position and the target position, determine the display ratio of the view content under the field of view corresponding to the first position; Based on the display ratio, the viewpoint content at the field of view corresponding to the first position is displayed.
5. The virtual reality position switching method as described in claim 4, characterized in that, The positional relationship includes the distance between the first position and the target position; The step of determining the display ratio of the viewpoint content at the field of view corresponding to the first position based on the positional relationship between the first position and the target position includes: Based on the distance between the first position and the target position, and the visual direction of the virtual object, the display ratio of the view content under the field of view corresponding to the first position is determined.
6. The virtual reality position switching method according to any one of claims 1-5, characterized in that, The method for obtaining the location switching instruction includes: In response to a transition operation by object input, the transition is displayed on the virtual reality scene as a parabola indicating the transition and a transition positioning marker to which the parabola points; In response to a movement operation of the transition positioning mark, the movement trajectory of the transition positioning mark is displayed on the virtual reality scene, the starting point of the movement trajectory being the first position; In response to a confirmation operation for the endpoint of the movement trajectory, the endpoint of the movement trajectory is determined as the target location; The location switching instruction is generated based on the target location.
7. The virtual reality position switching method according to any one of claims 1-5, characterized in that, The method for obtaining the location switching instruction includes: Obtain voice information; If the voice information is detected to be preset voice data indicating a location switch and containing the target location, then the location switch instruction is generated based on the voice information.
8. A virtual reality position switching device, characterized in that, The device includes: The acquisition unit is used to acquire a location switching instruction, wherein the location switching instruction is an instruction to switch the display position of the virtual object corresponding to the current account in the virtual reality scene from a first position to a target position; The determining unit is used to determine the spatial coordinate information of the target position and the field of view corresponding to the target position according to the position switching instruction; The first switching unit is used to switch the display position of the virtual object in the virtual reality scene from the first position to the target position according to the spatial coordinate information of the target position; The second switching unit is used to switch the field of view of the virtual object in the virtual reality scene from the field of view corresponding to the first position to the field of view corresponding to the target position according to the field of view corresponding to the target position, and display the view content under the field of view corresponding to the target position. The detection unit is used to detect whether the location region to which the target location belongs is a different location region from the location region to which the first location belongs; The second switching unit is further configured to maintain the field of view of the virtual object in the virtual reality scene as the field of view of the first position if the location area to which the target position belongs is the same as the location area to which the first position belongs, and to display the view content under the field of view of the first position.
9. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program adapted for loading by a processor to perform the steps of the virtual reality position switching method as described in any one of claims 1-7.
10. A virtual reality device, characterized in that, The virtual reality device includes a processor and a memory, the memory storing a computer program, and the processor executing the steps of the virtual reality position switching method according to any one of claims 1-7 by calling the computer program stored in the memory.
11. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by the processor, it implements the steps of the virtual reality position switching method according to any one of claims 1-7.